Milestone 7 Beta 1
Redid the entire serverside and clientside, matchmaking is finally out, bugfixes.
This commit is contained in:
parent
9de67986dd
commit
699320353a
16 changed files with 324 additions and 266 deletions
File diff suppressed because one or more lines are too long
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@ -33,14 +33,6 @@ theme_override_font_sizes/font_size = 96
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text = "FreeFTF"
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horizontal_alignment = 1
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[node name="create" type="Button" parent="main_content"]
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visible = false
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layout_mode = 2
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size_flags_vertical = 0
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theme_override_font_sizes/font_size = 32
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disabled = true
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text = "Create Lobby"
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[node name="join" type="Button" parent="main_content"]
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layout_mode = 2
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size_flags_vertical = 8
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@ -74,10 +66,9 @@ grow_vertical = 0
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[node name="Label" type="Label" parent="ver_string"]
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layout_mode = 2
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theme_override_font_sizes/font_size = 32
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text = "M6 B2"
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text = "M7 B1"
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horizontal_alignment = 2
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[connection signal="pressed" from="main_content/create" to="." method="_on_create_pressed"]
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[connection signal="pressed" from="main_content/join" to="." method="_on_join_pressed"]
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[connection signal="pressed" from="main_content/settings" to="." method="_on_settings_pressed"]
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[connection signal="pressed" from="main_content/matchmaking" to="." method="_on_matchmaking_pressed"]
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@ -16,8 +16,10 @@ config/features=PackedStringArray("4.2", "Forward Plus")
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[autoload]
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Game="*res://scripts/game.gd"
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Matchmaking="*res://scripts/matchmaking.gd"
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Server="*res://scripts/server.gd"
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Client="*res://scripts/client.gd"
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Game="*res://scripts/game.gd"
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Save="*res://scripts/save.gd"
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Load="*res://scripts/load.gd"
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101
scripts/client.gd
Normal file
101
scripts/client.gd
Normal file
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@ -0,0 +1,101 @@
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## freeftf
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## Copyright (C) 2024 Patrick_Pluto
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##
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## This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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##
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## This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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##
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## You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
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extends Node
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var offline
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func _ready():
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offline = multiplayer.multiplayer_peer
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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func join_game():
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var peer = ENetMultiplayerPeer.new()
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peer.create_client(Game.ip, Game.port)
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multiplayer.multiplayer_peer = peer
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func is_valid(sender_id, must_be_from_owner):
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if must_be_from_owner:
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if sender_id == Game.player_list.keys()[0] or Game.is_server:
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return true
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for id in Game.player_list:
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if sender_id == id:
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return true
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if sender_id == 0 or sender_id == 1:
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return true
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return false
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func _on_server_disconnected():
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Game.reset()
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get_tree().change_scene_to_file("res://menus/main_menu.tscn")
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@rpc("authority","call_remote","reliable")
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func _on_player_disconnected(id):
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var x = 0
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for i in Game.player_list:
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if i == id:
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var current_character = get_tree().root.get_node("./"+Game.map_name+"/player"+str(x))
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if current_character.hp == 0:
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Game.dead -= 1
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elif current_character.is_frozen:
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Game.frozen -= 1
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elif current_character.beast:
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Game.player_escaped = true
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Game.players = 0
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else:
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Game.players -= 1
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print("found")
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await get_tree().create_timer(0.5).timeout
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current_character.free()
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print("freed")
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x += 1
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Game.player_list.erase(id)
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@rpc("authority","call_remote","reliable")
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func room_closed():
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_on_server_disconnected()
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@rpc("authority","call_remote","reliable")
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func send_playerinfo():
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Matchmaking.rpc_id(1,"recieve_playerinfo",Game.player_name,Game.room_name)
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@rpc("authority","call_remote","reliable")
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func get_player_list(server_player_list):
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Game.player_list = server_player_list
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@rpc("any_peer", "call_local", "reliable")
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func start_game():
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if is_valid(multiplayer.get_remote_sender_id(), true):
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Game.start_game()
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@rpc("any_peer", "call_local", "reliable")
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func player_hit(target, beast):
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if is_valid(multiplayer.get_remote_sender_id(), false):
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Game.player_hit(target, beast)
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@rpc("any_peer", "call_local", "unreliable")
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func sync_player(node_name, position, rotation):
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if is_valid(multiplayer.get_remote_sender_id(), false):
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Game.sync_player(node_name, position, rotation)
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@rpc("any_peer", "call_local", "unreliable")
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func sync_hammer(node_name, rotation):
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if is_valid(multiplayer.get_remote_sender_id(), false):
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Game.sync_hammer(node_name, rotation)
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@rpc("any_peer", "call_local", "reliable")
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func sync_computers(node_name, current):
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if is_valid(multiplayer.get_remote_sender_id(), true):
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Game.sync_computers(node_name, current)
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@rpc("any_peer", "call_local", "reliable")
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func sync_beast(player):
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if is_valid(multiplayer.get_remote_sender_id(), true):
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Game.sync_beast(player)
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@ -20,9 +20,10 @@ func _ready():
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Game.computers += 1
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func _on_computer_tick_timeout():
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if Server.is_server:
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if Game.is_server:
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current += (pc_occupied[0] + pc_occupied[1] + pc_occupied[2])
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Server.sync_computers.rpc(name, current)
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for id in Game.player_list:
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Client.rpc_id(id,"sync_computers",name, current)
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if current >= TARGET:
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current = "Complete"
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$computer_tick.stop()
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@ -10,10 +10,13 @@
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extends Control
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var elevated = false
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var done
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func _ready():
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multiplayer.connected_to_server.connect(_on_connected_ok)
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if Server.is_server:
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func server_prepare():
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if Game.is_server:
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$player_customization/ip.hide()
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$player_customization/ip.text = "localhost"
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$player_customization/ip.editable = false
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@ -21,34 +24,35 @@ func _ready():
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$start/start.disabled = false
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$player_list/list.text = " "
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func _process(delta):
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if Server.is_server:
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Server.sync_playerlist.rpc($player_list/list.text, multiplayer.get_unique_id())
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if Server.is_server and !elevated:
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_ready()
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Server.send_playerinfo($player_customization/name.text, multiplayer.get_unique_id())
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elevated = true
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func _process(_delta):
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server_prepare()
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done = 0
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for id in Game.player_list:
