Added Multiplayer Support

This commit is contained in:
patrick_pluto 2024-08-02 20:13:42 +02:00
parent beb2b93613
commit 09c345785c
11 changed files with 338 additions and 46 deletions

10
scripts/create.gd Normal file
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@ -0,0 +1,10 @@
extends Control
func _ready():
Server.create_game()
func _on_start_pressed():
Server.send_playerinfo(get_tree().root.get_node("create/player_customization/name").text, multiplayer.get_unique_id())
Server.start_game.rpc(Server.players)

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@ -1,6 +1,9 @@
extends Node
var computers = 0
var players = 0
func _process(delta):
print(computers)
pass

14
scripts/join.gd Normal file
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@ -0,0 +1,14 @@
extends Control
func _on_join_pressed():
if $player_customization/name.text != "" or $player_customization/ip.text != "":
Server.join_game($player_customization/ip.text)
$player_customization/join.hide()
$player_customization/join.disabled = true
$player_customization/Timer.start()
func _on_timer_timeout():
Server.send_playerinfo.rpc($player_customization/name.text, multiplayer.get_unique_id())

20
scripts/main_menu.gd Normal file
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@ -0,0 +1,20 @@
extends Control
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_create_pressed():
get_tree().change_scene_to_file("res://menus/create.tscn")
func _on_join_pressed():
get_tree().change_scene_to_file("res://menus/join.tscn")

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@ -4,50 +4,67 @@ extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
var zoom = 0
var player_no
var enabled = false
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
player_no = Game.players
Game.players += 1
print(Server.players)
print(Server.players_numbered[player_no])
print(multiplayer.get_unique_id())
if Server.players_numbered[player_no] == multiplayer.get_unique_id():
enabled = true
$cam_y/Camera3D.current = true
func _physics_process(delta):
if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
if enabled:
var input_dir = Input.get_vector("left", "right", "forwards", "backwards")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if not is_on_floor():
velocity.y -= gravity * delta
move_and_slide()
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
var input_dir = Input.get_vector("left", "right", "forwards", "backwards")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
Server.sync_player.rpc(name, position, rotation)
func _input(event):
if event is InputEventMouseMotion and (Input.is_action_pressed("cam_look") or $cam_y/Camera3D.position.z == 0):
var camera_rotation = event.relative * 0.01
if $cam_y.rotation.x <= 1.6 && camera_rotation.y <= 0:
$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
elif $cam_y.rotation.x >= -1.6 && camera_rotation.y >= 0:
$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
if $cam_y.rotation.x >= 1.6:
$cam_y.rotation.x = 1.6
elif $cam_y.rotation.x <= -1.6:
$cam_y.rotation.x = -1.6
rotate(Vector3.DOWN, camera_rotation.x)
if enabled:
if event is InputEventMouseMotion and (Input.is_action_pressed("cam_look") or $cam_y/Camera3D.position.z == 0):
var camera_rotation = event.relative * 0.01
if $cam_y.rotation.x <= 1.6 && camera_rotation.y <= 0:
$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
elif $cam_y.rotation.x >= -1.6 && camera_rotation.y >= 0:
$cam_y.rotate(Vector3.RIGHT, -camera_rotation.y)
if $cam_y.rotation.x >= 1.6:
$cam_y.rotation.x = 1.6
elif $cam_y.rotation.x <= -1.6:
$cam_y.rotation.x = -1.6
rotate(Vector3.DOWN, camera_rotation.x)
func _unhandled_input(event):
if event.is_action_pressed("zoom_in") && $cam_y/Camera3D.position.z > 0:
zoom = -1
$cam_y/Camera3D.position.z += zoom
elif event.is_action_pressed("zoom_out") && $cam_y/Camera3D.position.z <= 20:
zoom = 1
$cam_y/Camera3D.position.z += zoom
else:
zoom = 0
if enabled:
if event.is_action_pressed("zoom_in") && $cam_y/Camera3D.position.z > 0:
zoom = -1
$cam_y/Camera3D.position.z += zoom
elif event.is_action_pressed("zoom_out") && $cam_y/Camera3D.position.z <= 20:
zoom = 1
$cam_y/Camera3D.position.z += zoom
else:
zoom = 0

57
scripts/server.gd Normal file
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@ -0,0 +1,57 @@
extends Node
const DEFAULT_SERVER_IP = "127.0.0.1"
const PORT = 36969
const MAX_CONNECTIONS = 16
var players = {}
var players_numbered = []
var label
var map
var character = preload("res://objects/player.tscn")
func join_game(ip):
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(ip, PORT)
if error:
print("error")
return error
multiplayer.multiplayer_peer = peer
func create_game():
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(PORT, MAX_CONNECTIONS)
if error:
print("error")
return error
multiplayer.multiplayer_peer = peer
print("done")
@rpc("any_peer", "call_remote", "reliable")
func send_playerinfo(name, id):
if multiplayer.is_server():
players[id] = name
label = get_tree().root.get_node("create/player_list/list")
for w in players:
label.text = str(label.text +"\n" + players[w])
@rpc("authority", "call_local", "reliable")
func start_game(server_players):
players = server_players
players_numbered = players.keys()
get_tree().change_scene_to_file("res://maps/base_map.tscn")
map = get_tree().root.get_node(".")
var i = 0
for w in players:
var player = character.instantiate()
player.name = "player" + str(i)
i += 1
player.position.z = -i*1.5
map.add_child(player)
@rpc("any_peer", "call_remote", "unreliable")
func sync_player(node_name, position, rotation):
var current_character = get_tree().root.get_node("./"+node_name)
current_character.position = position
current_character.rotation = rotation