Compare commits
11 Commits
v1.0.0
...
old-observ
@@ -2,3 +2,9 @@ root = true
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[*]
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charset = utf-8
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indent_style = space
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indent_size = 2
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tab_width = 2
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[*.{cs,vb}]
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dotnet_diagnostic.CA1050.severity = none
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@@ -3,7 +3,6 @@
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name="macOS"
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platform="macOS"
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runnable=true
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advanced_options=true
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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@@ -11,6 +10,11 @@ include_filter=""
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exclude_filter=""
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export_path="../../Downloads/connect4-moderator-observer.dmg"
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patches=PackedStringArray()
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patch_delta_encoding=false
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patch_delta_compression_level_zstd=19
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patch_delta_min_reduction=0.1
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patch_delta_include_filters="*"
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patch_delta_exclude_filters=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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@@ -25,6 +29,7 @@ binary_format/architecture="universal"
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custom_template/debug=""
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custom_template/release=""
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debug/export_console_wrapper=0
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application/liquid_glass_icon="res://icon.icon"
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application/icon="uid://dd7lvnidxr5ss"
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application/icon_interpolation=0
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application/bundle_identifier="com.abunchofknowitalls.connect4"
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@@ -32,7 +37,7 @@ application/signature=""
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application/app_category="Games"
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application/short_version=""
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application/version=""
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application/copyright="RPI Minds and Machines"
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application/copyright="RPI Minds & Machines"
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application/copyright_localized={}
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application/min_macos_version_x86_64="10.12"
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application/min_macos_version_arm64="11.00"
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@@ -185,10 +190,10 @@ privacy/collected_data/browsing_history/collected=false
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privacy/collected_data/browsing_history/linked_to_user=false
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privacy/collected_data/browsing_history/used_for_tracking=false
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privacy/collected_data/browsing_history/collection_purposes=0
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privacy/collected_data/search_hhistory/collected=false
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privacy/collected_data/search_hhistory/linked_to_user=false
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privacy/collected_data/search_hhistory/used_for_tracking=false
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privacy/collected_data/search_hhistory/collection_purposes=0
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privacy/collected_data/search_history/collected=false
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privacy/collected_data/search_history/linked_to_user=false
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privacy/collected_data/search_history/used_for_tracking=false
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privacy/collected_data/search_history/collection_purposes=0
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privacy/collected_data/user_id/collected=false
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privacy/collected_data/user_id/linked_to_user=false
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privacy/collected_data/user_id/used_for_tracking=false
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@@ -255,13 +260,16 @@ rm -rf \"{temp_dir}\""
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dotnet/include_scripts_content=false
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dotnet/include_debug_symbols=false
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dotnet/embed_build_outputs=false
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privacy/collected_data/search_hhistory/collected=false
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privacy/collected_data/search_hhistory/linked_to_user=false
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privacy/collected_data/search_hhistory/used_for_tracking=false
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privacy/collected_data/search_hhistory/collection_purposes=0
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[preset.1]
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name="Windows (x86_64)"
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platform="Windows Desktop"
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runnable=true
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advanced_options=true
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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@@ -269,6 +277,11 @@ include_filter=""
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exclude_filter=""
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export_path="../../Downloads/connect4-moderator-observer (win-x86_64).exe"
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patches=PackedStringArray()
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patch_delta_encoding=false
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patch_delta_compression_level_zstd=19
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patch_delta_min_reduction=0.1
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patch_delta_include_filters="*"
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patch_delta_exclude_filters=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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@@ -332,7 +345,6 @@ dotnet/embed_build_outputs=true
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name="Windows (arm64)"
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platform="Windows Desktop"
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runnable=false
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advanced_options=true
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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@@ -340,6 +352,11 @@ include_filter=""
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exclude_filter=""
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export_path="../../Downloads/connect4-moderator-observer (win-arm64).exe"
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patches=PackedStringArray()
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patch_delta_encoding=false
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patch_delta_compression_level_zstd=19
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patch_delta_min_reduction=0.1
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patch_delta_include_filters="*"
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patch_delta_exclude_filters=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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@@ -403,7 +420,6 @@ dotnet/embed_build_outputs=true
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name="Linux (x86_64)"
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platform="Linux"
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runnable=true
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advanced_options=true
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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@@ -411,6 +427,11 @@ include_filter=""
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exclude_filter=""
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export_path="../../Downloads/connect4-moderator-observer (linux-x86_64).out"
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patches=PackedStringArray()
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patch_delta_encoding=false
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patch_delta_compression_level_zstd=19
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patch_delta_min_reduction=0.1
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patch_delta_include_filters="*"
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patch_delta_exclude_filters=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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@@ -449,7 +470,6 @@ dotnet/embed_build_outputs=true
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name="Linux (arm64)"
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platform="Linux"
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runnable=false
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advanced_options=true
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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@@ -457,6 +477,11 @@ include_filter=""
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exclude_filter=""
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export_path="../../Downloads/connect4-moderator-observer (linux-arm64).out"
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patches=PackedStringArray()
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patch_delta_encoding=false
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patch_delta_compression_level_zstd=19
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patch_delta_min_reduction=0.1
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patch_delta_include_filters="*"
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patch_delta_exclude_filters=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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@@ -8,12 +8,16 @@
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config_version=5
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[animation]
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compatibility/default_parent_skeleton_in_mesh_instance_3d=true
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[application]