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if done == 1:
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$player_list/list.text = str($player_list/list.text +"\n" + Game.player_list[id])
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else:
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$player_list/list.text = Game.player_list[id]
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done = 1
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func _on_start_pressed():
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Server.start_game.rpc(Server.players)
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for id in Game.player_list:
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Client.rpc_id(id,"start_game")
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func _input(event):
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func _input(_event):
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if Input.is_action_just_pressed("escape"):
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Game.reset()
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Server.reset()
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get_tree().change_scene_to_file("res://menus/main_menu.tscn")
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func _on_join_pressed():
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if $player_customization/name.text != "" and $player_customization/name.text.length() <= 20 and $player_customization/ip.text != "":
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if !Server.is_server:
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Server.join_game($player_customization/ip.text)
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Game.room_name = $player_customization/ip.text
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Game.player_name = $player_customization/name.text
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Client.join_game()
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func _on_connected_ok():
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$player_customization/join.hide()
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$player_customization/join.disabled = true
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$player_customization/name.editable = false
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$player_customization/ip.editable = false
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await get_tree().create_timer(1).timeout
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Server.send_playerinfo.rpc($player_customization/name.text, multiplayer.get_unique_id())
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@ -13,7 +13,7 @@ var trapped_body
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var occupied = false
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var living = true
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func _process(delta):
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func _process(_delta):
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if occupied:
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trapped_body.position = global_position
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if occupied and trapped_body.hp == 0 and living:
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@ -9,7 +9,7 @@
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extends Node
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var settings = {"save_version" = 2, "fps_counter" = 1}
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var settings = {"save_version" = 2, "fps_counter" = 1, "port" = 35000, "ip" = "127.0.0.1"}
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var computers = 0
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var players = 0
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var map_name = "mansion"
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@ -19,6 +19,14 @@ var dead = 0
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var escaped = 0
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var player_escaped = false
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var is_beast = false
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var character = preload("res://objects/player.tscn")
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# Server Variables
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var port = 35000
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var ip = "127.0.0.1"
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var player_name
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var room_name
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var is_server = false
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var player_list = {}
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func _ready():
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if FileAccess.file_exists("user://settings.json"):
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@ -48,7 +56,7 @@ func has_escaped():
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players -= 1
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escaped += 1
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func _process(delta):
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func _process(_delta):
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if is_running and players <= 0:
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get_tree().change_scene_to_file("res://menus/result.tscn")
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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escaped = 0
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player_escaped = false
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is_beast = false
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player_name = null
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player_list = {}
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room_name = null
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is_server = false
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multiplayer.multiplayer_peer = Client.offline
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func save_setting(setting_name, value):
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settings[setting_name] = value
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Save.saveJSON("user://settings.json", settings)
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func apply_settings():
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players = Server.players_numbered.size() - 1
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players = player_list.size() - 1
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is_running = true
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func start_game():
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get_tree().change_scene_to_file("res://maps/"+map_name+".tscn")
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while !get_tree().root.has_node("./"+map_name+"/"):
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await get_tree().create_timer(0.001).timeout
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var map = get_tree().root.get_node("./"+map_name+"/")
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var i = 0
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for w in player_list:
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var player = character.instantiate()
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player.name = "player" + str(i)
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i += 1
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player.position.z = -i*2.5
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player.position.y = 1
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map.add_child(player)
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if is_server:
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var random = randi() % player_list.size()
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for id in player_list:
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Client.rpc_id(id,"sync_beast",random)
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apply_settings()
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func player_hit(target, beast):
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target = get_tree().root.get_node("./"+map_name+"/"+target)
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beast = get_tree().root.get_node("./"+map_name+"/"+beast)
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if !target.is_frozen:
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target.captured(beast)
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beast.got_one(target)
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func sync_player(node_name, position, rotation):
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var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name)
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current_character.position = position
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current_character.rotation = rotation
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func sync_hammer(node_name, rotation):
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var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name+"/hammer")
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current_character.rotation = rotation
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func sync_computers(node_name, current):
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var current_character = get_tree().root.get_node("./"+map_name+"/computers/"+node_name)
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current_character.current = current
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func sync_beast(player):
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while !get_tree().root.has_node("./"+map_name+"/player"+str(player)):
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await get_tree().create_timer(0.001).timeout
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var current_character = get_tree().root.get_node("./"+map_name+"/player"+str(player))
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current_character.beast_init()
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@ -13,7 +13,6 @@ extends Control
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func _on_button_pressed():
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Game.reset()
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Server.reset()
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get_tree().change_scene_to_file("res://menus/main_menu.tscn")
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queue_free()
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@ -14,17 +14,12 @@ func matchmaking():
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func _ready():
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Game.reset()
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Server.reset()
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if !OS.is_debug_build():
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$main_content/matchmaking.hide()
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$main_content/matchmaking.disabled = true
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if DisplayServer.get_name() == "headless":
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_on_matchmaking_pressed()
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func _on_create_pressed():
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get_tree().change_scene_to_file("res://menus/create.tscn")
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func _on_join_pressed():
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get_tree().change_scene_to_file("res://menus/create.tscn")
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@ -35,6 +30,6 @@ func _on_settings_pressed():
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func _on_matchmaking_pressed():
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Server.create_game()
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Matchmaking.create_game()
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matchmaking()
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@ -10,6 +10,6 @@
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extends Control
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func _process(delta):
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func _process(_delta):
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if Input.is_action_just_pressed("escape"):
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get_tree().change_scene_to_file("res://menus/main_menu.tscn")
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70
scripts/matchmaking.gd
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70
scripts/matchmaking.gd
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@ -0,0 +1,70 @@
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## freeftf
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## Copyright (C) 2024 Patrick_Pluto
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##
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## This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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##
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## This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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##
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## You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
