forked from interstellar_development/freeftf
Milestone 7 Beta 1
Redid the entire serverside and clientside, matchmaking is finally out, bugfixes.
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parent
9de67986dd
commit
699320353a
16 changed files with 324 additions and 266 deletions
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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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@ -63,12 +71,62 @@ func reset():
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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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