freeftf/scripts/game.gd

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GDScript3
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## freeftf
## Copyright (C) 2024 Patrick_Pluto
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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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##
## 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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##
## 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 settings = {"save_version" = 4, "fps_counter" = 1, "port" = 35000, "ip" = "127.0.0.1", "username" = "DefaultName"}
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var computers = 0
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var players = 0
var map_name = "mansion"
var is_running = false
var frozen = 0
var dead = 0
var escaped = 0
var player_escaped = false
var is_beast = false
var character = preload("res://objects/player.tscn")
# Server Variables
var player_name
var room_name
var is_server = false
var player_list = {}
func _ready():
if FileAccess.file_exists("user://settings.json"):
var temp = Load.loadJSON("user://settings.json")
if !(temp is Dictionary) or settings["save_version"] != temp["save_version"]:
Save.saveJSON("user://settings.json", settings)
else:
settings = temp
else:
Save.saveJSON("user://settings.json", settings)
if OS.is_debug_build():
settings["fps_counter"] = 1
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func freeze():
players -= 1
frozen += 1
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func unfreeze():
players += 1
frozen -= 1
func died():
frozen -= 1
dead += 1
func has_escaped():
players -= 1
escaped += 1
func _process(_delta):
if is_running and players <= 0:
get_tree().change_scene_to_file("res://menus/result.tscn")
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
is_running = false
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func reset():
computers = 0
players = 0
is_running = false
frozen = 0
dead = 0
escaped = 0
player_escaped = false
is_beast = false
player_name = null
player_list = {}
room_name = null
is_server = false
multiplayer.multiplayer_peer = Client.offline
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func save_setting(setting_name, value):
settings[setting_name] = value
Save.saveJSON("user://settings.json", settings)
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print("saved")
func apply_settings():
players = player_list.size() - 1
is_running = true
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func start_game():
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
var map = get_tree().root.get_node("./"+map_name+"/")
var i = 0
for w in player_list:
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 is_server:
var random = randi() % player_list.size()
for id in player_list:
Client.rpc_id(id,"sync_beast",random)
apply_settings()
func player_hit(target, beast):
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 sync_player(node_name, position, rotation):
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if get_tree().root.has_node("./"+map_name+"/"+node_name):
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name)
current_character.position = position
current_character.rotation = rotation
func sync_hammer(node_name, rotation):
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name+"/hammer")
current_character.rotation = rotation
func sync_computers(node_name, current):
var current_character = get_tree().root.get_node("./"+map_name+"/computers/"+node_name)
current_character.current = current
func sync_beast(player):
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()