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extends Node
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const PORT = 35000
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const MAX_CONNECTIONS = 256
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var game_rooms = {}
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var player_associations = {}
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var name_associations = {}
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func _ready():
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.peer_connected.connect(_on_player_connected)
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func create_game():
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(PORT, MAX_CONNECTIONS)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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func _on_player_disconnected(id):
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if multiplayer.is_server():
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var room_name = player_associations[id]
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var player_list = create_player_list(room_name)
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if game_rooms.has(room_name) and game_rooms[room_name] == id:
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for p in player_list:
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Client.rpc_id(p,"room_closed")
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game_rooms.erase(room_name)
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else:
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for p in player_list:
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Client.rpc_id(p,"_on_player_disconnected",id)
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player_associations.erase(id)
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name_associations.erase(id)
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func _on_player_connected(id):
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if multiplayer.is_server():
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Client.rpc_id(id,"send_playerinfo")
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func create_player_list(room_name):
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var player_list = {}
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for player in player_associations:
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if player_associations[player] == room_name:
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player_list[player] = name_associations[player]
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return player_list
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@rpc("any_peer","call_remote","reliable")
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func recieve_playerinfo(player_name, room_name):
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var exists = false
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var id = multiplayer.get_remote_sender_id()
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for game_room in game_rooms:
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if game_room == room_name:
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exists = true
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player_associations[id] = room_name
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name_associations[id] = player_name
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if !exists:
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game_rooms[room_name] = id
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Server.rpc_id(id,"elevate")
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var player_list = create_player_list(room_name)
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for p in player_list:
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Client.rpc_id(p,"get_player_list",player_list)
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@ -10,7 +10,7 @@
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extends CharacterBody3D
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var jump_velocity = 6
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var jump_velocity = 12
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var speed = 7
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var zoom = 0
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||||
var player_no
|
||||
|
@ -32,9 +32,9 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
|
|||
|
||||
func _ready():
|
||||
player_no = Game.players
|
||||
$nametag.text = Server.players[Server.players_numbered[player_no]]
|
||||
$nametag.text = Game.player_list[Game.player_list.keys()[player_no]]
|
||||
Game.players += 1
|
||||
if Server.players_numbered[player_no] == multiplayer.get_unique_id():
|
||||
if Game.player_list.keys()[player_no] == multiplayer.get_unique_id():
|
||||
if Game.settings["fps_counter"] == 1:
|
||||
$fps_counter.show()
|
||||
$health.show()
|
||||
|
@ -50,11 +50,6 @@ func _physics_process(delta):
|
|||
if not is_on_floor():
|
||||
velocity.y -= gravity * delta
|
||||
|
||||
if Input.is_action_just_pressed("jump") and is_on_floor() and $jump_timeout.is_stopped():
|
||||
if beast:
|
||||
speed -= 5
|
||||
$jump_timeout.start()
|
||||
velocity.y = jump_velocity
|
||||
|
||||
if Input.is_action_just_pressed("crouch") and !beast:
|
||||
if $collision.rotation.x == 0:
|
||||
|
@ -69,10 +64,12 @@ func _physics_process(delta):
|
|||
|
||||
if Input.is_action_pressed("click") and $hammer.rotation_degrees.x > -90:
|
||||
$hammer.rotation_degrees.x -= 5
|
||||
Server.sync_hammer.rpc(name, $hammer.rotation)
|
||||
for id in Game.player_list:
|
||||
Client.rpc_id(id,"sync_hammer",name, $hammer.rotation)
|
||||
elif $hammer.rotation_degrees.x < 0 and !Input.is_action_pressed("click"):
|
||||
$hammer.rotation_degrees.x += 5
|
||||
Server.sync_hammer.rpc(name, $hammer.rotation)
|
||||
for id in Game.player_list:
|
||||
Client.rpc_id(id,"sync_hammer",name, $hammer.rotation)
|
||||
|
||||
var input_dir = Input.get_vector("left", "right", "forwards", "backwards")
|
||||
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
||||
|
@ -83,10 +80,20 @@ func _physics_process(delta):
|
|||
velocity.x = move_toward(velocity.x, 0, speed)
|
||||
velocity.z = move_toward(velocity.z, 0, speed)
|
||||
|
||||
if Input.is_action_just_pressed("jump") and is_on_floor() and $jump_timeout.is_stopped():
|
||||
if beast:
|
||||
speed -= 5
|
||||
$jump_timeout.start()
|
||||
if velocity.x == 0 or velocity.y == 0:
|
||||
velocity.y = jump_velocity
|
||||
else:
|
||||
velocity.y = jump_velocity/2
|
||||
|
||||
move_and_slide()
|
||||
|
||||
if !npc:
|
||||
Server.sync_player.rpc(name, position, rotation)
|
||||
for id in Game.player_list:
