Add a map-loader sctipt

This commit is contained in:
Nikolai Rodionov 2025-01-28 19:32:38 +01:00
parent b54ffaeb0d
commit 9b1ab02b94
Signed by: allanger
GPG Key ID: 09F8B434D0FDD99B
32 changed files with 16268 additions and 2790 deletions

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assets/models/maps/lowpoly_tdm/lowpoly_tdm_1.glb (Stored with Git LFS) Normal file

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assets/models/maps/lowpoly_tdm/lowpoly_tdm_1.glb.import (Stored with Git LFS) Normal file

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assets/models/maps/lowpoly_tdm/lowpoly_tdm_2.glb (Stored with Git LFS) Normal file

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assets/models/maps/lowpoly_tdm/lowpoly_tdm_2.glb.import (Stored with Git LFS) Normal file

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@ -1423,7 +1423,7 @@ transform = Transform3D(82.5044, -54.0559, -16.4615, 55.0482, 83.4649, 1.8195, 1
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.35348e-08, -8.84756e-09, 0.0499956)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.35312e-08, -5.58794e-09, 0.0499956)
body_offset = Transform3D(100, -0.0695305, -0.00860751, -1.19209e-05, 12.2744, -99.2438, 0.0700493, 99.2438, 12.2744, 0.00043869, 4.96175, -0.613665)
mass = 20.0
bone_name = "mixamorig_Hips"
@ -1440,7 +1440,7 @@ transform = Transform3D(80.9412, -58.546, -4.56913, 57.6046, 80.6695, -13.1964,
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.2222e-09, 2.2377e-09, 0.0586601)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.2222e-09, 2.2377e-09, 0.05866)
body_offset = Transform3D(100, 7.62939e-06, 9.05991e-06, 4.76837e-06, -1.90735e-06, -100, -1.52588e-05, 100, -3.8147e-06, -9.53674e-07, 5.866, 0)
mass = 20.0
bone_name = "mixamorig_Spine"
@ -1453,11 +1453,11 @@ transform = Transform3D(0.0318071, 3.86358e-14, 4.9738e-14, -2.13163e-14, -1.629
shape = SubResource("CapsuleShape3D_126jt")
[node name="Physical Bone mixamorig_Head" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
transform = Transform3D(-97.8019, 4.4733, 20.366, -15.8369, -79.4709, -58.5966, 13.5638, -60.5339, 78.4325, -13.8193, 23.4986, -143.635)
transform = Transform3D(-97.8019, 4.47329, 20.366, -15.8369, -79.4709, -58.5966, 13.5638, -60.5339, 78.4325, -13.8193, 23.4986, -143.635)
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.90303e-08, -1.37836e-07, 0.0981531)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.90306e-08, -1.39698e-07, 0.0981531)
body_offset = Transform3D(-100, -0.00220013, -0.000778198, -5.24521e-06, 33.8066, -94.1122, 0.00232792, -94.1122, -33.8066, 7.24792e-05, 9.23741, 3.31821)
mass = 7.0
bone_name = "mixamorig_Head"
@ -1491,7 +1491,7 @@ transform = Transform3D(-48.2566, -12.058, 86.752, -78.7312, -37.4258, -48.997,
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.47238e-07, 6.31264e-08, 0.138072)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.47239e-07, 6.31263e-08, 0.138072)
body_offset = Transform3D(100, 3.05176e-05, -4.19617e-05, -3.8147e-05, 0, -100, -3.8147e-06, 100, 9.53674e-06, 3.05176e-05, 13.8072, -7.62939e-06)
mass = 3.0
bone_name = "mixamorig_LeftForeArm"
@ -1504,11 +1504,11 @@ transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-1
shape = SubResource("CapsuleShape3D_2k34c")
[node name="Physical Bone mixamorig_LeftHand" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
transform = Transform3D(9.11563, -98.6768, 13.4089, 23.9481, -10.8976, -96.4766, 96.6612, 12.0056, 22.6379, -10.9684, 56.2242, -106.442)
transform = Transform3D(9.11563, -98.6768, 13.4089, 23.9481, -10.8976, -96.4766, 96.6612, 12.0056, 22.6379, -10.9685, 56.2242, -106.442)
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.19564e-08, -9.40636e-08, 0.0264903)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.24797e-07, -1.22003e-07, 0.0264902)
body_offset = Transform3D(-58.5197, 57.9894, 56.6805, 1.62125e-05, 69.899, -71.5132, -81.0891, -41.8493, -40.9047, -1.50148, 1.89441, 1.08356)
bone_name = "mixamorig_LeftHand"
joint_constraints/bias = 0.3
@ -1524,7 +1524,7 @@ transform = Transform3D(30.7246, 72.8896, 61.1809, 93.7855, -34.092, -6.48192, 1
