Milestone 7 Beta 1

Redid the entire serverside and clientside, matchmaking is finally out, bugfixes.
This commit is contained in:
patrick_pluto 2024-08-08 21:49:24 +02:00
commit 699320353a
16 changed files with 324 additions and 266 deletions

View file

@ -9,7 +9,7 @@
extends Node
var settings = {"save_version" = 2, "fps_counter" = 1}
var settings = {"save_version" = 2, "fps_counter" = 1, "port" = 35000, "ip" = "127.0.0.1"}
var computers = 0
var players = 0
var map_name = "mansion"
@ -19,6 +19,14 @@ var dead = 0
var escaped = 0
var player_escaped = false
var is_beast = false
var character = preload("res://objects/player.tscn")
# Server Variables
var port = 35000
var ip = "127.0.0.1"
var player_name
var room_name
var is_server = false
var player_list = {}
func _ready():
if FileAccess.file_exists("user://settings.json"):
@ -48,7 +56,7 @@ func has_escaped():
players -= 1
escaped += 1
func _process(delta):
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)
@ -63,12 +71,62 @@ func reset():
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)
func save_setting(setting_name, value):
settings[setting_name] = value
Save.saveJSON("user://settings.json", settings)
func apply_settings():
players = Server.players_numbered.size() - 1
players = player_list.size() - 1
is_running = true
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):
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()