WIP: Both players are spawned, but controls do not work

This commit is contained in:
Nikolai Rodionov 2025-01-24 13:23:26 +01:00
parent c9625327df
commit aadf8722a5
No known key found for this signature in database
GPG Key ID: 0639A45505F3BFA6
3 changed files with 75 additions and 53 deletions

View File

@ -11,18 +11,32 @@ var player_side: String
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:
print(i)
char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
char.name = str(GameServerManager.players[i].name)
char.global_position = position
var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
char.global_position = position
char.global_position.x += my_random_number
$MultiplayerSpawner.spawn(char)
players.add_child(char)
pass
func spawn_player(id: int):
var red_spawn: Node3D = $Spawns/Blue/SpawnArea
var position := red_spawn.global_position
var char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
char.name = str(GameServerManager.players[id].name)
char.global_position = position
var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
char.global_position = position
char.global_position.x += my_random_number
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:

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@ -1,22 +1,8 @@
extends Control
# Autoload named Lobby
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connected_ok)
multiplayer.connection_failed.connect(_on_connected_fail)
multiplayer.server_disconnected.connect(_on_server_disconnected)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
var peer = ENetMultiplayerPeer.new()
# These signals can be connected to by a UI lobby scene or the game scene.
signal player_connected(peer_id, player_info)
signal player_disconnected(peer_id)
signal server_disconnected
@ -25,28 +11,46 @@ const PORT = 7000
const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
const MAX_CONNECTIONS = 20
var players = {}
var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
var player_info = {"name": str(my_random_number)}
var players_loaded = 0
var player_info = {"name": "Name"}
var players = {}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connected_ok)
multiplayer.connection_failed.connect(_on_connected_fail)
multiplayer.server_disconnected.connect(_on_server_disconnected)
func _on_host_pressed() -> void:
func join_game(address = ""):
if address.is_empty():
address = DEFAULT_SERVER_IP
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(address, PORT)
if error:
return error
multiplayer.multiplayer_peer = peer
func create_game():
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(PORT, MAX_CONNECTIONS)
if error:
print(error)
return error
multiplayer.multiplayer_peer = peer
players[1] = player_info
player_connected.emit(1, player_info)
GameServerManager.players[1] = {"id": "1", "name": "host"}
player_connected.emit(peer.get_unique_id(), player_info)
func remove_multiplayer_peer():
multiplayer.multiplayer_peer = null
# When the server decides to start the game from a UI scene,
# do Lobby.load_game.rpc(filepath)
@rpc("call_local", "reliable")
func load_game(game_scene_path):
func load_game():
print("loading")
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
# Every peer will call this when they have loaded the game scene.
@ -54,40 +58,34 @@ func load_game(game_scene_path):
func player_loaded():
if multiplayer.is_server():
players_loaded += 1
players_loaded = players.size()
if players_loaded == players.size():
#$/root/Game.start_game()
players_loaded = 0
func _on_join_pressed() -> void:
var address = '127.0.0.1'
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(address, PORT)
if error:
print(error)
multiplayer.multiplayer_peer = peer
add_player.rpc_id(1, multiplayer.get_unique_id(), "guest")
@rpc("call_remote")
func add_player(id: int, name: String):
if not GameServerManager.players.has(id):
GameServerManager.players[1] = {"id": str(id), "name": name}
func _on_player_connected(id: Variant, player_info: Variant) -> void:
print(player_info)
_register_player.rpc_id(id, player_info)
# When a peer connects, send them my player info.
# This allows transfer of all desired data for each player, not only the unique ID.
func _on_player_connected(id):
_register_player.rpc_id(1, player_info)
@rpc("any_peer", "reliable")
func _register_player(new_player_info):
var new_player_id = multiplayer.get_remote_sender_id()
players[new_player_id] = new_player_info
if multiplayer.is_server():
print("registering a player")
print(player_info)
print(new_player_id)
GameServerManager.players[new_player_id] = new_player_info
player_connected.emit(new_player_id, new_player_info)
func _on_player_disconnected(id: Variant) -> void:
pass
func _on_player_disconnected(id):
players.erase(id)
player_disconnected.emit(id)
func _on_connected_ok():
var peer_id = multiplayer.get_unique_id()
players[peer_id] = player_info
@ -97,16 +95,25 @@ func _on_connected_ok():
func _on_connected_fail():
multiplayer.multiplayer_peer = null
func _on_server_disconnected() -> void:
func _on_server_disconnected():
multiplayer.multiplayer_peer = null
players.clear()
server_disconnected.emit()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _on_host_pressed() -> void:
player_info = {"name": "host"}
_register_player(player_info)
create_game()
@rpc("call_local", "reliable", "any_peer")
func start_game():
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
func _on_join_pressed() -> void:
player_info = {"name": "guest"}
join_game()
func _on_start_pressed() -> void:
start_game.rpc()
print("starting")
load_game.rpc()
func _process(delta: float) -> void:
if multiplayer.is_server():
print(GameServerManager.players)

View File

@ -32,6 +32,7 @@ var is_crouch: bool = false
@onready var character: Node3D = $"."
func _ready() -> void:
set_process(get_multiplayer_authority() == multiplayer.get_unique_id())
capture_mouse()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion: