This commit is contained in:
2025-04-13 14:40:41 +08:00
parent 2201147ccc
commit a1e71a6a79
20 changed files with 1738 additions and 1794 deletions

View File

@@ -10,13 +10,11 @@ extends Node
@onready var show_level = $GUI/level # 显示当前玩家的等级
@onready var tip = $GUI/tip #显示保存相关
@onready var toast = $ToastShow
@onready var toast2 = $ToastShow2
@onready var land_panel = $GUI/Land_Panel
@onready var dig_button = $GUI/Land_Panel/VBox/HBox/Dig_button
@onready var crop_grid_container = $ScrollContainer/Crop_GridContainer
#Thread
@onready var green_bar = $Copy_Nodes/Green #普通
@onready var white_blue_bar = $Copy_Nodes/White_Blue #稀有
@onready var orange_bar = $Copy_Nodes/Orange #优良
@@ -59,7 +57,7 @@ var is_blink_on: bool = false # 是否闪烁状态
var blink_counter: float = 0.0 # 计数器,用于控制闪烁
#农作物种类JSON
var can_planted_crop = {
#玩家点击空地块时可以种植的作物
#品质有 普通,优良,稀有,史诗,传奇,品质会影响作物的颜色
@@ -75,12 +73,10 @@ var can_planted_crop = {
"玉米": {"花费": 70, "生长时间": 600, "收益": 90, "品质": "普通", "描述": "营养丰富的优良作物,适合稍有经验的玩家", "耐候性": 15, "等级": 2, "经验": 15}, # 5分钟
"土豆": {"花费": 75, "生长时间": 360, "收益": 90, "品质": "普通", "描述": "容易种植的耐寒作物", "耐候性": 12, "等级": 1, "经验": 10}, # 3分钟
"胡萝卜": {"花费": 60, "生长时间": 480, "收益": 80, "品质": "普通", "描述": "适合新手的健康作物", "耐候性": 12, "等级": 1, "经验": 10}, # 4分钟
# 中级作物
"草莓": {"花费": 120, "生长时间": 960, "收益": 150, "品质": "优良", "描述": "营养丰富的果实,收益不错", "耐候性": 14, "等级": 2, "经验": 20}, # 8分钟
"番茄": {"花费": 100, "生长时间": 720, "收益": 130, "品质": "优良", "描述": "常见作物,适合小规模种植", "耐候性": 12, "等级": 2, "经验": 15}, # 6分钟
"大豆": {"花费": 90, "生长时间": 840, "收益": 110, "品质": "优良", "描述": "富含蛋白质的基础作物", "耐候性": 11, "等级": 2, "经验": 12}, # 7分钟
# 高级作物
"蓝莓": {"花费": 150, "生长时间": 1200, "收益": 200, "品质": "稀有", "描述": "较为稀有的作物,市场价值较高", "耐候性": 18, "等级": 3, "经验": 25}, # 10分钟
"洋葱": {"花费": 85, "生长时间": 600, "收益": 105, "品质": "稀有", "描述": "烹饪常用的作物,适合中级种植", "耐候性": 10, "等级": 2, "经验": 10}, # 5分钟
@@ -89,22 +85,20 @@ var can_planted_crop = {
"柿子": {"花费": 160, "生长时间": 1080, "收益": 240, "品质": "稀有", "描述": "富含营养的秋季作物", "耐候性": 18, "等级": 3, "经验": 28}, # 9分钟
"花椰菜": {"花费": 130, "生长时间": 960, "收益": 170, "品质": "稀有", "描述": "耐寒的高品质作物,适合经验丰富的玩家", "耐候性": 17, "等级": 3, "经验": 22}, # 8分钟
"芦笋": {"花费": 200, "生长时间": 1560, "收益": 280, "品质": "稀有", "描述": "市场需求量高的稀有作物", "耐候性": 15, "等级": 4, "经验": 30}, # 13分钟
# 史诗作物
"香草": {"花费": 250, "生长时间": 1800, "收益": 400, "品质": "史诗", "描述": "非常稀有且收益极高的作物", "耐候性": 22, "等级": 5, "经验": 40}, # 15分钟
"西瓜": {"花费": 240, "生长时间": 2400, "收益": 420, "品质": "史诗", "描述": "夏季丰产的高价值作物", "耐候性": 21, "等级": 5, "经验": 45}, # 20分钟
"甜菜": {"花费": 220, "生长时间": 2160, "收益": 350, "品质": "史诗", "描述": "营养丰富的根茎作物,收益较高", "耐候性": 20, "等级": 5, "经验": 38}, # 18分钟
"甘蔗": {"花费": 260, "生长时间": 3000, "收益": 450, "品质": "史诗", "描述": "需要充足水源的高价值作物", "耐候性": 18, "等级": 5, "经验": 50}, # 25分钟
# 传奇作物
"龙果": {"花费": 400, "生长时间": 4800, "收益": 600, "品质": "传奇", "描述": "极为稀有的热带作物,产量和价值都极高", "耐候性": 25, "等级": 6, "经验": 60}, # 40分钟
"松露": {"花费": 500, "生长时间": 7200, "收益": 700, "品质": "传奇", "描述": "极其珍贵的地下作物,市场价格极高", "耐候性": 23, "等级": 7, "经验": 80}, # 60分钟