|
||||
Client.rpc_id(id,"sync_player",name, position, rotation)
|
||||
if mouse_locked and !has_node("./game_menu"):
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
else:
|
||||
|
@ -133,7 +140,8 @@ func beast_init():
|
|||
|
||||
func _on_detect_hit_body_entered(body):
|
||||
if enabled and body is CharacterBody3D and !got_person:
|
||||
Server.player_hit.rpc(body.name, name)
|
||||
for id in Game.player_list:
|
||||
Client.rpc_id(id,"player_hit",body.name, name)
|
||||
|
||||
func captured(beast2):
|
||||
if !npc:
|
||||
|
|
|
@ -16,6 +16,6 @@ func _ready():
|
|||
$VBoxContainer/Label.text = "You Lose"
|
||||
|
||||
|
||||
func _process(delta):
|
||||
func _process(_delta):
|
||||
if Input.is_action_just_pressed("escape"):
|
||||
get_tree().change_scene_to_file("res://menus/main_menu.tscn")
|
||||
|
|
|
@ -9,177 +9,6 @@
|
|||
|
||||
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")
|
||||
var is_server = false
|
||||
var first_joined = true
|
||||
var game_master = "debug"
|
||||
var map_name = "mansion"
|
||||
var offline
|
||||
|
||||
func _ready():
|
||||
offline = multiplayer.multiplayer_peer
|
||||
multiplayer.peer_disconnected.connect(_on_player_disconnected)
|
||||
multiplayer.server_disconnected.connect(_on_server_disconnected)
|
||||
|
||||
func _on_player_disconnected(id):
|
||||
players.erase(id)
|
||||
if (players.is_empty() or id == game_master) and multiplayer.is_server():
|
||||
get_tree().quit()
|
||||
var x = 0
|
||||
if !multiplayer.is_server():
|
||||
for i in players_numbered:
|
||||
if i == id:
|
||||
var current_character = get_tree().root.get_node("./"+map_name+"/player"+str(x))
|
||||
if current_character.hp == 0:
|
||||
Game.dead -= 1
|
||||
elif current_character.is_frozen:
|
||||
Game.frozen -= 1
|
||||
elif current_character.beast:
|
||||
Game.player_escaped = true
|
||||
Game.players = 0
|
||||
else:
|
||||
Game.players -= 1
|
||||
current_character.free()
|
||||
x += 1
|
||||
|
||||
func _on_server_disconnected():
|
||||
Server.reset()
|
||||
Game.reset()
|
||||
get_tree().change_scene_to_file("res://menus/main_menu.tscn")
|
||||
|
||||
func reset():
|
||||
players = {}
|
||||
players_numbered = []
|
||||
label = null
|
||||
map = null
|
||||
is_server = false
|
||||
first_joined = true
|
||||
game_master = "debug"
|
||||
character = preload("res://objects/player.tscn")
|
||||
if multiplayer != null:
|
||||
multiplayer.multiplayer_peer = offline
|
||||
|
||||
func join_game(ip):
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var error = peer.create_client(ip, PORT)
|
||||
if error:
|
||||
return error
|
||||
multiplayer.multiplayer_peer = peer
|
||||
|
||||
|
||||
func create_game():
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var error = peer.create_server(PORT, MAX_CONNECTIONS)
|
||||
if error:
|
||||
return error
|
||||
multiplayer.multiplayer_peer = peer
|
||||
|
||||
func _process(delta):
|
||||
if multiplayer.is_server():
|
||||
make_host.rpc(game_master)
|
||||
|
||||
|
||||
|
||||
@rpc("authority","call_remote","reliable")
|
||||
func make_host(id):
|
||||
first_joined = false
|
||||
game_master = id
|
||||
if str(multiplayer.get_unique_id()) == str(game_master):
|
||||
is_server = true
|
||||
else:
|
||||
is_server = false
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func sync_playerlist(text, host):
|
||||
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
|
||||
get_tree().root.get_node("create/player_list/list").text = text
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func send_playerinfo(player_name, id):
|
||||
if !multiplayer.is_server():
|
||||
if is_server:
|
||||
var done = 0
|
||||
players[id] = player_name
|
||||
label = get_tree().root.get_node("create/player_list/list")
|
||||
label.text = ""
|
||||
for w in players:
|
||||
if done == 1:
|
||||
label.text = str(label.text +"\n" + players[w])
|
||||
else:
|
||||
label.text = players[w]
|
||||
done = 1
|
||||
else:
|
||||
players[id] = player_name
|
||||
if first_joined:
|
||||
first_joined = false
|
||||
game_master = id
|
||||
is_server = true
|
||||
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func start_game(server_players):
|
||||
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
|
||||
players = server_players
|
||||
players_numbered = players.keys()
|
||||
var success = get_tree().change_scene_to_file("res://maps/"+map_name+".tscn")
|
||||
while !get_tree().root.has_node("./"+map_name+"/"):
|
||||
await get_tree().create_timer(0.001).timeout
|
||||
map = get_tree().root.get_node("./"+map_name+"/")
|
||||
var i = 0
|
||||
for w in players:
|
||||
var player = character.instantiate()
|
||||
player.name = "player" + str(i)
|
||||
i += 1
|
||||
player.position.z = -i*2.5
|
||||
player.position.y = 1
|
||||
map.add_child(player)
|
||||
if Server.is_server:
|
||||
var random = randi() % Server.players.size()
|
||||
sync_beast.rpc(random)
|
||||
Game.apply_settings()
|
||||
|
||||
@rpc("any_peer", "call_remote", "unreliable")
|
||||
func sync_player(node_name, position, rotation):
|
||||
if !multiplayer.is_server():
|
||||
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name)
|
||||
current_character.position = position
|
||||
current_character.rotation = rotation
|
||||
|
||||
@rpc("any_peer", "call_remote", "unreliable")
|
||||
func sync_hammer(node_name, rotation):
|
||||
if !multiplayer.is_server():
|
||||
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name+"/hammer")
|
||||
current_character.rotation = rotation
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func sync_computers(node_name, current):
|
||||
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
|
||||
var current_character = get_tree().root.get_node("./"+map_name+"/computers/"+node_name)
|
||||
current_character.current = current
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func sync_beast(player):
|
||||
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
|
||||
while !get_tree().root.has_node("./"+map_name+"/player"+str(player)):
|
||||
await get_tree().create_timer(0.001).timeout
|
||||
var current_character = get_tree().root.get_node("./"+map_name+"/player"+str(player))
|
||||
current_character.beast_init()
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func player_hit(target, beast):
|
||||
if !multiplayer.is_server():
|
||||
target = get_tree().root.get_node("./"+map_name+"/"+target)
|
||||
beast = get_tree().root.get_node("./"+map_name+"/"+beast)
|
||||
if !target.is_frozen:
|
||||
target.captured(beast)
|
||||
beast.got_one(target)
|
||||
|
||||
|
||||
func elevate():
|
||||
Game.is_server = true
|
||||
|
|
|
@ -17,7 +17,7 @@ func _on_body_entered(body):
|
|||
$mapcam.active
|
||||
Game.has_escaped()
|
||||
|
||||
func _process(delta):
|
||||
func _process(_delta):
|
||||
if Game.computers == 0:
|
||||
$CSGBox3D.show()
|
||||
else:
|
||||
|
|
Loading…
Reference in a new issue