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config/name="Connect4 Observer"
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config/version="1.0.0"
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config/version="1.0.1"
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run/main_scene="uid://dcx5nvs0pa7me"
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config/features=PackedStringArray("4.5", "C#", "Forward Plus")
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config/features=PackedStringArray("4.6", "C#", "Forward Plus")
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boot_splash/image="uid://dd7lvnidxr5ss"
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config/icon="uid://dd7lvnidxr5ss"
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@@ -1,10 +1,6 @@
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using Godot;
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using System;
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public partial class AddressUI : TextEdit
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{
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public override void _Ready()
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{
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Text = Connection.WS_DEFAULT_ADDRESS;
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}
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public partial class AddressUI : TextEdit {
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public override void _Ready() { Text = Connection.WS_DEFAULT_ADDRESS; }
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}
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@@ -1,149 +1,133 @@
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using Godot;
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public partial class AdminControls : HBoxContainer
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{
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[Export] public Button BecomeAdmin;
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[Export] public Button StartTournament;
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[Export] public Button CancelTournament;
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[Export] public Label Label;
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[Export] public Slider Timeout;
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public partial class AdminControls : HBoxContainer {
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[Export] public Button BecomeAdmin;
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[Export] public Button StartTournament;
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[Export] public Button CancelTournament;
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[Export] public Label Label;
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[Export] public Slider Timeout;
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public override void _Ready()
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public override void _Ready() {
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Connection.Instance.OnBecomeAdmin += UpdateUI;
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Connection.Instance.OnTournamentEnd += UpdateUI;
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Connection.Instance.OnStartTournament += UpdateUI;
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Connection.Instance.OnCancelTournamentAck += UpdateUI;
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Connection.Instance.OnGetDataAcks += UpdateUI;
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Connection.Instance.OnSetDataAcks += UpdateUI;
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StartTournament.Pressed += () => Connection.Instance.StartTournament();
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CancelTournament.Pressed += () => Connection.Instance.CancelTournament();
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UpdateUI();
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Timeout.ValueChanged += value =>
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{
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Connection.Instance.OnBecomeAdmin += UpdateUI;
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Connection.Instance.OnTournamentEnd += UpdateUI;
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Connection.Instance.OnStartTournamentAck += UpdateUI;
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Connection.Instance.OnCancelTournamentAck += UpdateUI;
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Connection.Instance.OnGetDataAcks += UpdateUI;
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Connection.Instance.SetMoveWait((float)value);
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var time = Connection.Instance.CurrentWaitTimeout.ToString();
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if (time.Length > 3) {
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time = time.Substring(0, 3);
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}
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Label.Text = "Wait To Move: " + time + "s ";
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};
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StartTournament.Pressed += () => Connection.Instance.StartTournament();
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CancelTournament.Pressed += () => Connection.Instance.CancelTournament();
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BecomeAdmin.Pressed += showAuthPopup;
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}
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UpdateUI();
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public override void _ExitTree() {
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Connection.Instance.OnBecomeAdmin -= UpdateUI;
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Connection.Instance.OnTournamentEnd -= UpdateUI;
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Connection.Instance.OnStartTournament -= UpdateUI;
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Connection.Instance.OnCancelTournamentAck -= UpdateUI;
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Connection.Instance.OnGetDataAcks -= UpdateUI;
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Connection.Instance.OnSetDataAcks -= UpdateUI;
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}
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Timeout.ValueChanged += value =>
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{
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Connection.Instance.SetTournamentWait((float)value);
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var time = Connection.Instance.CurrentWaitTimeout.ToString();
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if (time.Length > 3)
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{
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time = time.Substring(0, 3);
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}
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Label.Text = "Wait To Move: " + time + "s ";
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};
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BecomeAdmin.Pressed += ShowAuthPopup;
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private void UpdateUI() {
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if (!Connection.Instance.IsAdmin) {
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BecomeAdmin.Show();
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StartTournament.Hide();
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CancelTournament.Hide();
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Label.Hide();
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Timeout.Hide();
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} else {
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BecomeAdmin.Hide();
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Label.Show();
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Timeout.Show();
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}
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public override void _ExitTree()
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{
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Connection.Instance.OnBecomeAdmin -= UpdateUI;
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Connection.Instance.OnTournamentEnd -= UpdateUI;
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Connection.Instance.OnStartTournamentAck -= UpdateUI;
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Connection.Instance.OnCancelTournamentAck -= UpdateUI;
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Connection.Instance.OnGetDataAcks -= UpdateUI;
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if (Connection.Instance.IsAdmin && Connection.Instance.DemoMode) {
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StartTournament.Hide();
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CancelTournament.Hide();
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} else if (Connection.Instance.IsAdmin && Connection.Instance.ActiveTournament != TournamentType.None) {
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StartTournament.Hide();
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CancelTournament.Show();
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} else if (Connection.Instance.IsAdmin) {
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StartTournament.Show();
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CancelTournament.Hide();
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}
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private void UpdateUI()
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{
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if (!Connection.Instance.IsAdmin)
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{
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BecomeAdmin.Show();
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StartTournament.Hide();
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CancelTournament.Hide();
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Label.Hide();
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Timeout.Hide();
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}
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else
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{
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BecomeAdmin.Hide();
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Label.Show();
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Timeout.Show();
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}
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if (Connection.Instance.IsAdmin && Connection.Instance.DemoMode)
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{
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StartTournament.Hide();
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CancelTournament.Hide();
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}
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else if (Connection.Instance.IsAdmin && Connection.Instance.ActiveTournament)
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{
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StartTournament.Hide();