"人参": {"花费": 450, "生长时间": 6600, "收益": 650, "品质": "传奇", "描述": "需要耐心等待的珍贵药材", "耐候性": 22, "等级": 6, "经验": 75}, # 55分钟
"金橘": {"花费": 420, "生长时间": 4800, "收益": 620, "品质": "传奇", "描述": "少见的耐寒果树,市场需求量极大", "耐候性": 26, "等级": 7, "经验": 70} # 40分钟
};
};
var selected_lot_index = -1 # 当前被选择的地块索引
#电脑版保存路径
#电脑版本地游戏保存路径
var game_path = "C:/Users/shumengya/Desktop/smyfarm/"
var save_time = 10
@@ -122,22 +116,242 @@ var data = null
var buttons = []
##方法分类->Godot自带方法和自定义方法
#-------------Godot自带方法-----------------
# 准备阶段
func _ready():
_update_ui()
_init_crop_list2()
toast.Toast("快去偷其他人的菜吧!", Color.GREEN)
Toast.show("快去偷其他人的菜吧!", Color.GREEN,5.0,1.0)
# 初始化农场地块
_init_farm_lots(40)
_update_farm_lots()
crop_grid_container.hide()
# 更新初始显示
func _physics_process(delta):
update_timer += delta
if update_timer >= update_interval:
update_timer = 0.0 # 重置计时器
if start_game == true:
_update_save_time()
_update_farm_lots()
pass
for i in range(len(farm_lots)):
var lot = farm_lots[i]
if lot["is_planted"]:
lot["grow_time"] += grow_speed * update_interval
_update_blinking(lot)
func _on_dig_button_pressed():
if money < dig_money:
print("金钱不足,无法开垦" )
Toast.show("金钱不足,无法开垦", Color.RED)
else:
money -= dig_money
farm_lots[dig_index]["is_diged"] = true
land_panel.hide()
_update_ui()
_update_farm_lots()
pass
# 添加按键触发保存和加载的功能
func _input(event):
if event.is_action_pressed("ui_save"): # 需要在输入设置中定义这个动作
_save_game()
elif event.is_action_pressed("ui_load"): # 需要在输入设置中定义这个动作
_load_game()
#这里处理登录逻辑,如果用户没有账号,直接注册一个新的
func _on_login_button_pressed():
user_name = username_input.text.strip_edges() # 修剪前后的空格
user_password = password_input.text.strip_edges()
farmname = farmname_input.text.strip_edges()
login_data = {
"user_name": user_name,
"user_password": user_password
}
if user_name == "" or user_password == "":
print("用户名或密码不能为空!")
return
send_request("login", HTTPClient.METHOD_POST, login_data)
func _on_register_button_pressed():
user_name = username_input.text.strip_edges()
user_password = password_input.text.strip_edges()
var user_password_2 = password_input_2.text.strip_edges()
farmname = farmname_input.text.strip_edges()
#压缩后成一坨大便了
var init_player_data = {"experience":0,"farm_lots":[{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":3},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":3},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":3},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":3},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":3},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":false,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":5},{"crop_type":"","grow_time":0,"is_dead":false,"is_diged":true,"is_planted":false,"max_grow_time":5}],"farm_name":farmname,"level":0,"money":1000,"user_name":user_name,"user_password":user_password}
if user_name == "" or user_password == "":
print("用户名或密码不能为空!")
return
if farmname == "":
print("农场名称不能为空!")
return
if user_password != user_password_2:
print("前后密码不相同!")
