WIP: Not so much progress
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37e4e42d51
commit
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@ -2,6 +2,14 @@ extends Node
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@export var Players = {}
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@rpc("authority")
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func get_players():
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return Players
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@rpc("call_remote")
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func add_player(id: int, name: String):
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Players[id] = {"name": name}
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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@ -82,6 +82,11 @@ crouch={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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tab={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[physics]
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@ -1,5 +1,6 @@
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extends Node3D
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const SPAWN_RANDOM := 5.0
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var player_side: String
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@export var player : PackedScene
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@onready var intro_camera = $Intro/CameraMount/IntroCamera
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@ -7,22 +8,56 @@ var player_side: String
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@onready var spawns = $Spawns
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@onready var root = $'.'
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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print("level ready")
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if not multiplayer.is_server():
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return
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multiplayer.peer_connected.connect(add_player)
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multiplayer.peer_disconnected.connect(del_player)
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for id in multiplayer.get_peers():
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add_player(id)
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if not OS.has_feature("dedicated_server"):
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add_player(1)
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var char : Node3D = null
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var red_spawn: Node3D = $Spawns/Blue/SpawnArea
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var position := red_spawn.global_position
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for i in ServerManager.Players:
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print("spawning player")
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char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
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var my_random_number = RandomNumberGenerator.new().randf_range(-10.0, 10.0)
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char.name = str(my_random_number)
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char.global_position = position
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char.global_position.x += my_random_number
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root.add_child(char)
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for nodes in get_children():
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print(nodes)
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#for i in ServerManager.Players:
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#print("spawning player")
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#char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
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#var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
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#char.name = str(my_random_number)
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#char.global_position = position
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#char.global_position.x += my_random_number
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#char.add_to_group("players", true)
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#root.add_child(char)
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#for nodes in get_children():
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#print(nodes)
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func add_player(id: int):
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print("add player")
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var character = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
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#character.player = id
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var pos := Vector2.from_angle(randf() * 2 * PI)
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character.position = Vector3(pos.x * SPAWN_RANDOM * randf(), 0, pos.y * SPAWN_RANDOM * randf())
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character.name = str(id)
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$Players.add_child(character, true)
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func del_player(id: int):
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if not $Players.has_node(str(id)):
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return
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$Players.get_node(str(id)).queue_free()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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#print(ServerManager.get_players())
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pass
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func _exit_tree() -> void:
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if not multiplayer.is_server():
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return
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multiplayer.peer_connected.disconnect(add_player)
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multiplayer.peer_disconnected.disconnect(del_player)
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@ -1,8 +1,10 @@
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[gd_scene load_steps=3 format=3 uid="uid://c1v6kb00y77ij"]
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[gd_scene load_steps=4 format=3 uid="uid://c1v6kb00y77ij"]
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[ext_resource type="Script" path="res://scenes/maps/el_test.gd" id="1_d5e7i"]
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[ext_resource type="PackedScene" uid="uid://clp0pm3nxovxc" path="res://assets/models/maps/el_test.glb" id="2_cnkr5"]
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_wnbcm"]
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[node name="ElTest" type="Node3D"]
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script = ExtResource("1_d5e7i")
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@ -24,3 +26,13 @@ size = Vector3(0.100647, 1, 6.02112)
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[node name="SpawnArea" type="CSGBox3D" parent="Spawns/Blue"]
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transform = Transform3D(5.70162, 0, 0, 0, 1, 0, 0, 0, 7.97817, 21.2099, 1.78438, 1.23551)
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size = Vector3(0.484497, 1, 5.99213)
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/utils/character.tscn")
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spawn_path = NodePath("../Players")
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spawn_limit = 4
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[node name="Players" type="Node3D" parent="."]
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_wnbcm")
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@ -11,13 +11,12 @@ grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_5mxqd")
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[node name="Start" type="Button" parent="."]
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layout_mode = 0
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offset_left = 230.0
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offset_top = 296.0
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offset_right = 339.0
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offset_bottom = 368.0
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text = "Start"
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[node name="PublishPort" type="TextEdit" parent="."]