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.63344e-08, 1.16325e-07, 0.137023)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.63344e-08, 1.16326e-07, 0.137023)
body_offset = Transform3D(100, -5.72205e-06, 1.19209e-05, 6.67572e-06, 1.07288e-05, -100, -1.90735e-06, 100, 2.64645e-05, 0, 13.7023, -1.52588e-05)
mass = 3.0
bone_name = "mixamorig_RightArm"
@ -1537,11 +1537,11 @@ transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-1
shape = SubResource("CapsuleShape3D_8vkyv")
[node name="Physical Bone mixamorig_RightForeArm" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
transform = Transform3D(24.3552, 37.4063, 89.4852, -25.0101, 91.5653, -31.4688, -93.7087, -14.716, 31.6563, -48.2682, 3.93748, -103.698)
transform = Transform3D(24.3552, 37.4063, 89.4852, -25.0101, 91.5653, -31.4688, -93.7087, -14.716, 31.6563, -48.2682, 3.93749, -103.698)
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.40737e-07, -2.80687e-08, 0.138072)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.40737e-07, -2.80688e-08, 0.138072)
body_offset = Transform3D(100, -1.14441e-05, 8.58307e-06, -3.8147e-06, 100, 9.53674e-06, 5.72205e-06, -5.72205e-06, 100, -1.52588e-05, 1.49012e-06, -13.8072)
mass = 3.0
bone_name = "mixamorig_RightForeArm"
@ -1558,7 +1558,7 @@ transform = Transform3D(89.0767, -24.8074, -38.0781, 5.05123, 88.6726, -45.9527,
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.51926e-09, 2.76137e-07, 0.0264903)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.86265e-08, 2.31434e-07, 0.0264903)
body_offset = Transform3D(-58.5197, -57.9893, -56.6805, -1.19209e-05, 69.8991, -71.5131, 81.0891, -41.8492, -40.9048, 1.5015, 1.89439, 1.08359)
bone_name = "mixamorig_RightHand"
joint_constraints/bias = 0.3
@ -1570,11 +1570,11 @@ transform = Transform3D(0.01, 0, 0, 0, 0.00693402, 0.00720551, 0, -0.00720551, 0
shape = SubResource("CapsuleShape3D_1m8r5")
[node name="Physical Bone mixamorig_LeftUpLeg" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
transform = Transform3D(-96.1773, -26.2683, 7.73901, -23.4203, 64.2554, -72.957, 14.1919, -71.9807, -67.9513, 5.83707, 19.601, -60.9754)
transform = Transform3D(-96.1774, -26.2683, 7.73901, -23.4203, 64.2554, -72.957, 14.1919, -71.9807, -67.9513, 5.83707, 19.601, -60.9754)
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.78612e-08, -7.74373e-09, 0.202997)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.78612e-08, -7.74374e-09, 0.202997)
body_offset = Transform3D(100, -2.86102e-05, 9.53674e-06, 7.62939e-06, 7.62939e-06, -100, 3.71933e-05, 100, 3.8147e-06, -5.72205e-06, 20.2997, 0)
mass = 5.0
bone_name = "mixamorig_LeftUpLeg"
@ -1591,7 +1591,7 @@ transform = Transform3D(-97.5216, -11.6193, -18.8291, -22.0483, 58.1427, 78.3154
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.03062e-09, -1.30455e-08, 0.210495)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.03053e-09, -1.30455e-08, 0.210495)
body_offset = Transform3D(100, 4.76837e-06, 1.33514e-05, 5.72205e-06, 0, -100, -9.53674e-07, 100, 1.52588e-05, -1.90735e-06, 21.0495, -1.90735e-06)
mass = 5.0
bone_name = "mixamorig_LeftLeg"
@ -1641,7 +1641,7 @@ transform = Transform3D(-91.8175, -23.5086, -31.8888, -36.0103, 83.0805, 42.437,
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.27445e-09, -2.4944e-07, 0.210495)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.27453e-09, -2.4944e-07, 0.210495)
body_offset = Transform3D(100, -1.71661e-05, 1.33514e-05, -9.53674e-07, 4.19617e-05, -100, 1.90735e-05, 100, 6.86646e-05, -3.33786e-06, 21.0495, 1.04904e-05)
mass = 5.0
bone_name = "mixamorig_RightLeg"
@ -1658,7 +1658,7 @@ transform = Transform3D(-88.192, -17.3351, 43.8367, -46.8549, 42.4444, -77.4796,
collision_layer = 4
collision_mask = 4
joint_type = 1
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.24152e-08, -2.70387e-09, 0.078608)
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.24153e-08, -2.70381e-09, 0.078608)
body_offset = Transform3D(100, 1.14441e-05, -7.62939e-06, -7.62939e-06, -1.90735e-05, -100, 0, 100, -5.72205e-05, 5.84126e-06, 7.8608, 4.76837e-06)
bone_name = "mixamorig_RightFoot"
joint_constraints/bias = 0.3

