Milestone 3: Freezer

The freezer is now implemented, just as it worked in the original. There are also a few fixes here and there in preparation for Milestonr 4.
This commit is contained in:
patrick_pluto 2024-08-04 13:41:19 +02:00
commit a92202b536
14 changed files with 199 additions and 114 deletions

View file

@ -17,12 +17,14 @@ var players_numbered = []
var label
var map
var character = preload("res://objects/player.tscn")
var is_server = false
func reset():
players = {}
players_numbered = []
label = null
map = null
is_server = false
character = preload("res://objects/player.tscn")
if multiplayer != null:
multiplayer.multiplayer_peer = null
@ -41,10 +43,14 @@ func create_game():
if error:
return error
multiplayer.multiplayer_peer = peer
@rpc("authority", "call_remote", "reliable")
func sync_playerlist(text):
get_tree().root.get_node("create/player_list/list").text = text
@rpc("any_peer", "call_remote", "reliable")
@rpc("any_peer", "call_local", "reliable")
func send_playerinfo(name, id):
if multiplayer.is_server():
if Server.is_server:
var done = 0
players[id] = name
label = get_tree().root.get_node("create/player_list/list")
@ -72,7 +78,7 @@ func start_game(server_players):
i += 1
player.position.z = -i*2.5
map.add_child(player)
if multiplayer.is_server():
if Server.is_server:
var random = randi() % Server.players.size()
sync_beast.rpc(random)
@ -89,6 +95,8 @@ func sync_computers(node_name, current):
@rpc("authority", "call_local", "reliable")
func sync_beast(player):
while !get_tree().root.has_node("./map/player"+str(player)):
await get_tree().create_timer(0.001).timeout
var current_character = get_tree().root.get_node("./map/player"+str(player))
current_character.beast_init()
@ -96,6 +104,7 @@ func sync_beast(player):
func player_hit(target, beast):
target = get_tree().root.get_node("./map/"+target)
beast = get_tree().root.get_node("./map/"+beast)
target.captured(beast)
beast.got_one(target)
if !target.is_frozen:
target.captured(beast)
beast.got_one(target)