Milestone 6 Beta 2

Reworked multiplayer, like a lot.
This commit is contained in:
patrick_pluto 2024-08-06 23:28:40 +02:00
commit 9de67986dd
17 changed files with 309 additions and 89 deletions

View file

@ -22,6 +22,38 @@ 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 = {}
@ -29,11 +61,11 @@ func reset():
label = null
map = null
is_server = false
first_joined = false
first_joined = true
game_master = "debug"
character = preload("res://objects/player.tscn")
if multiplayer != null:
multiplayer.multiplayer_peer = null
multiplayer.multiplayer_peer = offline
func join_game(ip):
var peer = ENetMultiplayerPeer.new()
@ -51,9 +83,10 @@ func create_game():
multiplayer.multiplayer_peer = peer
func _process(delta):
if multiplayer != null:
if multiplayer.is_server():
make_host.rpc(game_master)
if multiplayer.is_server():
make_host.rpc(game_master)
@rpc("authority","call_remote","reliable")
func make_host(id):
@ -84,6 +117,7 @@ func send_playerinfo(player_name, id):
label.text = players[w]
done = 1
else:
players[id] = player_name
if first_joined:
first_joined = false
game_master = id
@ -118,6 +152,12 @@ 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
@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):
@ -141,4 +181,5 @@ func player_hit(target, beast):
if !target.is_frozen:
target.captured(beast)
beast.got_one(target)