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offset_left = 242.0
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offset_top = 63.0
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offset_right = 531.0
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offset_bottom = 134.0
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text = "8888"
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[node name="Host" type="Button" parent="."]
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layout_mode = 0
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@ -35,9 +34,15 @@ offset_right = 224.0
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offset_bottom = 220.0
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text = "Join"
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[node name="HostToJoin" type="TextEdit" parent="."]
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layout_mode = 0
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offset_left = 239.0
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offset_top = 147.0
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offset_right = 528.0
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offset_bottom = 218.0
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[connection signal="player_connected" from="." to="." method="_on_player_connected"]
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[connection signal="player_disconnected" from="." to="." method="_on_player_disconnected"]
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[connection signal="server_disconnected" from="." to="." method="_on_server_disconnected"]
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[connection signal="pressed" from="Start" to="." method="_on_start_pressed"]
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[connection signal="pressed" from="Host" to="." method="_on_host_pressed"]
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[connection signal="pressed" from="Join" to="." method="_on_join_pressed"]
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@ -1,4 +1,4 @@
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[gd_scene load_steps=6 format=3 uid="uid://ccm77j5rkh21w"]
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[gd_scene load_steps=8 format=3 uid="uid://ccm77j5rkh21w"]
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[ext_resource type="Script" path="res://scripts/character_controller.gd" id="1_sue4n"]
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[ext_resource type="PackedScene" uid="uid://bmqutwuj28san" path="res://scenes/utils/view_model_camera.tscn" id="4_al83x"]
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@ -9,6 +9,13 @@
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radius = 0.368364
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height = 1.8
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_e7ysa"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_enush"]
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[node name="Character" type="Node3D"]
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[node name="CharacterBody3D" type="CharacterBody3D" parent="."]
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@ -30,3 +37,10 @@ script = ExtResource("4_uwcjh")
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -0.0287516, -0.136104, -0.276055)
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visible = false
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script = null
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_e7ysa")
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[node name="PlayerInput" type="MultiplayerSynchronizer" parent="."]
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root_path = NodePath("../MultiplayerSynchronizer")
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replication_config = SubResource("SceneReplicationConfig_enush")
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@ -1,18 +1,32 @@
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extends Control
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@onready var lobby_container = $VBoxContainer
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var current_players = {}
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_ok)
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multiplayer.connection_failed.connect(_on_connected_fail)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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#multiplayer.peer_connected.connect(_on_player_connected)
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#multiplayer.peer_disconnected.connect(_on_player_disconnected)
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#multiplayer.connected_to_server.connect(_on_connected_ok)
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#multiplayer.connection_failed.connect(_on_connected_fail)
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#multiplayer.server_disconnected.connect(_on_server_disconnected)
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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var labels : Array[Label] = []
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if current_players != ServerManager.Players:
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for player in ServerManager.Players:
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print("adding a player")
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var label = Label.new()
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label.text = str(player)
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labels.push_back(label)
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for label in labels:
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print(label)
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lobby_container.add_child(label)
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current_players = ServerManager.Players
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pass
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var peer = ENetMultiplayerPeer.new()
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@ -21,8 +35,6 @@ signal player_connected(peer_id, player_info)
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signal player_disconnected(peer_id)
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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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var players_loaded = 0
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@ -30,16 +42,26 @@ var players_loaded = 0
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var player_info = {"name": "Name"}
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#var players = {}
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# Create a server instance here
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func _on_host_pressed() -> void:
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var PORT = $PublishPort.text
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var SERVER_IP = $HostToJoin
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(PORT, MAX_CONNECTIONS)
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var error = peer.create_server(int(PORT), MAX_CONNECTIONS)
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if error:
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print(error)
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multiplayer.multiplayer_peer = peer
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send_player_information.rpc("host", multiplayer.get_unique_id())
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ServerManager.Players[1] = player_info
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player_connected.emit(1, player_info)
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if "--server" in OS.get_cmdline_user_args():
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print("headless")
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multiplayer.get_unique_id()
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ServerManager.Players[multiplayer.get_unique_id()] = {"name": "host"}
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start_game()