return
if is_valid_qq_number(user_name) == false:
return
send_request("register", HTTPClient.METHOD_POST, init_player_data)
pass
#-------------Godot自带方法-----------------
#-------------自定义方法-----------------
# 保存玩家数据到node.js后端
func save_game_to_server():
var player_data = {
"user_name":user_name,
"user_password":user_password,
"farm_name":farmname,
"money": money,
"experience": experience,
"level": level,
"farm_lots": farm_lots
}
send_request("save", HTTPClient.METHOD_POST, player_data)
pass
# 加载玩家数据从node.js后端
func load_game_from_server():
send_request("login", HTTPClient.METHOD_POST, login_data)
pass
#更新保存玩家数据的时间倒计时
func _update_save_time():
tip.text = "游戏自动保存剩余【"+str(save_time)+"】秒"
save_time -= 1
if save_time < 0:
_save_game()
save_time = 10
pass
pass
func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
# 根据品质选择相应的进度条
var button = null
match crop_quality:
"普通":
button = green_bar.duplicate()
"优良":
button = white_blue_bar.duplicate()
"稀有":
button = orange_bar.duplicate()
"史诗":
button = pink_bar.duplicate()
"传奇":
button = black_blue_bar.duplicate()
# 添加按钮事件
button.connect("pressed", Callable(self, "_on_crop_selected").bind(crop_name))
button.text = str(crop_name)
return button
#地块闪烁代码-已废弃
func _update_blinking(lot: Dictionary):
if lot["grow_time"] >= lot["max_grow_time"]:
lot["grow_time"] = lot["max_grow_time"]
blink_counter += blink_speed * update_interval
is_blink_on = int(blink_counter) % 2 == 0
else:
is_blink_on = false
blink_counter = 0.0
# 写入 TXT 文件
func write_txt_file(file_path: String, text: String, append: bool = false) -> void:
var file
if append == true:
file = FileAccess.open(file_path, FileAccess.READ_WRITE) # 追加模式
if file:
file.seek_end() # 移动光标到文件末尾
else:
file = FileAccess.open(file_path, FileAccess.WRITE) # 覆盖模式
if file:
file.store_string(text)
file.close()
Toast.show("游戏已保存!", Color.GREEN)
else:
print("写入文件时打开失败: ", file_path)
Toast.show("写入文件时打开失败!", Color.RED)
# 读取 TXT 文件
func read_txt_file(file_path: String) -> String:
var file = FileAccess.open(file_path, FileAccess.READ)
if file:
var text = file.get_as_text()
file.close()
return text
else:
print("打开文件失败: ", file_path)
return "false"
#生成随机数-用于作物随机死亡
func random_probability(probability: float) -> bool:
# 确保传入的概率值在 0 到 1 之间
if probability*0.001 < 0.0 or probability*0.001 > 1.0:
print("概率值必须在 0 和 1 之间")
return false
# 生成一个 0 到 1 之间的随机数
var random_value = randf()
# 如果随机数小于等于概率值,则返回 true
return random_value <= (probability*0.001)
# 保存游戏数据
func _save_game():
## 创建一个字典来保存游戏状态
#var save_data = {
#"user_name":username_input.text,
#"user_password":password_input.text,
#"farm_name":farmname_input.text,
#"money": money,
#"experience": experience,
#"level": level,
#"farm_lots": farm_lots
#}
#write_txt_file(game_path+username_input.text+".txt", str(save_data), false)
## 将字典写入文件
save_game_to_server()
# 加载游戏数据
func _load_game():
## 从本地读取字典
#var save_data = JSON.parse_string(read_txt_file(game_path+username_input.text+".txt"))
#money = save_data["money"]
#experience = save_data["experience"]
#level = save_data["level"]
#farm_lots = save_data["farm_lots"]
load_game_from_server()
Toast.show("游戏已加载!", Color.GREEN)
_update_ui()
_update_farm_lots()
_init_crop_list2()
# 初始化农场地块
func _init_farm_lots(num_lots):
@@ -152,7 +366,6 @@ func _init_farm_lots(num_lots):
})
# 初始化作物选择列表
func _init_crop_list2():
# 清空已有的作物按钮
@@ -168,10 +381,6 @@ func _init_crop_list2():
var level_btn = _create_crop_button(crop_name, crop["品质"])
crop_grid_container.add_child(level_btn)
# 更新农场地块状态到 GridContainer
func _update_farm_lots(): # 每一秒更新一次状态
# 清空当前显示的地块
@@ -274,7 +483,7 @@ func _on_item_selected(index):
dig_index = index
pass
#双击切换UI事件-比如按一下打开再按一下关闭
func double_click_close(node):
if node.visible == false:
node.show()
@@ -302,7 +511,7 @@ func _plant_crop(index, crop_name):
var crop = can_planted_crop[crop_name]
