Milestone 2: Beast

This update to the code adds a fully working beast, which is randomly selected and can capture any of the other players.
This commit is contained in:
patrick_pluto 2024-08-03 16:10:14 +02:00
parent dfe714044d
commit 812821b510
7 changed files with 242 additions and 14 deletions

View file

@ -13,7 +13,12 @@ const SPEED = 5.0
const JUMP_VELOCITY = 4.5
var zoom = 0
var player_no
var npc = false
var enabled = false
var caught = false
var captured_by
var position_pre
var got_person = false
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
@ -21,12 +26,11 @@ 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
else:
npc = true
func _physics_process(delta):
if enabled:
@ -50,8 +54,12 @@ func _physics_process(delta):
move_and_slide()
Server.sync_player.rpc(name, position, rotation)
if caught and !npc:
Server.sync_player.rpc(name, position, rotation)
func _input(event):
if enabled:
if !npc:
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
@ -66,8 +74,7 @@ func _input(event):
rotate(Vector3.DOWN, camera_rotation.x)
func _unhandled_input(event):
if enabled:
if !npc:
if event.is_action_pressed("zoom_in") && $cam_y/Camera3D.position.z > 0:
zoom = -1
$cam_y/Camera3D.position.z += zoom
@ -76,3 +83,45 @@ func _unhandled_input(event):
$cam_y/Camera3D.position.z += zoom
else:
zoom = 0
func beast_init():
position.y += 10
$detect_hit.monitoring = true
$detect_hit.monitorable = true
$detect_hit/CollisionShape3D.disabled = false
$hammer_bag.visible = true
func _on_detect_hit_body_entered(body):
if enabled and body is CharacterBody3D and !got_person:
Server.player_hit.rpc(body.name, name)
func captured(beast):
if !npc:
$in_bag.visible = true
print(beast)
$time_in_bag.start()
visible = false
enabled = false
caught = true
captured_by = beast
position_pre = position
position = Vector3(10000, 10000, 10000)
func got_one(target):
got_person = true
$hammer_bag/CSGCylinder3D/CSGSphere3D.visible = true
func lost_one():
got_person = false
$hammer_bag/CSGCylinder3D/CSGSphere3D.visible = false
func _on_time_in_bag_timeout():
visible = true
if !npc:
enabled = true
caught = false
captured_by.lost_one()
position = position_pre
$in_bag.visible = false

View file

@ -22,7 +22,6 @@ 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
@ -31,10 +30,8 @@ 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):
@ -43,6 +40,7 @@ func send_playerinfo(name, id):
players[id] = name
label = get_tree().root.get_node("create/player_list/list")
label.text = ""
print(players)
for w in players:
if done == 1:
label.text = str(label.text +"\n" + players[w])
@ -62,8 +60,11 @@ func start_game(server_players):
var player = character.instantiate()
player.name = "player" + str(i)
i += 1
player.position.z = -i*1.5
player.position.z = -i*2.5
map.add_child(player)
if multiplayer.is_server():
var random = randi() % Server.players.size()
sync_beast.rpc(random)
@rpc("any_peer", "call_remote", "unreliable")
func sync_player(node_name, position, rotation):
@ -71,8 +72,24 @@ func sync_player(node_name, position, rotation):
current_character.position = position
current_character.rotation = rotation
@rpc("authority", "call_local", "reliable")
@rpc("authority", "call_remote", "reliable")
func sync_computers(node_name, current):
var current_character = get_tree().root.get_node("./map/"+node_name)
print(current_character)
current_character.current = current
@rpc("authority", "call_local", "reliable")
func sync_beast(player):
var current_character = get_tree().root.get_node("./"+"player"+str(player))
current_character.beast_init()
@rpc("any_peer", "call_local", "reliable")
func player_hit(target, beast):
target = get_tree().root.get_node("./"+target)
beast = get_tree().root.get_node("./"+beast)
map = get_tree().root.get_node(".")
print(target)
print(beast)
print(map)
target.captured(beast)
beast.got_one(target)