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CancelTournament.Show();
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}
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else if (Connection.Instance.IsAdmin)
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{
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StartTournament.Show();
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CancelTournament.Hide();
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}
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Timeout.Value = Connection.Instance.CurrentWaitTimeout;
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var time = Connection.Instance.CurrentWaitTimeout.ToString();
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if (time.Length > 3)
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{
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time = time.Substring(0, 3);
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}
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Label.Text = "Wait To Move: " + time + "s ";
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Timeout.Value = Connection.Instance.CurrentWaitTimeout;
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var time = Connection.Instance.CurrentWaitTimeout.ToString();
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if (time.Length > 3) {
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time = time.Substring(0, 3);
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}
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private void ShowAuthPopup()
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Label.Text = "Wait To Move: " + time + "s ";
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}
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private void showAuthPopup() {
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var authWindow = new Window();
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authWindow.Theme = GD.Load<Theme>("res://assets/theme.tres");
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authWindow.AlwaysOnTop = true;
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authWindow.MaximizeDisabled = true;
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authWindow.Unresizable = true;
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authWindow.InitialPosition = Window.WindowInitialPosition.CenterMainWindowScreen;
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authWindow.Size = new Vector2I(256, 128);
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authWindow.CloseRequested += () =>
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{
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var authWindow = new Window();
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authWindow.Theme = GD.Load<Theme>("res://assets/theme.tres");
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authWindow.AlwaysOnTop = true;
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authWindow.MaximizeDisabled = true;
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authWindow.Unresizable = true;
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authWindow.InitialPosition = Window.WindowInitialPosition.CenterMainWindowScreen;
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authWindow.Size = new Vector2I(256, 128);
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authWindow.CloseRequested += () =>
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{
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GetTree().Root.CallDeferred(Node.MethodName.RemoveChild, authWindow);
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};
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GetTree().Root.CallDeferred(Node.MethodName.RemoveChild, authWindow);
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};
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var vbox = new VBoxContainer();
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vbox.LayoutMode = 1;
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vbox.AnchorBottom = 1.0f;
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vbox.AnchorRight = 1.0f;
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vbox.GrowHorizontal = GrowDirection.Both;
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vbox.GrowVertical = GrowDirection.Both;
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vbox.Alignment = AlignmentMode.Center;
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var vbox = new VBoxContainer();
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vbox.LayoutMode = 1;
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vbox.AnchorBottom = 1.0f;
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vbox.AnchorRight = 1.0f;
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vbox.GrowHorizontal = GrowDirection.Both;
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vbox.GrowVertical = GrowDirection.Both;
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vbox.Alignment = AlignmentMode.Center;
|
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var passwordBox = new TextEdit();
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passwordBox.PlaceholderText = "Password";
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passwordBox.SetCustomMinimumSize(new Vector2(32, 32));
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var passwordBox = new TextEdit();
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passwordBox.PlaceholderText = "Password";
|
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passwordBox.SetCustomMinimumSize(new Vector2(32, 32));
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|
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passwordBox.GuiInput += e =>
|
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{
|
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if (passwordBox.HasFocus() && e is InputEventKey inputEventKey && inputEventKey.IsPressed())
|
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{
|
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if (inputEventKey.KeyLabel == Key.Enter)
|
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{
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Connection.Instance.AdminAuth(passwordBox.Text);
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GetTree().Root.CallDeferred(Node.MethodName.RemoveChild, authWindow);
|
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GetViewport().SetInputAsHandled();
|
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}
|
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passwordBox.GuiInput += e =>
|
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{
|
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if (passwordBox.HasFocus() && e is InputEventKey inputEventKey && inputEventKey.IsPressed()) {
|
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if (inputEventKey.KeyLabel == Key.Enter) {
|
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Connection.Instance.AdminAuth(passwordBox.Text);
|
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GetTree().Root.CallDeferred(Node.MethodName.RemoveChild, authWindow);
|
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GetViewport().SetInputAsHandled();
|
||||
}
|
||||
|
||||
if (inputEventKey.KeyLabel == Key.Space)
|
||||
{
|
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GetViewport().SetInputAsHandled();
|
||||
}
|
||||
}
|
||||
};
|
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if (inputEventKey.KeyLabel == Key.Space) {
|
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GetViewport().SetInputAsHandled();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
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var button = new Button();
|
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button.Text = "Login";
|
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button.Pressed += () =>
|
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{
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Connection.Instance.AdminAuth(passwordBox.Text);
|
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GetTree().Root.CallDeferred(Node.MethodName.RemoveChild, authWindow);
|
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};
|
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var button = new Button();
|
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button.Text = "Login";
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button.Pressed += () =>
|
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{
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Connection.Instance.AdminAuth(passwordBox.Text);
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GetTree().Root.CallDeferred(Node.MethodName.RemoveChild, authWindow);
|
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};
|
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|
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vbox.AddChild(passwordBox);
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vbox.AddChild(button);
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vbox.AddChild(passwordBox);
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vbox.AddChild(button);
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authWindow.AddChild(vbox);
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authWindow.AddChild(vbox);
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GetTree().Root.AddChild(authWindow);
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}
|
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GetTree().Root.AddChild(authWindow);
|
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}
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||||
}
|
||||
|
||||
@@ -1,18 +1,13 @@
|
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using Godot;
|
||||
using System;
|
||||
|
||||
public partial class BackButton : TextureButton
|
||||
{
|
||||
private const string BRACKET_SCENE_PATH = "res://scenes/bracket_view.tscn";
|
||||
public partial class BackButton : TextureButton {
|
||||
private const string BRACKET_SCENE_PATH = "res://scenes/bracket_view.tscn";
|
||||
|
||||
public override void _Pressed()
|
||||
{
|
||||
TransitionToBracket();
|
||||
base._Pressed();
|
||||
}
|
||||
public override void _Pressed() {
|
||||
transitionToBracket();
|
||||
base._Pressed();
|
||||
}
|
||||
|
||||
private void TransitionToBracket()
|
||||
{
|
||||
GetTree().ChangeSceneToFile(BRACKET_SCENE_PATH);
|
||||
}
|
||||
private void transitionToBracket() { GetTree().ChangeSceneToFile(BRACKET_SCENE_PATH); }
|
||||
}
|
||||
|
||||
@@ -1,264 +1,241 @@
|
||||
using Godot;
|
||||
using System.Linq;
|
||||
|
||||
public partial class BoardScreen : Node2D
|
||||
{
|
||||
[Export] private AudioStream endingSfx;
|
||||
[Export] private Theme theme;
|
||||
public partial class BoardScreen : Node2D {
|
||||
[Export] private AudioStream endingSfx;
|
||||
[Export] private Theme theme;
|
||||
|
||||
private const string RED_CHIP_PATH = "res://scenes/red_chip.tscn";
|
||||
private const string YELLOW_CHIP_PATH = "res://scenes/yellow_chip.tscn";
|
||||
private const string BRACKET_SCENE_PATH = "res://scenes/bracket_view.tscn";
|
||||
private const int CHIP_SCALE = 3;
|
||||
private const int CHIP_SIZE = 24;
|
||||
private const int CHIP_PADDING = 2;
|
||||
private const int CHIP_X_OFF = -(CHIP_SIZE + CHIP_PADDING) * 7 / 2 + (CHIP_SIZE + CHIP_PADDING) / 2;