if money < crop["花费"]:
print("金钱不足,无法种植 " + crop_name)
toast.Toast("金钱不足,无法种植 " + crop_name, Color.RED)
Toast.show("金钱不足,无法种植 " + crop_name, Color.RED)
return
money -= crop["花费"]
@@ -312,8 +521,8 @@ func _plant_crop(index, crop_name):
farm_lots[index]["max_grow_time"] = crop["生长时间"]
print("在地块[[" + str(index) + "]种植了[" + crop_name + "]")
toast.Toast("在地块[[" + str(index) + "]种植了[" + crop_name + "]", Color.GREEN)
toast2.Toast(
Toast.show("在地块[[" + str(index) + "]种植了[" + crop_name + "]", Color.GREEN)
Toast.show(
"名称:"+crop_name+"\n"+
"花费:"+str(crop["花费"])+"\n"+
"成熟时间:"+str(crop["生长时间"])+"\n"+
@@ -335,7 +544,7 @@ func _harvest_crop(index):
var crop = can_planted_crop[lot["crop_type"]]
money += crop["收益"]+crop["花费"]
experience += crop["经验"]
toast.Toast("从地块[" + str(index) + "]收获了[" + lot["crop_type"] + "]作物", Color.YELLOW)
Toast.show("从地块[" + str(index) + "]收获了[" + lot["crop_type"] + "]作物", Color.YELLOW)
print("从地块[" + str(index) + "]收获了[" + lot["crop_type"] + "]作物")
lot["is_planted"] = false
@@ -347,13 +556,14 @@ func _harvest_crop(index):
_update_farm_lots()
else:
print("作物还未成熟")
toast.Toast("作物还未成熟", Color.RED)
Toast.show("作物还未成熟", Color.RED)
#铲除作物-好像还未实现这个功能
func root_out_crop(index):
var lot = farm_lots[index]
lot["is_planted"] = false
lot["grow_time"] = 0
toast.Toast("从地块[" + str(index) + "]铲除了[" + lot["crop_type"] + "]作物", Color.YELLOW)
Toast.show("从地块[" + str(index) + "]铲除了[" + lot["crop_type"] + "]作物", Color.YELLOW)
lot["crop_type"] = ""
_check_level_up()
_update_ui()
@@ -367,561 +577,9 @@ func _check_level_up():
level += 1
experience -= level_up_experience
print("恭喜!你升到了等级 ", level)
toast.Toast("恭喜!你升到了" + str(level) + "", Color.SKY_BLUE)
Toast.show("恭喜!你升到了" + str(level) + "", Color.SKY_BLUE)
_init_crop_list2()
func _physics_process(delta):
update_timer += delta
if update_timer >= update_interval:
update_timer = 0.0 # 重置计时器
if start_game == true:
_update_save_time()
_update_farm_lots()
pass
for i in range(len(farm_lots)):
var lot = farm_lots[i]
if lot["is_planted"]:
lot["grow_time"] += grow_speed * update_interval
_update_blinking(lot)
func _on_dig_button_pressed():
if money < dig_money:
print("金钱不足,无法开垦" )
toast.Toast("金钱不足,无法开垦", Color.RED)
else:
money -= dig_money
farm_lots[dig_index]["is_diged"] = true
land_panel.hide()
_update_ui()
_update_farm_lots()
pass
# 保存游戏数据
func _save_game():
## 创建一个字典来保存游戏状态
#var save_data = {
#"user_name":username_input.text,
#"user_password":password_input.text,
#"farm_name":farmname_input.text,
#"money": money,
#"experience": experience,
#"level": level,
#"farm_lots": farm_lots
#}
#write_txt_file(game_path+username_input.text+".txt", str(save_data), false)
## 将字典写入文件
save_game_to_server()
# 加载游戏数据
func _load_game():
## 从本地读取字典
#var save_data = JSON.parse_string(read_txt_file(game_path+username_input.text+".txt"))
#money = save_data["money"]
#experience = save_data["experience"]
#level = save_data["level"]
#farm_lots = save_data["farm_lots"]
load_game_from_server()
toast.Toast("游戏已加载!", Color.GREEN)
_update_ui()
_update_farm_lots()
_init_crop_list2()
# 添加按键触发保存和加载的功能
func _input(event):
if event.is_action_pressed("ui_save"): # 需要在输入设置中定义这个动作
_save_game()
elif event.is_action_pressed("ui_load"): # 需要在输入设置中定义这个动作
_load_game()
# 写入 TXT 文件
func write_txt_file(file_path: String, text: String, append: bool = false) -> void:
var file
if append == true:
file = FileAccess.open(file_path, FileAccess.READ_WRITE) # 追加模式
if file:
file.seek_end() # 移动光标到文件末尾
else:
file = FileAccess.open(file_path, FileAccess.WRITE) # 覆盖模式
if file:
file.store_string(text)
file.close()
toast.Toast("游戏已保存!", Color.GREEN)
else:
print("写入文件时打开失败: ", file_path)
toast.Toast("写入文件时打开失败!", Color.RED)
# 读取 TXT 文件
func read_txt_file(file_path: String) -> String:
var file = FileAccess.open(file_path, FileAccess.READ)
if file:
var text = file.get_as_text()
