Compare commits
2 Commits
9b1ab02b94
...
add-weapon
Author | SHA1 | Date | |
---|---|---|---|
b4da54c2ac | |||
3e6eab08fd
|
@ -11,7 +11,7 @@ config_version=5
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[application]
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config/name="Open Strike"
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run/main_scene="res://scenes/utils/Menu.tscn"
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run/main_scene="res://scenes/utils/menus/main/main_menu.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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run/max_fps=120
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config/icon="res://icon.svg"
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@ -26,6 +26,8 @@ window/size/viewport_width=1920
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window/size/viewport_height=1964
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window/size/mode=4
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window/size/borderless=true
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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window/vsync/vsync_mode=2
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[filesystem]
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@ -10,13 +10,13 @@ height = 1.6
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_tl74a"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/spawn = false
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properties/0/replication_mode = 1
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properties/1/path = NodePath(".:rotation")
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properties/1/spawn = true
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properties/1/spawn = false
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properties/1/replication_mode = 1
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properties/2/path = NodePath(".:health")
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properties/2/spawn = true
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properties/2/spawn = false
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properties/2/replication_mode = 2
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[sub_resource type="Animation" id="Animation_falg4"]
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@ -8,6 +8,10 @@ var player_spawner: PlayerSpawnerController
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var object_spawner: Node3D
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@onready var spawn_locations: SpawnController = $SpawnLocations
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func _on_player_connected(id):
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if multiplayer.is_server():
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GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
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# add the player to the
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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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@ -23,18 +27,22 @@ func _ready() -> void:
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print("Couldn't load object spawner")
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# add objects spawner
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if multiplayer.is_server():
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_spawn_player()
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_spawn_player(1)
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else:
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_request_spawn.rpc_id(1, multiplayer.get_unique_id())
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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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@rpc("call_local", "reliable", "any_peer")
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func _request_spawn(id: int):
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_spawn_player(id)
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func _spawn_player():
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func _spawn_player(id: int):
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var char : Node3D = null
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player_spawner.spawn_players(spawn_locations)
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player_spawner.spawn_players(spawn_locations, id)
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func _add_player_spawner() -> Error :
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if not ResourceLoader.exists(PLAYER_SPAWNER):
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@ -17,17 +17,17 @@ func _get_root() -> Node3D:
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return $Players
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# -- Spawn a player node and sync it across all peers
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func spawn_players(spawn_location: SpawnController) -> Error:
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print("spawning players")
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var char : Node3D = null
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print(GameServerManager.players)
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for i in GameServerManager.players:
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var player_data = GameServerManager.players[i]
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func spawn_players(spawn_location: SpawnController, id: int) -> Error:
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if multiplayer.is_server():
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var char : Node3D = null
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var player_data: PlayerState = GameServerManager.players[id]
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char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(player_data.name)
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char.name = "PlayerPlaceholder_" + str(player_data.id)
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print(player_data)
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var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
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char.global_position = position
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char.global_position = position
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_get_spawner().spawn(char)
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#_get_spawner().spawn(char)
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_get_root().add_child(char)
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return OK
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return OK
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return ERR_UNAUTHORIZED
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@ -1,4 +1,4 @@
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[gd_scene load_steps=73 format=4 uid="uid://dddu0t2sdcy8h"]
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[gd_scene load_steps=76 format=4 uid="uid://dddu0t2sdcy8h"]
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[ext_resource type="Script" path="res://scenes/maps/base/map_loader.gd" id="1_innhj"]