|
||||
private const int Y_OFF = 300;
|
||||
private const int CARD_CENTER_X_DEFAULT = -536;
|
||||
private const double MOVE_TIMEOUT_BEFORE_PLACE = 1.0f;
|
||||
private const string RED_CHIP_PATH = "res://scenes/red_chip.tscn";
|
||||
private const string YELLOW_CHIP_PATH = "res://scenes/yellow_chip.tscn";
|
||||
private const string BRACKET_SCENE_PATH = "res://scenes/bracket_view.tscn";
|
||||
private const int CHIP_SCALE = 3;
|
||||
private const int CHIP_SIZE = 24;
|
||||
private const int CHIP_PADDING = 2;
|
||||
private const int CHIP_X_OFF = -(CHIP_SIZE + CHIP_PADDING) * 7 / 2 + (CHIP_SIZE + CHIP_PADDING) / 2;
|
||||
private const int Y_OFF = 300;
|
||||
private const int CARD_CENTER_X_DEFAULT = -536;
|
||||
private const double MOVE_TIMEOUT_BEFORE_PLACE = 1.0f;
|
||||
|
||||
private double currentTimeout = 0.0f;
|
||||
private double currentTimeout = 0.0f;
|
||||
|
||||
private PackedScene redChip;
|
||||
private PackedScene ylwChip;
|
||||
private PackedScene redChip;
|
||||
private PackedScene ylwChip;
|
||||
|
||||
private Node2D player1Card;
|
||||
private Node2D player2Card;
|
||||
private MatchData matchData;
|
||||
private Node2D player1Card;
|
||||
private Node2D player2Card;
|
||||
private MatchData matchData;
|
||||
|
||||
private RigidBody2D[,] chips = new RigidBody2D[6, 7]; // 6 rows 7 cols | 0, 0 is top left
|
||||
private RigidBody2D[,] chips = new RigidBody2D[6, 7]; // 6 rows 7 cols | 0, 0 is top left
|
||||
|
||||
private bool _lastMove = false;
|
||||
private float _lastMoveTimer = 2.5f;
|
||||
private string _winner = "";
|
||||
private bool _lastMove = false;
|
||||
private float _lastMoveTimer = 2.5f;
|
||||
private string _winner = "";
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready() {
|
||||
// Node initialization
|
||||
player1Card = GetNode<Node2D>("Player1Card");
|
||||
player2Card = GetNode<Node2D>("Player2Card");
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready() {
|
||||
// Node initialization
|
||||
player1Card = GetNode<Node2D>("Player1Card");
|
||||
player2Card = GetNode<Node2D>("Player2Card");
|
||||
|
||||
player1Card.GetNode<Label>("Name").Resized += () => setPlayerCardScale((player1Card.GetNode<Label>("Name").GetRect().Size.X + 7) / 16, player1Card);
|
||||
player2Card.GetNode<Label>("Name").Resized += () => setPlayerCardScale((player2Card.GetNode<Label>("Name").GetRect().Size.X + 7) / 16, player2Card);
|
||||
player1Card.GetNode<Label>("Name").Resized += () =>
|
||||
setPlayerCardScale((player1Card.GetNode<Label>("Name").GetRect().Size.X + 7) / 16, player1Card);
|
||||
player2Card.GetNode<Label>("Name").Resized += () =>
|
||||
setPlayerCardScale((player2Card.GetNode<Label>("Name").GetRect().Size.X + 7) / 16, player2Card);
|
||||
|
||||
redChip = GD.Load<PackedScene>(RED_CHIP_PATH);
|
||||
ylwChip = GD.Load<PackedScene>(YELLOW_CHIP_PATH);
|
||||
redChip = GD.Load<PackedScene>(RED_CHIP_PATH);
|
||||
ylwChip = GD.Load<PackedScene>(YELLOW_CHIP_PATH);
|
||||
|
||||
matchData = Connection.Instance.CurrentObservingMatch;
|
||||
player1Card.GetNode<Label>("Name").Text = matchData.player1;
|
||||
player2Card.GetNode<Label>("Name").Text = matchData.player2;
|
||||
matchData = Connection.Instance.CurrentObservingMatch;
|
||||
player1Card.GetNode<Label>("Name").Text = matchData.player1;
|
||||
player2Card.GetNode<Label>("Name").Text = matchData.player2;
|
||||
|
||||
if (Connection.Instance.PreviousMoves.Count == 0)
|
||||
{
|
||||
player1Card.GetNode<Label>("Status").Show();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
else if (Connection.Instance.PreviousMoves.Last().Item1 == matchData.player1)
|
||||
{
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
player2Card.GetNode<Label>("Status").Show();
|
||||
}
|
||||
else
|
||||
{
|
||||
player1Card.GetNode<Label>("Status").Show();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
|
||||
Connection.Instance.OnObserveWin += OnObserveWin;
|
||||
Connection.Instance.OnObserveDraw += OnObserveDraw;
|
||||
Connection.Instance.OnObserveTerminated += OnObserveTerminated;
|
||||
Connection.Instance.OnObserveMove += ObserveMove;
|
||||
if (Connection.Instance.PreviousMoves.Count == 0) {
|
||||
player1Card.GetNode<Label>("Status").Show();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
} else if (Connection.Instance.PreviousMoves.Last().Item1 == matchData.player1) {
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
player2Card.GetNode<Label>("Status").Show();
|
||||
} else {
|
||||
player1Card.GetNode<Label>("Status").Show();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (Connection.Instance.PreviousMoves.Count != 0 && currentTimeout <= 0.0f)
|
||||
{
|
||||
var move = Connection.Instance.PreviousMoves[0];
|
||||
Connection.Instance.PreviousMoves.RemoveAt(0);
|
||||
if (move.Item1 == matchData.player1)
|
||||
{
|
||||
spawnRed(move.Item2);
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnYellow(move.Item2);
|
||||
}
|
||||
Connection.Instance.OnObserveWin += OnObserveWin;
|
||||
Connection.Instance.OnObserveDraw += OnObserveDraw;
|
||||
Connection.Instance.OnObserveTerminated += OnObserveTerminated;
|
||||
Connection.Instance.OnObserveMove += OnObserveMove;
|
||||
}
|
||||
|
||||
currentTimeout = MOVE_TIMEOUT_BEFORE_PLACE;
|
||||
}
|
||||
else if (currentTimeout >= 0.0f)
|
||||
{
|
||||
currentTimeout -= delta;
|
||||
}
|
||||
public override void _Process(double delta) {
|
||||
if (Connection.Instance.PreviousMoves.Count != 0 && currentTimeout <= 0.0f) {
|
||||
var move = Connection.Instance.PreviousMoves[0];
|
||||
Connection.Instance.PreviousMoves.RemoveAt(0);
|
||||
if (move.Item1 == matchData.player1) {
|
||||
spawnRed(move.Item2);
|
||||
} else {
|
||||
spawnYellow(move.Item2);
|
||||
}
|
||||
|
||||
if (_lastMove)
|
||||
{
|
||||
_lastMoveTimer -= (float) delta;
|
||||
}
|
||||
|
||||
if (_lastMoveTimer <= 0.0f)
|
||||
{
|
||||
if (_winner == "")
|
||||
{
|
||||
PopupMessage("Draw!");
|
||||
}
|
||||
else
|
||||
{
|
||||
PopupMessage(_winner + " wins!");
|
||||
}
|
||||
}
|
||||
currentTimeout = MOVE_TIMEOUT_BEFORE_PLACE;
|
||||
} else if (currentTimeout >= 0.0f) {
|
||||
currentTimeout -= delta;
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
Connection.Instance.OnObserveWin -= OnObserveWin;
|
||||
Connection.Instance.OnObserveDraw -= OnObserveDraw;
|
||||
Connection.Instance.OnObserveTerminated -= OnObserveTerminated;
|
||||
Connection.Instance.OnObserveMove -= ObserveMove;
|
||||
if (_lastMove) {
|
||||
_lastMoveTimer -= (float)delta;
|
||||
}
|
||||
|
||||
private void OnObserveWin(string winner)
|
||||
{
|
||||
_lastMove = true;
|
||||
_winner = winner;
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
if (_lastMoveTimer <= 0.0f) {
|
||||
if (_winner == "") {
|
||||
showPopupMessage("Draw!");
|
||||
} else {
|
||||
showPopupMessage(_winner + " wins!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void _ExitTree() {
|
||||
Connection.Instance.OnObserveWin -= OnObserveWin;
|
||||
Connection.Instance.OnObserveDraw -= OnObserveDraw;
|
||||
Connection.Instance.OnObserveTerminated -= OnObserveTerminated;
|
||||
Connection.Instance.OnObserveMove -= OnObserveMove;
|
||||
}
|
||||
|
||||
private void OnObserveWin(string winner) {
|
||||
_lastMove = true;
|
||||
_winner = winner;
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
|
||||
private void OnObserveDraw() {
|
||||
_lastMove = true;
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
|
||||
private void OnObserveTerminated() {
|
||||
showPopupMessage("Match Terminated");
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
|
||||
private void OnObserveMove(string username, int column) {
|
||||
if (username == matchData.player1) {
|
||||
if (!_lastMove)
|
||||
player2Card.GetNode<Label>("Status").Show();
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
} else {
|
||||
if (!_lastMove)
|
||||
player1Card.GetNode<Label>("Status").Show();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
|
||||
private void OnObserveDraw()
|
||||
{
|
||||
_lastMove = true;
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
Connection.Instance.PreviousMoves.Add((username, column));
|
||||
}
|
||||
|
||||
private void showPopupMessage(string message) {
|
||||
var popup = new Popup();
|
||||
popup.AlwaysOnTop = true;
|
||||
popup.Size = new Vector2I(200, 100);
|
||||
popup.Theme = GD.Load<Theme>("res://assets/theme.tres");
|
||||
var text = new Label();
|
||||
text.Text = message;
|
||||
var sfx = new AudioStreamPlayer();
|
||||
sfx.Stream = endingSfx;
|
||||
sfx.VolumeDb = -2;
|
||||
popup.AddChild(sfx);
|
||||
popup.AddChild(text);
|
||||
text.GrowHorizontal = Control.GrowDirection.Both;
|
||||
text.GrowVertical = Control.GrowDirection.Both;
|
||||
text.HorizontalAlignment = HorizontalAlignment.Center;
|
||||
text.VerticalAlignment = VerticalAlignment.Center;
|
||||
text.AnchorsPreset = (int)Control.LayoutPreset.FullRect;
|
||||
popup.InitialPosition = Window.WindowInitialPosition.CenterMainWindowScreen;
|
||||
popup.PopupHide += () => popup.QueueFree();
|
||||
GetTree().Root.AddChild(popup);
|
||||
popup.PopupCentered();
|
||||
sfx.Play();
|
||||
popup.Show();
|
||||
transitionToBracket();
|
||||
}
|
||||
|
||||
private void transitionToBracket() { GetTree().ChangeSceneToFile(BRACKET_SCENE_PATH); }
|
||||
|
||||
/*
|
||||
* Determines if the column can have a new chip placed
|
||||
* Will return -1 if invalid
|
||||
* or
|
||||
* Will return row of board in which chip can be placed
|
||||
*/
|
||||
private int canPlaceOnCol(int col) {
|
||||
if (col < 0 || col > 6) // Col out of range
|
||||
return -1;
|
||||
|
||||
return getNextAvailRow(col);
|
||||
}
|
||||
|
||||
private int getNextAvailRow(int col) {
|
||||
for (int i = chips.GetLength(0) - 1; i >= 0; i--) {
|
||||
// Start at bottom
|
||||
if (chips[i, col] == null)
|
||||
return i;
|
||||
}
|
||||
|
||||
private void OnObserveTerminated()
|
||||
{
|
||||
PopupMessage("Match Terminated");
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
return -1;
|
||||
}
|
||||
|
||||
private void spawnRed(int col) {
|
||||
int row = canPlaceOnCol(col);
|
||||
if (row == -1) {
|
||||
GD.Print("Invalid Placement!");
|
||||
return;
|
||||
}
|
||||
|
||||
private void ObserveMove(string username, int column)
|
||||
{
|
||||
if (username == matchData.player1)
|
||||
{
|
||||
if (!_lastMove)
|
||||
player2Card.GetNode<Label>("Status").Show();
|
||||
player1Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!_lastMove)
|
||||
player1Card.GetNode<Label>("Status").Show();
|
||||
player2Card.GetNode<Label>("Status").Hide();
|
||||
}
|
||||
Connection.Instance.PreviousMoves.Add((username, column));
|
||||
RigidBody2D newNode = redChip.Instantiate<RigidBody2D>();
|
||||
AddChild(newNode);
|
||||
newNode.Position = new Vector2(CHIP_SCALE * (CHIP_X_OFF + (CHIP_SIZE + CHIP_PADDING) * col),
|
||||
-(CHIP_SIZE + CHIP_PADDING) * 7);
|
||||
|
||||
chips[row, col] = newNode;
|
||||
}
|
||||
|
||||
private void spawnYellow(int col) {
|
||||
int row = canPlaceOnCol(col);
|
||||
if (row == -1) {
|
||||
GD.Print("Invalid Placement!");
|
||||
return;
|
||||
}
|
||||
|
||||
private void PopupMessage(string message)
|
||||
{
|
||||
var popup = new Popup();
|
||||
popup.AlwaysOnTop = true;
|
||||
popup.Size = new Vector2I(200, 100);
|
||||
popup.Theme = GD.Load<Theme>("res://assets/theme.tres");
|
||||
var text = new Label();
|
||||
text.Text = message;
|
||||
var sfx = new AudioStreamPlayer();