file.close()
return text
else:
print("打开文件失败: ", file_path)
return "false"
func random_probability(probability: float) -> bool:
# 确保传入的概率值在 0 到 1 之间
if probability*0.001 < 0.0 or probability*0.001 > 1.0:
print("概率值必须在 0 和 1 之间")
return false
# 生成一个 0 到 1 之间的随机数
var random_value = randf()
# 如果随机数小于等于概率值,则返回 true
return random_value <= (probability*0.001)
#这里处理登录逻辑,如果用户没有账号,直接注册一个新的
func _on_login_button_pressed():
user_name = username_input.text.strip_edges() # 修剪前后的空格
user_password = password_input.text.strip_edges()
farmname = farmname_input.text.strip_edges()
login_data = {
"user_name": user_name,
"user_password": user_password
}
if user_name == "" or user_password == "":
print("用户名或密码不能为空!")
return
send_request("login", HTTPClient.METHOD_POST, login_data)
func _on_register_button_pressed():
user_name = username_input.text.strip_edges()
user_password = password_input.text.strip_edges()
var user_password_2 = password_input_2.text.strip_edges()
farmname = farmname_input.text.strip_edges()
var init_player_data = {
"experience": 0,
"farm_lots": [
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 3
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 3
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 3
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 3
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 3
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": false,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 5
},
{
"crop_type": "",
"grow_time": 0,
"is_dead": false,
"is_diged": true,
"is_planted": false,
"max_grow_time": 5
}
],
"farm_name": farmname,
"level": 0,
"money": 1000,
"user_name": user_name,
"user_password": user_password
}
if user_name == "" or user_password == "":
print("用户名或密码不能为空!")
return
if farmname == "":
print("农场名称不能为空!")
return
if user_password != user_password_2:
print("前后密码不相同!")
return
if is_valid_qq_number(user_name) == false:
return
send_request("register", HTTPClient.METHOD_POST, init_player_data)
pass
func _update_save_time():
tip.text = "游戏自动保存剩余【"+str(save_time)+"】秒"
save_time -= 1
if save_time < 0:
_save_game()
save_time = 10
pass
pass
func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
# 根据品质选择相应的进度条
var button = null
match crop_quality:
"普通":
button = green_bar.duplicate()
"优良":
button = white_blue_bar.duplicate()
"稀有":
button = orange_bar.duplicate()
"史诗":
button = pink_bar.duplicate()
"传奇":
button = black_blue_bar.duplicate()
# 添加按钮事件
button.connect("pressed", Callable(self, "_on_crop_selected").bind(crop_name))
button.text = str(crop_name)
return button
func _update_blinking(lot: Dictionary):
if lot["grow_time"] >= lot["max_grow_time"]:
lot["grow_time"] = lot["max_grow_time"]
blink_counter += blink_speed * update_interval
is_blink_on = int(blink_counter) % 2 == 0
else:
is_blink_on = false
blink_counter = 0.0
# 保存玩家数据到node.js后端
func save_game_to_server():
var player_data = {
"user_name":user_name,
"user_password":user_password,
"farm_name":farmname,
"money": money,
"experience": experience,
"level": level,
"farm_lots": farm_lots
}
send_request("save", HTTPClient.METHOD_POST, player_data)
pass
# 加载玩家数据从node.js后端
func load_game_from_server():
send_request("login", HTTPClient.METHOD_POST, login_data)
pass
#-------------http传输的两个关键方法-----------------
func send_request(endpoint: String, method: int, data: Dictionary = {}):
var http_request = HTTPRequest.new()
@@ -936,7 +594,6 @@ func send_request(endpoint: String, method: int, data: Dictionary = {}):
else:
#print("请求已发送: ", endpoint, json_body)
pass
func _on_request_completed(result, response_code, headers, body):
var response_text = body.get_string_from_utf8()
#print("返回 code: %d" % response_code)
@@ -1002,3 +659,4 @@ func is_valid_qq_number(qq_number: String) -> bool:
return qq_regex.search(qq_number) != null
#-------------自定义方法-----------------