Working multiplayer
This commit is contained in:
@ -11,11 +11,9 @@ 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
|
||||
@ -23,9 +21,7 @@ func _ready() -> void:
|
||||
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
|
||||
|
@ -13,6 +13,9 @@ height = 1.8
|
||||
properties/0/path = NodePath(".:position")
|
||||
properties/0/spawn = true
|
||||
properties/0/replication_mode = 1
|
||||
properties/1/path = NodePath("CharacterBody3D:position")
|
||||
properties/1/spawn = true
|
||||
properties/1/replication_mode = 1
|
||||
|
||||
[node name="Character" type="Node3D"]
|
||||
|
||||
@ -28,12 +31,11 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.71312, 0)
|
||||
radius = 0.001
|
||||
|
||||
[node name="ViewModelCamera" parent="CharacterBody3D/UpperTorso" instance=ExtResource("4_al83x")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00122696, 0.093623, -0.179357)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00122696, 0.093623, -0.463804)
|
||||
script = ExtResource("4_uwcjh")
|
||||
|
||||
[node name="Pistol" parent="CharacterBody3D/UpperTorso/ViewModelCamera" instance=ExtResource("5_6k7rq")]
|
||||
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -0.0287516, -0.136104, -0.276055)
|
||||
visible = false
|
||||
script = null
|
||||
|
||||
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
|
||||
|
@ -33,6 +33,7 @@ func join_game(address = ""):
|
||||
return error
|
||||
multiplayer.multiplayer_peer = peer
|
||||
|
||||
|
||||
func create_game():
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var error = peer.create_server(PORT, MAX_CONNECTIONS)
|
||||
@ -50,7 +51,6 @@ func remove_multiplayer_peer():
|
||||
# do Lobby.load_game.rpc(filepath)
|
||||
@rpc("call_local", "reliable")
|
||||
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.
|
||||
@ -66,19 +66,20 @@ func player_loaded():
|
||||
# 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)
|
||||
player_info = {"name": multiplayer.get_unique_id()}
|
||||
_register_player.rpc_id(1, multiplayer.get_unique_id(), 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 _register_player(id: int, new_player_info):
|
||||
var new_player_id: int = 1
|
||||
if not multiplayer.is_server():
|
||||
new_player_id = 1
|
||||
else:
|
||||
new_player_id = multiplayer.get_remote_sender_id()
|
||||
players[id] = new_player_info
|
||||
GameServerManager.players[id] = new_player_info
|
||||
#player_info = {"name": str(multiplayer.get)}
|
||||
player_connected.emit(id, new_player_info)
|
||||
|
||||
|
||||
func _on_player_disconnected(id):
|
||||
@ -103,17 +104,14 @@ func _on_server_disconnected():
|
||||
# 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)
|
||||
player_info = {"name": str(1)}
|
||||
_register_player(1, player_info)
|
||||
create_game()
|
||||
|
||||
func _on_join_pressed() -> void:
|
||||
player_info = {"name": "guest"}
|
||||
join_game()
|
||||
|
||||
func _on_start_pressed() -> void:
|
||||
print("starting")
|
||||
load_game.rpc()
|
||||
func _process(delta: float) -> void:
|
||||
if multiplayer.is_server():
|
||||
print(GameServerManager.players)
|
||||
pass
|
||||
|
@ -37,6 +37,8 @@ surface_material_override/0 = SubResource("StandardMaterial3D_p8o05")
|
||||
[node name="RayCast3D" type="RayCast3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.100459)
|
||||
target_position = Vector3(0, 0, -0.5)
|
||||
hit_back_faces = false
|
||||
collide_with_areas = true
|
||||
|
||||
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.18476)
|
||||
|
Reference in New Issue
Block a user