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#else:
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#multiplayer.multiplayer_peer = peer
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#send_player_information.rpc("main", multiplayer.get_unique_id())
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#ServerManager.Players[1] = player_info
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#play er_connected.emit(1, player_info)
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return
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func remove_multiplayer_peer():
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multiplayer.multiplayer_peer = null
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@ -62,17 +84,19 @@ func player_loaded():
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func _on_join_pressed() -> void:
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var address = '127.0.0.1'
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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var PORT = $PublishPort.text
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var error = peer.create_client(address, int(PORT))
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if error:
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print(error)
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multiplayer.multiplayer_peer = peer
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ServerManager.add_player.rpc_id(1, multiplayer.get_unique_id(), "test")
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start_game()
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#send_player_information.rpc_id(1, "test", multiplayer.get_unique_id())
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func _on_player_connected(id: Variant, player_info: Variant) -> void:
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print(player_info)
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send_player_information.rpc_id(1, "test", multiplayer.get_unique_id())
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_register_player.rpc_id(id, player_info)
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print_debug("a player is trying to connect")
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@rpc("any_peer", "reliable")
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func _register_player(new_player_info):
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@ -104,6 +128,7 @@ func _on_server_disconnected() -> void:
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@rpc("call_local", "any_peer")
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func send_player_information(name, id):
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if !ServerManager.Players.has(id):
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print(name)
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ServerManager.Players[id] = {
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"name": name,
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"id": id,
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@ -115,7 +140,9 @@ func send_player_information(name, id):
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@rpc("call_local", "reliable", "any_peer")
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func start_game():
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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print("test")
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if multiplayer.is_server():
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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func _on_start_pressed() -> void:
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start_game.rpc()
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@ -27,31 +27,27 @@ var grav_vel: Vector3 # Gravity velocity
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var jump_vel: Vector3 # Jumping velocity
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var is_crouch: bool = false
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@onready var camera: Node3D = $UpperTorso
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@onready var character: Node3D = $"."
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func get_current_camera() -> Camera3D:
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return $UpperTorso/ViewModelCamera
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@onready var multiplayer_synchronizer = $"../MultiplayerSynchronizer"
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func _ready() -> void:
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set_process(get_multiplayer_authority() == multiplayer.get_unique_id())
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capture_mouse()
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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look_dir = event.relative * 0.001
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if mouse_captured: _rotate_camera()
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if Input.is_action_just_pressed("jump"): jumping = true
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if Input.is_action_just_pressed("jump"): _jump.rpc()
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if Input.is_action_just_pressed("exit"): get_tree().quit()
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if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
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if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
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if Input.is_action_just_pressed("crouch"): crouch()
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if Input.is_action_just_released("crouch"): uncrouch()
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#if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
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#if Input.is_action_just_pressed("crouch"): crouch()
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#if Input.is_action_just_released("crouch"): uncrouch()
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func _physics_process(delta: float) -> void:
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if mouse_captured: _handle_joypad_camera_rotation(delta)
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velocity = _walk(delta) + _gravity(delta) + _jump(delta)
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move_and_slide()
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func capture_mouse() -> void:
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@ -105,10 +101,9 @@ func _gravity(delta: float) -> Vector3:
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grav_vel = Vector3.ZERO if is_on_floor() else grav_vel.move_toward(Vector3(0, velocity.y - gravity, 0), gravity * delta)
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return grav_vel
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@rpc("call_local")
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func _jump(delta: float) -> Vector3:
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if jumping:
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if is_on_floor(): jump_vel = Vector3(0, sqrt(4 * jump_height * gravity), 0)
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jumping = false
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return jump_vel
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#if is_on_floor(): jump_vel = Vector3(0, sqrt(4 * jump_height * gravity), 0)
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#return jump_vel
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jump_vel = Vector3.ZERO if is_on_floor() else jump_vel.move_toward(Vector3.ZERO, gravity * delta)
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return jump_vel
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11
scripts/player_input.gd
Normal file
11
scripts/player_input.gd
Normal file
@ -0,0 +1,11 @@
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extends MultiplayerSynchronizer
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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