|
||||
sfx.Stream = endingSfx;
|
||||
sfx.VolumeDb = -2;
|
||||
popup.AddChild(sfx);
|
||||
popup.AddChild(text);
|
||||
text.GrowHorizontal = Control.GrowDirection.Both;
|
||||
text.GrowVertical = Control.GrowDirection.Both;
|
||||
text.HorizontalAlignment = HorizontalAlignment.Center;
|
||||
text.VerticalAlignment = VerticalAlignment.Center;
|
||||
text.AnchorsPreset = (int) Control.LayoutPreset.FullRect;
|
||||
popup.InitialPosition = Window.WindowInitialPosition.CenterMainWindowScreen;
|
||||
popup.PopupHide += () => popup.QueueFree();
|
||||
GetTree().Root.AddChild(popup);
|
||||
popup.PopupCentered();
|
||||
sfx.Play();
|
||||
popup.Show();
|
||||
TransitionToBracket();
|
||||
}
|
||||
RigidBody2D newNode = ylwChip.Instantiate<RigidBody2D>();
|
||||
AddChild(newNode);
|
||||
newNode.Position = new Vector2(CHIP_SCALE * (CHIP_X_OFF + (CHIP_SIZE + CHIP_PADDING) * col),
|
||||
-(CHIP_SIZE + CHIP_PADDING) * 7);
|
||||
|
||||
private void TransitionToBracket()
|
||||
{
|
||||
GetTree().ChangeSceneToFile(BRACKET_SCENE_PATH);
|
||||
}
|
||||
chips[row, col] = newNode;
|
||||
}
|
||||
|
||||
/*
|
||||
* Determines if the column can have a new chip placed
|
||||
* Will return -1 if invalid
|
||||
* or
|
||||
* Will return row of board in which chip can be placed
|
||||
*/
|
||||
public int canPlaceOnCol(int col) {
|
||||
if(col < 0 || col > 6) // Col out of range
|
||||
return -1;
|
||||
private void setPlayerCardScale(float x, Node2D playerCard) {
|
||||
Sprite2D cardCenter = playerCard.GetNode<Sprite2D>("Center");
|
||||
Sprite2D cardRight = playerCard.GetNode<Sprite2D>("Right");
|
||||
|
||||
return getNextAvailRow(col);
|
||||
}
|
||||
float offX = 16 * x / 2;
|
||||
cardCenter.Scale = new Vector2(x, 2);
|
||||
cardCenter.Position = new Vector2(CARD_CENTER_X_DEFAULT + offX, cardCenter.Position.Y);
|
||||
|
||||
public int getNextAvailRow(int col) {
|
||||
for(int i = chips.GetLength(0) - 1; i >= 0; i--) { // Start at bottom
|
||||
if(chips[i, col] == null)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
private void spawnRed(int col) {
|
||||
int row = canPlaceOnCol(col);
|
||||
if(row == -1) {
|
||||
GD.Print("Invalid Placement!");
|
||||
return;
|
||||
}
|
||||
|
||||
RigidBody2D newNode = redChip.Instantiate<RigidBody2D>();
|
||||
AddChild(newNode);
|
||||
newNode.Position = new Vector2(CHIP_SCALE * (CHIP_X_OFF + (CHIP_SIZE + CHIP_PADDING) * col), -(CHIP_SIZE + CHIP_PADDING) * 7);
|
||||
|
||||
chips[row, col] = newNode;
|
||||
}
|
||||
|
||||
private void spawnYellow(int col) {
|
||||
int row = canPlaceOnCol(col);
|
||||
if(row == -1) {
|
||||
GD.Print("Invalid Placement!");
|
||||
return;
|
||||
}
|
||||
|
||||
RigidBody2D newNode = ylwChip.Instantiate<RigidBody2D>();
|
||||
AddChild(newNode);
|
||||
newNode.Position = new Vector2(CHIP_SCALE * (CHIP_X_OFF + (CHIP_SIZE + CHIP_PADDING) * col), -(CHIP_SIZE + CHIP_PADDING) * 7);
|
||||
|
||||
chips[row, col] = newNode;
|
||||
}
|
||||
|
||||
private void setPlayerCardScale(float x, Node2D playerCard) {
|
||||
Sprite2D cardCenter = playerCard.GetNode<Sprite2D>("Center");
|
||||
Sprite2D cardRight = playerCard.GetNode<Sprite2D>("Right");
|
||||
|
||||
float offX = 16 * x / 2;
|
||||
cardCenter.Scale = new Vector2(x, 2);
|
||||
cardCenter.Position = new Vector2(CARD_CENTER_X_DEFAULT + offX, cardCenter.Position.Y);
|
||||
|
||||
cardRight.Position = new Vector2(CARD_CENTER_X_DEFAULT + offX * 2 + 8, cardRight.Position.Y); // 8 is a magic number (im too lazy) for the size of the card edge multipled by 2
|
||||
}
|
||||
cardRight.Position =
|
||||
new Vector2(CARD_CENTER_X_DEFAULT + offX * 2 + 8,
|
||||
cardRight.Position.Y); // 8 is a magic number (im too lazy) for the size of the card edge multipled by 2
|
||||
}
|
||||
}
|
||||
|
||||
enum Direction
|
||||
{
|
||||
UP,
|
||||
UP_RIGHT,
|
||||
RIGHT,
|
||||
DOWN_RIGHT,
|
||||
DOWN,
|
||||
DOWN_LEFT,
|
||||
LEFT,
|
||||
UP_LEFT
|
||||
enum Direction {
|
||||
UP,
|
||||
UP_RIGHT,
|
||||
RIGHT,
|
||||
DOWN_RIGHT,
|
||||
DOWN,
|
||||
DOWN_LEFT,
|
||||
LEFT,
|
||||
UP_LEFT
|
||||
}
|
||||
|
||||
@@ -1,109 +1,91 @@
|
||||
using Godot;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public partial class BracketScene : Control
|
||||
{
|
||||
[Export] public Tree Players;
|
||||
[Export] public Tree Matches;
|
||||
[Export] public Texture2D WatchButton;
|
||||
[Export] public Texture2D TerminateKickButton;
|
||||
private const string BOARD_SCENE_PATH = "res://scenes/game.tscn";
|
||||
public partial class BracketScene : Control {
|
||||
[Export] public Tree Players;
|
||||
[Export] public Tree Matches;
|
||||
[Export] public Texture2D WatchButton;
|
||||
[Export] public Texture2D TerminateKickButton;
|
||||
private const string BOARD_SCENE_PATH = "res://scenes/game.tscn";
|
||||
|
||||
private List<PlayerData> _playerList;
|
||||
private List<MatchData> _matchList;
|
||||
private List<PlayerData> playerList;
|
||||
private List<MatchData> matchList;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
Players.SetColumnTitle(0, "Name");
|
||||
Players.SetColumnTitle(1, "Ready");
|
||||
Players.SetColumnTitle(2, "Playing");
|
||||
Players.HideRoot = true;
|
||||
Players.ButtonClicked += KickPlayer;
|
||||
public override void _Ready() {
|
||||
Players.SetColumnTitle(0, "Name");
|
||||
Players.SetColumnTitle(1, "Ready");
|
||||
Players.SetColumnTitle(2, "Playing");
|
||||
Players.HideRoot = true;
|
||||
Players.ButtonClicked += kickPlayer;
|
||||
|
||||
|
||||
Matches.SetColumnTitle(0, "Match");
|
||||
Matches.SetColumnTitle(1, "Red");
|
||||
Matches.SetColumnTitle(2, "Yellow");
|
||||
Matches.HideRoot = true;
|
||||
Matches.ButtonClicked += WatchGame;
|
||||
Matches.ButtonClicked += TerminateGame;
|
||||
Matches.SetColumnTitle(0, "Match");
|
||||
Matches.SetColumnTitle(1, "Red");
|
||||
Matches.SetColumnTitle(2, "Yellow");
|
||||
Matches.HideRoot = true;
|
||||
Matches.ButtonClicked += watchGame;
|
||||
Matches.ButtonClicked += terminateGame;
|
||||
|
||||
Connection.Instance.OnUpdatedPlayers += UpdatePlayers;
|
||||
Connection.Instance.OnUpdatedMatches += UpdateMatches;
|
||||
Connection.Instance.OnWatchGameAck += TransitionToBoard;
|
||||
Connection.Instance.OnUpdatedPlayers += updatePlayers;
|
||||
Connection.Instance.OnUpdatedMatches += updateMatches;
|
||||
Connection.Instance.OnWatchGameAck += transitionToBoard;
|
||||
}
|
||||
|
||||
public override void _ExitTree() {
|
||||
Connection.Instance.OnUpdatedPlayers -= updatePlayers;
|
||||
Connection.Instance.OnUpdatedMatches -= updateMatches;
|
||||
Connection.Instance.OnWatchGameAck -= transitionToBoard;
|
||||
}
|
||||
|
||||
private void updatePlayers(List<PlayerData> newPlayerList) {
|
||||
Players.Clear();
|
||||
playerList = newPlayerList;
|
||||
playerList.Sort((a, b) => a.Username.CompareTo(b.Username));
|
||||
var root = Players.CreateItem();
|
||||
for (int i = 0; i < playerList.Count; i++) {
|
||||
var item = Players.CreateItem(root);
|
||||
item.SetText(0, newPlayerList[i].Username);
|
||||
item.SetText(1, newPlayerList[i].IsReady ? "Yes" : "No");
|
||||
item.SetText(2, newPlayerList[i].IsPlaying ? "Yes" : "No");
|
||||
if (Connection.Instance.IsAdmin) {
|
||||
item.AddButton(0, TerminateKickButton, i, false, "Kick");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
Connection.Instance.OnUpdatedPlayers -= UpdatePlayers;
|
||||
Connection.Instance.OnUpdatedMatches -= UpdateMatches;
|
||||
Connection.Instance.OnWatchGameAck -= TransitionToBoard;
|
||||
private void updateMatches(List<MatchData> newMatchList) {
|
||||
Matches.Clear();
|
||||
matchList = newMatchList;
|
||||
var root = Matches.CreateItem();
|
||||
for (int i = 0; i < newMatchList.Count; i++) {
|
||||
var item = Matches.CreateItem(root);
|
||||
item.SetText(0, newMatchList[i].matchId.ToString());
|
||||
item.SetText(1, newMatchList[i].player1);
|
||||
item.SetText(2, newMatchList[i].player2);
|
||||
item.AddButton(0, WatchButton, i, false, "Watch");
|
||||
if (Connection.Instance.IsAdmin) {
|
||||
item.AddButton(0, TerminateKickButton, 128 + i, false, "Terminate");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdatePlayers(List<PlayerData> playerList)
|
||||
{
|
||||
Players.Clear();
|
||||
_playerList = playerList;
|
||||
_playerList.Sort((a, b) => a.username.CompareTo(b.username));
|
||||
var root = Players.CreateItem();
|
||||
for (int i = 0; i < _playerList.Count; i++)
|
||||
{
|
||||
var item = Players.CreateItem(root);
|
||||
item.SetText(0, playerList[i].username);
|
||||
item.SetText(1, playerList[i].isReady ? "Yes" : "No");
|
||||
item.SetText(2, playerList[i].isPlaying ? "Yes" : "No");
|
||||
if (Connection.Instance.IsAdmin)
|
||||
{
|
||||
item.AddButton(0, TerminateKickButton, i, false, "Kick");
|
||||
}
|
||||
}
|
||||
private void watchGame(TreeItem item, long column, long id, long mouseButtonIndex) {
|
||||
if (mouseButtonIndex == 1 && column == 0 && id < 128) {
|
||||
Connection.Instance.SendWatchGame(matchList[(int)id].matchId);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateMatches(List<MatchData> matchList)
|
||||
{
|
||||
Matches.Clear();
|
||||
_matchList = matchList;
|
||||
var root = Matches.CreateItem();
|
||||
for (int i = 0; i < matchList.Count; i++)
|
||||
{
|
||||
var item = Matches.CreateItem(root);
|
||||
item.SetText(0, matchList[i].matchId.ToString());
|
||||
item.SetText(1, matchList[i].player1);
|
||||
item.SetText(2, matchList[i].player2);
|
||||
item.AddButton(0, WatchButton, i, false, "Watch");
|
||||
if (Connection.Instance.IsAdmin)
|
||||
{
|
||||
item.AddButton(0, TerminateKickButton, 128 + i, false, "Terminate");
|
||||
}
|
||||
}
|
||||
private void terminateGame(TreeItem item, long column, long id, long mouseButtonIndex) {
|
||||
if (mouseButtonIndex == 1 && column == 0 && id - 128 >= 0 && matchList[(int)id - 128] != null) {
|
||||
Connection.Instance.TerminateGame(matchList[(int)id - 128].matchId);
|
||||
}
|
||||
}
|
||||
|
||||
private void WatchGame(TreeItem item, long column, long id, long mouseButtonIndex)
|
||||
{
|
||||
if (mouseButtonIndex == 1 && column == 0 && id < 128)
|
||||
{
|
||||
Connection.Instance.SendWatchGame(_matchList[(int) id].matchId);
|
||||
}
|
||||
private void kickPlayer(TreeItem item, long column, long id, long mouseButtonIndex) {
|
||||
if (mouseButtonIndex == 1 && column == 0) {
|
||||
Connection.Instance.KickPlayer(playerList[(int)id].Username);
|
||||
}
|
||||
}
|
||||
|
||||
private void TerminateGame(TreeItem item, long column, long id, long mouseButtonIndex)
|
||||
{
|
||||
if (mouseButtonIndex == 1 && column == 0 && id - 128 >= 0 && _matchList[(int) id - 128] != null)
|
||||
{
|
||||
Connection.Instance.TerminateGame(_matchList[(int) id - 128].matchId);
|
||||
}
|
||||
}
|
||||
|
||||
private void KickPlayer(TreeItem item, long column, long id, long mouseButtonIndex)
|
||||
{
|
||||
if (mouseButtonIndex == 1 && column == 0)
|
||||
{
|
||||
Connection.Instance.KickPlayer(_playerList[(int) id].username);
|
||||
}
|
||||
}
|
||||
|
||||
private void TransitionToBoard()
|
||||
{
|
||||
GetTree().ChangeSceneToFile(BOARD_SCENE_PATH);
|
||||
}
|
||||
private void transitionToBoard() { GetTree().ChangeSceneToFile(BOARD_SCENE_PATH); }
|
||||
}
|
||||
|
||||
404
scripts/Connect4WinProbability.cs
Normal file
404
scripts/Connect4WinProbability.cs
Normal file
@@ -0,0 +1,404 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
/// <summary>
|
||||
/// Estimates Red/Yellow/Draw chances from a Connect 4 board state.