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@ -4,7 +4,8 @@
[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="2_lsd7c"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jc50w"]
radius = 0.3
margin = 0.5
radius = 0.4
height = 1.6
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_tl74a"]
@ -89,6 +90,7 @@ collision_mask = 9
script = ExtResource("1_q75ai")
[node name="Collision" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0150437, 0)
shape = SubResource("CapsuleShape3D_jc50w")
[node name="PlayerSynchronizer" type="MultiplayerSynchronizer" parent="."]

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@ -0,0 +1,22 @@
extends Node
# This script shoud be able to find the player
var players: Dictionary = {}
func spawn_a_bullet():
# -- Get
pass
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var world: MapController = find_parent("Map")
# Get all the players on the server and add
# corresponding nodes to them
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@ -0,0 +1,8 @@
[gd_scene format=3 uid="uid://sh5diukewgs5"]
[node name="BulletSpawner" type="Node3D"]
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
spawn_path = NodePath("../Node3D")
[node name="Node3D" type="Node3D" parent="."]

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@ -0,0 +1,76 @@
class_name MapController extends Node
@export_category("MapController")
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
var player_spawner: PlayerSpawnerController
var object_spawner: Node3D
@onready var spawn_locations: SpawnController = $SpawnLocations
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# add player spawner
var err: Error = OK
err = _add_player_spawner()
if err != OK:
print("Couldn't load player spawner")
err = _add_object_spawner()
if err != OK:
print("Couldn't load object spawner")
# add objects spawner
if multiplayer.is_server():
_spawn_player()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _spawn_player():
var char : Node3D = null
player_spawner.spawn_players(spawn_locations)
func _add_player_spawner() -> Error :
if not ResourceLoader.exists(PLAYER_SPAWNER):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(PLAYER_SPAWNER)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
add_child(node)
player_spawner = node
return OK
func _add_object_spawner() -> Error :
if not ResourceLoader.exists(OBJECT_SPAWNER):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(OBJECT_SPAWNER)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
add_child(node)
object_spawner = node
return OK
var bullet_amount: int = 0
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
node.position = starting_point.global_position
node.transform.basis = starting_point.global_transform.basis
node.name = str(bullet_amount)
node.speed = speed
node.damage = damage
bullet_amount += 1
var spawner: MultiplayerSpawner = object_spawner.find_child("MultiplayerSpawner")
var root_node: Node3D = object_spawner.find_child("Objects")
spawner.spawn(node)
root_node.add_child(node)

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@ -0,0 +1,9 @@
[gd_scene format=3 uid="uid://b0k17hibnhnv4"]
[node name="ObjectSpawner" type="Node3D"]
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
spawn_path = NodePath("../Objects")
spawn_limit = 10000
[node name="Objects" type="Node3D" parent="."]

