Add multiplayer damage system and ragdolls
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@ -10,7 +10,7 @@ signal server_disconnected
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const PORT = 7000
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const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
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const MAX_CONNECTIONS = 20
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@onready var address_input: TextEdit = $TextEdit
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var players = {}
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var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
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var player_info = {"name": str(my_random_number)}
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@ -25,8 +25,7 @@ func _ready() -> void:
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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func join_game(address = ""):
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if address.is_empty():
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address = DEFAULT_SERVER_IP
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address = address_input.text
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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if error:
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@ -66,7 +65,7 @@ func player_loaded():
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# When a peer connects, send them my player info.
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# This allows transfer of all desired data for each player, not only the unique ID.
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func _on_player_connected(id):
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player_info = {"name": multiplayer.get_unique_id()}
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player_info = {"name": multiplayer.get_unique_id(), "health": 100}
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_register_player.rpc_id(1, multiplayer.get_unique_id(), player_info)
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@rpc("any_peer", "reliable")
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@ -104,7 +103,7 @@ func _on_server_disconnected():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _on_host_pressed() -> void:
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player_info = {"name": str(1)}
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player_info = {"name": str(1), "health": 100}
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_register_player(1, player_info)
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create_game()
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