Prepared Movement behaviour. Fixed multi-tile placement bug

This commit is contained in:
Sch1nken 2024-03-29 02:51:06 +01:00
parent 62eef907d3
commit 397082f966
17 changed files with 395 additions and 75 deletions

11
Game.gd
View file

@ -10,7 +10,7 @@ var current_turn: int = 1
func _ready():
GameEvents.insect_tile_finished_moving.connect(_on_insect_tile_finished_moving)
GameEvents.insect_tile_created.connect(_on_insect_tile_created)
GameEvents.pass_round.connect(_on_pass_round)
# since we sealed in webrtc,
# and limited players to 1 in enet
# this should only happen when the opponent disconnects
@ -21,6 +21,14 @@ func _ready():
GameEvents.game_started.emit()
@rpc("any_peer", "call_local")
func pass_round() -> void:
advance_turn()
func _on_pass_round() -> void:
pass_round.rpc()
func _on_peer_disconnected(id: int) -> void:
GameData.disconnect_reason = "Connection to other peer closed unexpectedly"
#Networking.disconnect_all()
@ -31,6 +39,7 @@ func _on_peer_disconnected(id: int) -> void:
#Networking.disconnect_all()
# get_tree().change_scene_to_file("res://UI/main_menu.tscn")
func advance_turn():
GameEvents.turn_ended.emit(current_turn, map)
is_blacks_turn = !is_blacks_turn