|
||||
///
|
||||
/// Implementation notes:
|
||||
/// - Uses a near-perfect solver core (negamax + alpha-beta + transposition table) on a standard 7x6 bitboard.
|
||||
/// - Converts the exact (perfect-play) score into a "chess.com-like" practical win% using:
|
||||
/// (1) a sigmoid mapping of engine score -> win probability,
|
||||
/// (2) an optional complexity adjustment based on how many moves preserve the best outcome.
|
||||
/// </summary>
|
||||
public static class Connect4WinProbability {
|
||||
public const int Width = 7;
|
||||
public const int Height = 6;
|
||||
|
||||
/// <summary>
|
||||
/// Cell content.
|
||||
/// </summary>
|
||||
public enum Cell {
|
||||
None = 0,
|
||||
Red = 1,
|
||||
Yellow = 2,
|
||||
}
|
||||
|
||||
public readonly record struct Chances(double RedWinChance, double YellowWinChance, double DrawChance) {
|
||||
public Chances Normalize() {
|
||||
var sum = RedWinChance + YellowWinChance + DrawChance;
|
||||
if (sum <= 0) return new Chances(0.5, 0.5, 0.0);
|
||||
return new Chances(RedWinChance / sum, YellowWinChance / sum, DrawChance / sum);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Estimate win/draw chances for the given board.
|
||||
///
|
||||
/// Expected board shape is [7,6]. The first index is column (0..6) and the second is row (0..5).
|
||||
/// Row orientation is auto-detected: this method will accept either row=0 bottom or row=0 top,
|
||||
/// as long as the position is gravity-valid.
|
||||
///
|
||||
/// <paramref name="toMove"/> must be Red or Yellow.
|
||||
/// </summary>
|
||||
/// <param name="board">2D array [7,6].</param>
|
||||
/// <param name="toMove">Who is to play next.</param>
|
||||
/// <param name="nodeBudget">Maximum explored nodes before falling back to the best-so-far estimate.</param>
|
||||
/// <param name="enableComplexityAdjustment">If true, adjusts probabilities using move uniqueness/fragility.</param>
|
||||
public static Chances Evaluate(Cell[,] board, Cell toMove, int nodeBudget = 350_000, bool enableComplexityAdjustment = true) {
|
||||
if (board == null) throw new ArgumentNullException(nameof(board));
|
||||
if (board.GetLength(0) != Width || board.GetLength(1) != Height)
|
||||
throw new ArgumentException($"Board must be [{Width},{Height}]", nameof(board));
|
||||
if (toMove is not Cell.Red and not Cell.Yellow)
|
||||
throw new ArgumentException("toMove must be Cell.Red or Cell.Yellow", nameof(toMove));
|
||||
|
||||
if (!TryParseBoard(board, out var redBits, out var yellowBits)) {
|
||||
// If the board is invalid, avoid lying with a confident number.
|
||||
return new Chances(0.45, 0.45, 0.10).Normalize();
|
||||
}
|
||||
|
||||
var mask = redBits | yellowBits;
|
||||
var nbMoves = BitOperations.PopCount(mask);
|
||||
|
||||
// If someone has already won (shouldn't happen in a "next move" position, but observers might see it).
|
||||
if (HasAlignment(redBits) && HasAlignment(yellowBits)) {
|
||||
// Illegal: both cannot have 4-in-a-row in a legal game.
|
||||
return new Chances(0.45, 0.45, 0.10).Normalize();
|
||||
}
|
||||
if (HasAlignment(redBits)) return new Chances(1.0, 0.0, 0.0);
|
||||
if (HasAlignment(yellowBits)) return new Chances(0.0, 1.0, 0.0);
|
||||
|
||||
var position = Position.FromBitboards(mask, toMove == Cell.Red ? redBits : yellowBits);
|
||||
|
||||
// Solve the exact perfect-play score.
|
||||
var tt = new TranspositionTable(1 << 20);
|
||||
var solver = new Solver(tt, nodeBudget);
|
||||
|
||||
int bestScore = solver.Negamax(position, alpha: -Position.MaxScore, beta: Position.MaxScore);
|
||||
|
||||
// Optional complexity: score all immediate child moves (only up to 7) to see how "fragile" the outcome is.
|
||||
int legalMoves = 0;
|
||||
int bestMoves = 0;
|
||||
int drawingMoves = 0;
|
||||
|
||||
if (enableComplexityAdjustment) {
|
||||
for (int col = 0; col < Width; col++) {
|
||||
if (!position.CanPlay(col)) continue;
|
||||
legalMoves++;
|
||||
|
||||
var child = position;
|
||||
child.Play(col);
|
||||
// Reuse the same TT for speed.
|
||||
int score = -solver.Negamax(child, alpha: -Position.MaxScore, beta: Position.MaxScore);
|
||||
|
||||
if (score == bestScore) bestMoves++;
|
||||
if (score == 0) drawingMoves++;
|
||||
}
|
||||
|
||||
if (legalMoves == 0) {
|
||||
// Board full.
|
||||
return new Chances(0.0, 0.0, 1.0);
|
||||
}
|
||||
} else {
|
||||
for (int col = 0; col < Width; col++) if (position.CanPlay(col)) legalMoves++;
|
||||
if (legalMoves == 0) return new Chances(0.0, 0.0, 1.0);
|
||||
bestMoves = Math.Max(1, legalMoves / 2);
|
||||
drawingMoves = 0;
|
||||
}
|
||||
|
||||
var (pCurrentWin, pDraw) = ScoreToPracticalProbabilities(bestScore, nbMoves, legalMoves, bestMoves, drawingMoves);
|
||||
var pCurrentLoss = Math.Max(0.0, 1.0 - pDraw - pCurrentWin);
|
||||
|
||||
// Map from current-player POV to Red/Yellow.
|
||||
Chances result = toMove == Cell.Red
|
||||
? new Chances(pCurrentWin, pCurrentLoss, pDraw)
|
||||
: new Chances(pCurrentLoss, pCurrentWin, pDraw);
|
||||
|
||||
return result.Normalize();
|
||||
}
|
||||
|
||||
private static (double pCurrentWin, double pDraw) ScoreToPracticalProbabilities(
|
||||
int score,
|
||||
int nbMoves,
|
||||
int legalMoves,
|
||||
int bestMoves,
|
||||
int drawingMoves
|
||||
) {
|
||||
// Normalize score by the maximum possible magnitude at this ply.
|
||||
// The classic perfect-solver scoring is within [-21, 21] on a 7x6 board.
|
||||
var maxAtPly = Math.Max(1, (Width * Height + 1 - nbMoves) / 2); // similar to gamesolver.org tutorial scoring
|
||||
double s = Math.Clamp(score / (double)maxAtPly, -1.0, 1.0);
|
||||
|
||||
// Base win probability ignoring draws: a sigmoid curve similar in spirit to chess eval->win% mappings.
|
||||
const double sigmoidScale = 3.0;
|
||||
double pWinNoDraw = Sigmoid(s * sigmoidScale);
|
||||
|
||||
// Complexity/fragility: if only a few moves preserve the best outcome, the practical win% should be less extreme.