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@ -0,0 +1,33 @@
class_name PlayerSpawnerController extends Node3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _get_spawner() -> MultiplayerSpawner:
return $MultiplayerSpawner
func _get_root() -> Node3D:
return $Players
# -- Spawn a player node and sync it across all peers
func spawn_players(spawn_location: SpawnController) -> Error:
print("spawning players")
var char : Node3D = null
print(GameServerManager.players)
for i in GameServerManager.players:
var player_data = GameServerManager.players[i]
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.name)
var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
char.global_position = position
char.global_position = position
_get_spawner().spawn(char)
_get_root().add_child(char)
return OK

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@ -0,0 +1,13 @@
[gd_scene load_steps=2 format=3 uid="uid://xh710fr73bid"]
[ext_resource type="Script" path="res://scenes/maps/base/player_spawner/player_spawner.gd" id="1_2hsyd"]
[node name="PlayerSpawner" type="Node3D"]
script = ExtResource("1_2hsyd")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/characters/placeholder.tscn")
spawn_path = NodePath("../Players")
spawn_limit = 10
[node name="Players" type="Node3D" parent="."]

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@ -0,0 +1,11 @@
extends Node3D
var busy: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func choose_spawn_location() -> Vector3:
busy = true
return global_position

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@ -0,0 +1,52 @@
class_name SpawnController extends Node3D
@export_category("SpawnController")
@onready var blue_spawners: Node3D = $Blue
@onready var red_spawners: Node3D = $Red
const SINGLE_SPAWN_CONTROLLER_PATH = "res://scenes/maps/base/single_spawn_controller.gd"
enum Sides {BLUE, RED, UNDEFINED}
@export var side: Sides = Sides.UNDEFINED
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var single_spawn_controller: GDScript = ResourceLoader.load(SINGLE_SPAWN_CONTROLLER_PATH)
for spawn: Node3D in blue_spawners.get_children():
spawn.set_script(single_spawn_controller)
for spawn: Node3D in red_spawners.get_children():
spawn.set_script(single_spawn_controller)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _get_available_spawn(spawn_set: Node3D) -> Node3D:
if multiplayer.is_server():
var spawns: Array[Node3D] = []
for spawn: Node3D in spawn_set.get_children():
if not spawn.busy:
spawns.push_back(spawn)
print(spawns.size())
var random_index: int = randi_range(0, spawns.size() - 1)
print(random_index)
return spawns[random_index]
return null
func get_spawner(team: Sides) -> Vector3:
match team:
Sides.BLUE:
var spawn := _get_available_spawn(blue_spawners)
return spawn.choose_spawn_location()
Sides.RED:
print("red")
return Vector3(0,0,0)
_:
print("хз")
return Vector3(0,0,0)
# Get all spawners for each team

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@ -1,23 +0,0 @@
extends CSGBox3D
var health = 5
@export var color: Color = Color(0, 0, 0)
var colors = [Color(1.0, 0.0, 0.0, 1.0),
Color(0.0, 1.0, 0.0, 1.0),
Color(0.0, 0.0, 1.0, 0.0)]
func take_damage():
color = Color(randf(), randf(), randf())
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
material_override.albedo_color = color
if health < 1:
queue_free()

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@ -1,43 +0,0 @@
extends Node3D
var player_side: String
@onready var intro_camera = $Intro/CameraMount/IntroCamera
@onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport
@onready var spawns = $Spawns
@onready var root = $'.'
@onready var players = $Players
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var char : Node3D = null
var red_spawn: Node3D = $Spawns/Blue/SpawnArea
var position := red_spawn.global_position
if multiplayer.is_server():
for i in GameServerManager.players:
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(GameServerManager.players[i].name)
char.global_position = position
var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
char.global_position = position
char.global_position.x += my_random_number
char.global_position.y += 300 + my_random_number
char.global_position.z += my_random_number
$MultiplayerSpawner.spawn(char)
players.add_child(char)
var bullet_amount: int = 0
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
node.position = starting_point.global_position
node.transform.basis = starting_point.global_transform.basis
node.name = str(bullet_amount)
node.speed = speed
node.damage = damage
bullet_amount += 1
#$BulletSpawner.spawn(node)
$Bullets.add_child(node)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@ -1,11 +0,0 @@
extends CSGBox3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@ -1,17 +0,0 @@
extends Control
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@onready var health_indicator: Label = $HealthIndicator
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var root := get_tree().get_root()
var id := multiplayer.get_unique_id()
var player_data = GameServerManager.get_player_health.rpc_id(1, id)
health_indicator.text = str(player_data["health"])
pass