|
||||
// complexity = 0 means many best moves (easy), 1 means only one best move (fragile).
|
||||
double complexity = 1.0;
|
||||
if (legalMoves > 0) {
|
||||
complexity = 1.0 - Math.Clamp(bestMoves / (double)legalMoves, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// Blend toward 50% based on complexity.
|
||||
// (If there are many good moves, keep the evaluation confident; if there's only one, flatten it.)
|
||||
double flatten = 0.60 * complexity;
|
||||
pWinNoDraw = Lerp(pWinNoDraw, 0.5, flatten);
|
||||
|
||||
// Draw propensity.
|
||||
// - If perfect play draws (score == 0), put a significant mass on draw, more so if many moves keep it drawn.
|
||||
// - If perfect play is decisive, keep draw small but non-zero (practical mistakes can still drift to a draw).
|
||||
double drawMoveRatio = legalMoves > 0 ? (drawingMoves / (double)legalMoves) : 0.0;
|
||||
|
||||
double pDraw;
|
||||
if (score == 0) {
|
||||
pDraw = 0.55 + 0.35 * drawMoveRatio; // 0.55..0.90
|
||||
// If draw is very "fragile" (few drawing moves), reduce draw slightly.
|
||||
pDraw -= 0.10 * complexity;
|
||||
} else {
|
||||
// Keep it small, but let it rise a bit for positions where many moves still lead to a theoretical draw.
|
||||
pDraw = 0.02 + 0.10 * drawMoveRatio;
|
||||
// If the position is very complex, increase draw slightly (practical play drifts).
|
||||
pDraw += 0.03 * complexity;
|
||||
}
|
||||
|
||||
pDraw = Math.Clamp(pDraw, 0.0, 0.90);
|
||||
|
||||
// Combine.
|
||||
double pWin = (1.0 - pDraw) * pWinNoDraw;
|
||||
pWin = Math.Clamp(pWin, 0.0, 1.0 - pDraw);
|
||||
|
||||
return (pWin, pDraw);
|
||||
}
|
||||
|
||||
private static double Sigmoid(double x) => 1.0 / (1.0 + Math.Exp(-x));
|
||||
private static double Lerp(double a, double b, double t) => a + (b - a) * Math.Clamp(t, 0.0, 1.0);
|
||||
|
||||
private static bool TryParseBoard(Cell[,] board, out ulong redBits, out ulong yellowBits) {
|
||||
// We accept either row=0 bottom OR row=0 top as long as it is gravity-valid.
|
||||
// We try both and select the first valid representation.
|
||||
if (TryParseBoard(board, row0IsBottom: true, out redBits, out yellowBits)) return true;
|
||||
if (TryParseBoard(board, row0IsBottom: false, out redBits, out yellowBits)) return true;
|
||||
redBits = 0;
|
||||
yellowBits = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool TryParseBoard(Cell[,] board, bool row0IsBottom, out ulong redBits, out ulong yellowBits) {
|
||||
redBits = 0;
|
||||
yellowBits = 0;
|
||||
|
||||
for (int col = 0; col < Width; col++) {
|
||||
bool seenEmptyBelow = false;
|
||||
for (int rowIdx = 0; rowIdx < Height; rowIdx++) {
|
||||
int row = row0IsBottom ? rowIdx : (Height - 1 - rowIdx);
|
||||
var cell = board[col, row];
|
||||
|
||||
if (cell == Cell.None) {
|
||||
seenEmptyBelow = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (seenEmptyBelow) {
|
||||
// A disc is "floating" above an empty cell in this interpretation.
|
||||
return false;
|
||||
}
|
||||
|
||||
int bitRow = rowIdx; // bottom=0
|
||||
ulong bit = 1UL << (col * (Height + 1) + bitRow);
|
||||
|
||||
if (cell == Cell.Red) redBits |= bit;
|
||||
else if (cell == Cell.Yellow) yellowBits |= bit;
|
||||
else return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Additional sanity: overlap check.
|
||||
return (redBits & yellowBits) == 0;
|
||||
}
|
||||
|
||||
private static bool HasAlignment(ulong pos) {
|
||||
// Checks 4-in-a-row for a bitboard with (Height+1)=7 stride per column.
|
||||
// Shifts correspond to:
|
||||
// - 1: vertical
|
||||
// - (Height+1): horizontal
|
||||
// - (Height+1)+1: diagonal /
|
||||
// - (Height+1)-1: diagonal \
|
||||
int h1 = Height + 1;
|
||||
|
||||
// vertical
|
||||
if (HasFour(pos, 1)) return true;
|
||||
// horizontal
|
||||
if (HasFour(pos, h1)) return true;
|
||||
// diag / (up-right)
|
||||
if (HasFour(pos, h1 + 1)) return true;
|
||||
// diag \ (down-right)
|
||||
if (HasFour(pos, h1 - 1)) return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool HasFour(ulong pos, int shift) {
|
||||
ulong m = pos & (pos >> shift);
|
||||
return (m & (m >> (2 * shift))) != 0;
|
||||
}
|
||||
|
||||
private struct Position {
|
||||
// Bitboard representation (Pascal Pons / Tromp style):
|
||||
// - mask: all occupied cells
|
||||
// - current: stones of the player to move
|
||||
public ulong Mask;
|
||||
public ulong Current;
|
||||
|
||||
public const int MaxScore = (Width * Height + 1) / 2; // 21
|
||||
|
||||
private static readonly ulong[] BottomMask = new ulong[Width];
|
||||
private static readonly ulong[] TopMask = new ulong[Width];
|
||||
private static readonly ulong[] ColumnMask = new ulong[Width];
|
||||
private static readonly ulong BoardMask;
|
||||
|
||||
static Position() {
|
||||
for (int c = 0; c < Width; c++) {
|
||||
BottomMask[c] = 1UL << (c * (Height + 1));
|
||||
TopMask[c] = 1UL << (c * (Height + 1) + (Height - 1));
|
||||
ulong colMask = 0;
|
||||
for (int r = 0; r < Height; r++) colMask |= 1UL << (c * (Height + 1) + r);
|
||||
ColumnMask[c] = colMask;
|
||||
}
|
||||
ulong bm = 0;
|
||||
for (int c = 0; c < Width; c++) bm |= ColumnMask[c];
|
||||
BoardMask = bm;
|
||||
}
|
||||
|
||||
public static Position FromBitboards(ulong mask, ulong currentToMoveBits) {
|
||||
return new Position { Mask = mask, Current = currentToMoveBits };
|
||||
}
|
||||
|
||||
public int NbMoves() => BitOperations.PopCount(Mask);
|
||||
|
||||
public bool CanPlay(int col) {
|
||||
if ((uint)col >= Width) return false;
|
||||
return (Mask & TopMask[col]) == 0;
|
||||
}
|
||||
|
||||
public void Play(int col) {
|
||||
// Switch side-to-move by XOR with mask (classic trick).
|
||||
Current ^= Mask;
|
||||
// Drop a disc into the given column.
|
||||
Mask |= Mask + BottomMask[col];
|
||||
// Ensure Mask only contains board cells.
|
||||
Mask &= BoardMask;
|
||||
}
|
||||
|
||||
public bool IsWinningMove(int col) {
|
||||
// Compute the position of the current player AFTER playing this column.
|
||||
ulong pos = Current;
|
||||
ulong m = Mask;
|
||||
// play into column: get the bit for the new disc
|
||||
ulong newMask = (m | (m + BottomMask[col])) & BoardMask;
|
||||
ulong moveBit = newMask ^ m;
|
||||
pos |= moveBit;
|
||||
return HasAlignment(pos);
|
||||
}
|
||||
|
||||
public ulong Key() {
|
||||
// Mix mask + current into a stable 64-bit key.
|
||||
// Good enough for a fixed-size transposition table.
|
||||
unchecked {
|
||||
ulong x = Mask * 6364136223846793005UL + 1442695040888963407UL;
|
||||
return x ^ (Current * 11400714819323198485UL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class TranspositionTable {
|
||||
private struct Entry {
|
||||
public ulong Key;
|
||||
public sbyte Value;
|
||||
public byte Used;
|
||||
}
|
||||
|
||||
private readonly Entry[] _entries;
|
||||
private readonly int _mask;
|
||||
|
||||
public TranspositionTable(int sizePowerOfTwo) {
|
||||
if (sizePowerOfTwo <= 0 || (sizePowerOfTwo & (sizePowerOfTwo - 1)) != 0)
|
||||
throw new ArgumentException("TT size must be a power of two", nameof(sizePowerOfTwo));
|
||||
_entries = new Entry[sizePowerOfTwo];
|
||||
_mask = sizePowerOfTwo - 1;
|
||||
}
|
||||
|
||||
public bool TryGet(ulong key, out int value) {
|
||||
ref var e = ref _entries[(int)key & _mask];
|
||||
if (e.Used != 0 && e.Key == key) {
|
||||
value = e.Value;
|
||||
return true;
|
||||
}
|
||||
value = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Put(ulong key, int value) {
|
||||
ref var e = ref _entries[(int)key & _mask];
|
||||
e.Key = key;
|
||||
e.Value = (sbyte)Math.Clamp(value, -127, 127);
|
||||
e.Used = 1;
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class Solver {
|
||||
private readonly TranspositionTable _tt;
|
||||
private readonly int _nodeBudget;
|
||||
private int _nodes;
|
||||
|
||||
public Solver(TranspositionTable tt, int nodeBudget) {
|
||||
_tt = tt;
|
||||
_nodeBudget = Math.Max(10_000, nodeBudget);
|
||||
_nodes = 0;
|
||||
}
|
||||
|
||||
public int Negamax(Position p, int alpha, int beta) {
|
||||
// Budget guard: if we run out, return a conservative estimate.