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@ -1,23 +0,0 @@
extends Node3D
var target_node_name: String = "TargetNode" # Name of the Node3D to detect
@onready var raycast : RayCast3D = $CameraMount/Camera3D/RayCast3D
@onready var camera : Camera3D = $CameraMount/Camera3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var blue := $ChooseTeam/Blue
var red := $ChooseTeam/Read
if raycast.is_colliding():
var collider = raycast.get_collider()
if collider and collider.name == target_node_name:
print("Mouse is pointing at:", collider.name)
else:
print("Mouse is not pointing at the target node.")
else:
print("Mouse is not pointing at anything.")

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@ -1,76 +0,0 @@
[gd_scene load_steps=14 format=3 uid="uid://hivk5ek6u887"]
[ext_resource type="Texture2D" uid="uid://c5uytbu1wc1bq" path="res://addons/kenney_prototype_textures/orange/texture_09.png" id="1_llm1c"]
[ext_resource type="Texture2D" uid="uid://e4nd8b6f0tw7" path="res://addons/kenney_prototype_textures/dark/texture_04.png" id="2_k2arh"]
[ext_resource type="PackedScene" uid="uid://1j5ajc26w5xk" path="res://scenes/utils/character_bak.tscn" id="3_6anfg"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_bcdcw"]
albedo_texture = ExtResource("1_lae2b")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_p4psn"]
albedo_texture = ExtResource("2_7newm")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0jiki"]
albedo_texture = ExtResource("2_7newm")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1pwnn"]
albedo_texture = ExtResource("2_7newm")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1yo6k"]
albedo_texture = ExtResource("2_7newm")
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_3aaun"]
[sub_resource type="Sky" id="Sky_xco2g"]
sky_material = SubResource("ProceduralSkyMaterial_3aaun")
[sub_resource type="Environment" id="Environment_5t2t5"]
background_mode = 2
sky = SubResource("Sky_xco2g")
sdfgi_enabled = true
fog_light_energy = 0.52
fog_density = 0.1387
volumetric_fog_enabled = true
volumetric_fog_density = 0.0
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_32hnm"]
[node name="TestMap" type="Node3D"]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 50, 0)
[node name="World" type="Node3D" parent="."]
[node name="Base" type="Node3D" parent="World"]
[node name="Floor" type="CSGBox3D" parent="World/Base"]
use_collision = true
size = Vector3(100, 1, 100)
[node name="Wall_1" type="CSGBox3D" parent="World/Base"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 50, 0, 0)
material_override = SubResource("StandardMaterial3D_p4psn")
use_collision = true
size = Vector3(1, 20, 100)
[node name="Wall_2" type="CSGBox3D" parent="World/Base"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -50, 0, 0)
material_override = SubResource("StandardMaterial3D_0jiki")
use_collision = true
size = Vector3(1, 20, 100)
[node name="Wall_3" type="CSGBox3D" parent="World/Base"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 50)
material_override = SubResource("StandardMaterial3D_1pwnn")
use_collision = true
size = Vector3(100, 20, 1)
[node name="Wall_4" type="CSGBox3D" parent="World/Base"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -50)
material_override = SubResource("StandardMaterial3D_1yo6k")
use_collision = true
size = Vector3(100, 20, 1)
[node name="Character" parent="World" instance=ExtResource("3_6anfg")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 14.6432, 0)

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@ -0,0 +1,14 @@
class_name PlayerState extends Object
@export_category("PlayerState")
# -- Player's metadata
var name: String
var id: int
# -- Player's in-game data
var health: int
var current_weapon_slot: int
func init(id: int, name: String):
id = id
name = name