|
||||
if (_nodes++ > _nodeBudget) return 0;
|
||||
|
||||
int moves = p.NbMoves();
|
||||
if (moves >= Width * Height) return 0; // draw by full board
|
||||
|
||||
// Tight theoretical bounds for this ply (helps alpha-beta).
|
||||
int max = (Width * Height + 1 - moves) / 2;
|
||||
int min = -(Width * Height - moves) / 2;
|
||||
if (alpha < min) alpha = min;
|
||||
if (beta > max) beta = max;
|
||||
if (alpha >= beta) return alpha;
|
||||
|
||||
// Immediate win check.
|
||||
for (int col = 0; col < Width; col++) {
|
||||
if (!p.CanPlay(col)) continue;
|
||||
if (p.IsWinningMove(col)) return max;
|
||||
}
|
||||
|
||||
ulong key = p.Key();
|
||||
if (_tt.TryGet(key, out int cached)) return cached;
|
||||
|
||||
int best = min;
|
||||
|
||||
// Center-first move ordering (classic Connect 4 heuristic).
|
||||
// Order: 3,4,2,5,1,6,0
|
||||
Span<int> order = stackalloc int[Width] { 3, 4, 2, 5, 1, 6, 0 };
|
||||
for (int i = 0; i < order.Length; i++) {
|
||||
int col = order[i];
|
||||
if (!p.CanPlay(col)) continue;
|
||||
|
||||
var child = p;
|
||||
child.Play(col);
|
||||
int score = -Negamax(child, -beta, -alpha);
|
||||
|
||||
if (score > best) best = score;
|
||||
if (score > alpha) alpha = score;
|
||||
if (alpha >= beta) break;
|
||||
}
|
||||
|
||||
_tt.Put(key, best);
|
||||
return best;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,62 +1,47 @@
|
||||
using Godot;
|
||||
|
||||
public partial class ConnectButtonUI : Button
|
||||
{
|
||||
[Export] public TextEdit AddressField;
|
||||
[Export] public Label ErrorLabel;
|
||||
private const string BRACKET_SCENE_PATH = "res://scenes/bracket_view.tscn";
|
||||
public partial class ConnectButtonUI : Button {
|
||||
[Export] public TextEdit AddressField;
|
||||
[Export] public Label ErrorLabel;
|
||||
private const string BRACKET_SCENE_PATH = "res://scenes/bracket_view.tscn";
|
||||
|
||||
public override void _Ready()
|
||||
public override void _Ready() {
|
||||
Connection.Instance.OnWsConnectionSuccess += OnConnectionSuccess;
|
||||
Connection.Instance.OnWsConnectionFailed += OnConnectionFailed;
|
||||
|
||||
if (Connection.Instance.LastUsedConnectionAddress.Length > 0) {
|
||||
AddressField.Text = Connection.Instance.LastUsedConnectionAddress;
|
||||
}
|
||||
|
||||
if (Connection.Instance.LastError.Length > 0) {
|
||||
ErrorLabel.Text = Connection.Instance.LastError;
|
||||
}
|
||||
|
||||
AddressField.GuiInput += e =>
|
||||
{
|
||||
Connection.Instance.OnWsConnectionSuccess += OnConnectionSuccess;
|
||||
Connection.Instance.OnWsConnectionFailed += OnConnectionFailed;
|
||||
|
||||
if (Connection.Instance.LastUsedConnectionAddress.Length > 0)
|
||||
{
|
||||
AddressField.Text = Connection.Instance.LastUsedConnectionAddress;
|
||||
if (AddressField.HasFocus() && e is InputEventKey inputEventKey && inputEventKey.IsPressed()) {
|
||||
if (inputEventKey.KeyLabel == Key.Enter) {
|
||||
Connection.Instance.Connect(AddressField.Text);
|
||||
GetViewport().SetInputAsHandled();
|
||||
}
|
||||
|
||||
if (Connection.Instance.LastError.Length > 0)
|
||||
{
|
||||
ErrorLabel.Text = Connection.Instance.LastError;
|
||||
if (inputEventKey.KeyLabel == Key.Space) {
|
||||
GetViewport().SetInputAsHandled();
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
AddressField.GuiInput += e =>
|
||||
{
|
||||
if (AddressField.HasFocus() && e is InputEventKey inputEventKey && inputEventKey.IsPressed())
|
||||
{
|
||||
if (inputEventKey.KeyLabel == Key.Enter)
|
||||
{
|
||||
Connection.Instance.Connect(AddressField.Text);
|
||||
GetViewport().SetInputAsHandled();
|
||||
}
|
||||
public override void _ExitTree() {
|
||||
Connection.Instance.OnWsConnectionSuccess -= OnConnectionSuccess;
|
||||
Connection.Instance.OnWsConnectionFailed -= OnConnectionFailed;
|
||||
}
|
||||
|
||||
if (inputEventKey.KeyLabel == Key.Space)
|
||||
{
|
||||
GetViewport().SetInputAsHandled();
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
public override void _Pressed() { Connection.Instance.Connect(AddressField.Text); }
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
Connection.Instance.OnWsConnectionSuccess -= OnConnectionSuccess;
|
||||
Connection.Instance.OnWsConnectionFailed -= OnConnectionFailed;
|
||||
}
|
||||
private void OnConnectionSuccess() { GetTree().ChangeSceneToFile(BRACKET_SCENE_PATH); }
|
||||
|
||||
public override void _Pressed()
|
||||
{
|
||||
Connection.Instance.Connect(AddressField.Text);
|
||||
}
|
||||
|
||||
private void OnConnectionSuccess()
|
||||
{
|
||||
GetTree().ChangeSceneToFile(BRACKET_SCENE_PATH);
|
||||
}
|
||||
|
||||
private void OnConnectionFailed()
|
||||
{
|
||||
ErrorLabel.Text = "Couldn't connect to server! " + Connection.Instance.LastError;
|
||||
}
|
||||
private void OnConnectionFailed() {
|
||||
ErrorLabel.Text = "Couldn't connect to server! " + Connection.Instance.LastError;
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,13 +1,11 @@
|
||||
public class MatchData
|
||||
{
|
||||
public int matchId { get; private set; }
|
||||
public string player1 { get; private set; }
|
||||
public string player2 { get; private set; }
|
||||
public class MatchData {
|
||||
public int matchId { get; private set; }
|
||||
public string player1 { get; private set; }
|
||||
public string player2 { get; private set; }
|
||||
|
||||
public MatchData(int matchId, string player1, string player2)
|
||||
{
|
||||
this.matchId = matchId;
|
||||
this.player1 = player1;
|
||||
this.player2 = player2;
|
||||
}
|
||||
public MatchData(int matchId, string player1, string player2) {
|
||||
this.matchId = matchId;
|
||||
this.player1 = player1;
|
||||
this.player2 = player2;
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,11 @@
|
||||
public class PlayerData
|
||||
{
|
||||
public string username { get; private set; }
|
||||
public bool isReady { get; private set; }
|
||||
public bool isPlaying { get; private set; }
|
||||
public class PlayerData {
|
||||
public string Username { get; private set; }
|
||||
public bool IsReady { get; private set; }
|
||||
public bool IsPlaying { get; private set; }
|
||||
|
||||
public PlayerData(string username, bool isReady, bool isPlaying)
|
||||
{
|
||||
this.username = username;
|
||||
this.isReady = isReady;
|
||||
this.isPlaying = isPlaying;
|
||||
}
|
||||
public PlayerData(string username, bool isReady, bool isPlaying) {
|
||||
Username = username;
|
||||
IsReady = isReady;
|
||||
IsPlaying = isPlaying;
|
||||
}
|
||||
}
|
||||
4
scripts/TournamentType.cs
Normal file
4
scripts/TournamentType.cs
Normal file
@@ -0,0 +1,4 @@
|
||||
public enum TournamentType {
|
||||
None,
|
||||
RoundRobin
|
||||
}
|
||||
1
scripts/TournamentType.cs.uid
Normal file
1
scripts/TournamentType.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dwb6ioubllb24
|
||||
Reference in New Issue
Block a user