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@ -43,6 +43,13 @@ offset_right = 497.0
offset_bottom = 220.0
text = "192.168.0.28"
[node name="Maps" type="ItemList" parent="."]
layout_mode = 0
offset_left = 995.0
offset_top = 111.0
offset_right = 1595.0
offset_bottom = 624.0
[connection signal="player_connected" from="." to="." method="_on_player_connected"]
[connection signal="player_disconnected" from="." to="." method="_on_player_disconnected"]
[connection signal="server_disconnected" from="." to="." method="_on_server_disconnected"]

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@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://bo8jemggniu3c"]
[ext_resource type="PackedScene" uid="uid://c1v6kb00y77ij" path="res://scenes/maps/el_test.tscn" id="1_25xw6"]
[ext_resource type="PackedScene" uid="uid://c1v6kb00y77ij" path="res://scenes/maps/maps/el_test.tscn" id="1_25xw6"]
[node name="ChooseTeam" type="Node3D"]

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@ -23,6 +23,14 @@ func _ready() -> void:
multiplayer.connected_to_server.connect(_on_connected_ok)
multiplayer.connection_failed.connect(_on_connected_fail)
multiplayer.server_disconnected.connect(_on_server_disconnected)
var map_dir := DirAccess.open("res://scenes/maps/maps/")
if map_dir:
map_dir.list_dir_begin()
var file_name = map_dir.get_next()
while file_name != "":
$Maps.add_item(file_name)
file_name = map_dir.get_next()
func join_game(address = ""):
address = address_input.text
@ -50,7 +58,12 @@ func remove_multiplayer_peer():
# do Lobby.load_game.rpc(filepath)
@rpc("call_local", "reliable")
func load_game():
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
var chosen_map_index = $Maps.get_selected_items()[0]
var chosen_map = $Maps.get_item_text(chosen_map_index)
print(chosen_map)
var path_tmpl := "res://scenes/maps/maps/%s"
var path := path_tmpl % chosen_map
get_tree().change_scene_to_file(path)
# Every peer will call this when they have loaded the game scene.
@rpc("any_peer", "call_local", "reliable")

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@ -1,4 +1,5 @@
extends Node3D
class_name WeaponController extends Node3D
@export_category("WeaponController")
# ---------------------------------------------------------------------
# Main weapon params
@ -8,6 +9,8 @@ extends Node3D
@export var cooldown: float = 0
# bullet speed in m/s
@export var bullet_speed: int = 0
@export var bullet_spread_script: GDScript
# Called when the node enters the scene tree for the first time.
func _ready() -> void:

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@ -6,7 +6,6 @@ func _ready() -> void:
pass # Replace with function body.
@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
@onready var bullet_trail_end: Node3D = $BulletTrailEnd
func shoot() -> Error:
var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")

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@ -3,10 +3,12 @@ extends Node
var players = {}
var local_player_health = 0
# Called when the node enters the scene tree for the first time.
@rpc("reliable", "call_local")
func get_player_health(id: int) -> int:
return players.get(id)["health"]
func _ready() -> void:
pass # Replace with function body.

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@ -194,9 +194,9 @@ func _process(delta: float) -> void:
fps_indicator.text = str(Engine.get_frames_per_second())
if health == 0:
alive = false
var world: Node3D = find_parent("ElTest")
var spawner: MultiplayerSpawner = world.find_child("ObjectsSpawner")
var objects_root: Node3D = world.find_child("Objects")
var world: Node3D = find_parent("Map")
var spawner: MultiplayerSpawner = world.find_child("ObjectSpawner").find_child("MultiplayerSpawner")
var objects_root: Node3D = world.find_child("ObjectSpawner").find_child("Objects")
spawner.spawn(model)
model.reparent(get_tree().get_root())
model.die()
@ -263,7 +263,7 @@ func _shoot():
@rpc("any_peer", "call_local", "unreliable_ordered")
func _send_shot_to_server(start_position):
# -- TODO: Should not be hardcoded
var world: Node3D = find_parent("ElTest")
var world: Node3D = find_parent("Map")
world.spawn_bullet(bullet_starting_point, current_weapon_bullet_speed, current_weapon_damage)
func _get_camera_collision():