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[ext_resource type="Script" path="res://scenes/maps/base/spawn_controller.gd" id="2_1ss1b"]
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@ -743,6 +743,23 @@ shadow_mesh = SubResource("ArrayMesh_nywwq")
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[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_ssowb"]
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data = PackedVector3Array(-50, -50, 50, -50, 50, 50, 50, 50, 50, -50, -50, 50, 50, 50, 50, 50, -50, 50, -50, 50, 50, -50, 50, -50, 50, 50, -50, -50, 50, 50, 50, 50, -50, 50, 50, 50, -50, 50, -50, -50, -50, -50, 50, -50, -50, -50, 50, -50, 50, -50, -50, 50, 50, -50, -50, -50, -50, -50, -50, 50, 50, -50, 50, -50, -50, -50, 50, -50, 50, 50, -50, -50, 50, -50, 50, 50, 50, 50, 50, 50, -50, 50, -50, 50, 50, 50, -50, 50, -50, -50, -50, -50, -50, -50, 50, -50, -50, 50, 50, -50, -50, -50, -50, 50, 50, -50, -50, 50)
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_m15vo"]
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[sub_resource type="Sky" id="Sky_8ov8p"]
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sky_material = SubResource("PhysicalSkyMaterial_m15vo")
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process_mode = 3
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[sub_resource type="Environment" id="Environment_3ha0j"]
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background_mode = 2
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sky = SubResource("Sky_8ov8p")
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ambient_light_source = 3
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ambient_light_color = Color(1, 1, 1, 1)
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reflected_light_source = 2
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glow_enabled = true
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volumetric_fog_enabled = true
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volumetric_fog_density = 0.4
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volumetric_fog_albedo = Color(0.574998, 0.574998, 0.574998, 1)
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[node name="Map" type="Node3D"]
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script = ExtResource("1_innhj")
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@ -935,6 +952,9 @@ shape = SubResource("ConcavePolygonShape3D_ssowb")
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[node name="MainLight" type="DirectionalLight3D" parent="Light"]
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transform = Transform3D(-0.080856, -0.707107, 0.702469, -0.0808559, 0.707107, 0.702469, -0.993441, 1.60778e-07, -0.114348, 79.2354, 89.2354, -3.02637e-06)
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light_energy = 2.029
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light_indirect_energy = 3.457
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light_volumetric_fog_energy = 1.64
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[node name="SpawnLocations" type="Node3D" parent="."]
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script = ExtResource("2_1ss1b")
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@ -948,3 +968,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.234959, 25.2818, 2.12756)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 29.4253, 15.2112, 4.25512)
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[node name="Red" type="Node3D" parent="SpawnLocations"]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_3ha0j")
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60
scenes/utils/menus/main/main_menu.gd
Normal file
60
scenes/utils/menus/main/main_menu.gd
Normal file
@ -0,0 +1,60 @@
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extends Node
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var player_manager: PlayerManager = PlayerManager.new()
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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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var map_dir := DirAccess.open("res://scenes/maps/maps/")
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if map_dir:
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map_dir.list_dir_begin()
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var file_name = map_dir.get_next()
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while file_name != "":
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$UI/CreateServer/Maps.add_item(file_name)
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file_name = map_dir.get_next()
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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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func _on_create_server_pressed() -> void:
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$UI/CreateServer.visible = true
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func _on_join_server_pressed() -> void:
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$UI/JoinServer.visible = true
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func _on_create_button_pressed() -> void:
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var chosen_map_index = $UI/CreateServer/Maps.get_selected_items()[0]
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var chosen_map = $UI/CreateServer/Maps.get_item_text(chosen_map_index)
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var path_tmpl := "res://scenes/maps/maps/%s"
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var path := path_tmpl % chosen_map
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GameServerManager.current_map = path
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var err := GameServerManager.create_server(player_manager)
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if err != OK:
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print("couldn't create a server")
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$UI.hide()
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change_level.call_deferred(load(path))
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# Call this function deferred and only on the main authority (server).
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func change_level(scene: PackedScene):
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# Remove old level if any.
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var level = $LevelLoader/CurrentLevel
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for c in level.get_children():
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level.remove_child(c)
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c.queue_free()
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# Add new level.
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level.add_child(scene.instantiate())
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func _on_text_edit_text_changed() -> void:
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player_manager.name = $UI/TextEdit.text
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func _on_join_button_pressed() -> void:
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$UI.hide()
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GameServerManager.join_server(player_manager, $UI/JoinServer/IP.text, $UI/JoinServer/Port.text.to_int())
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145
scenes/utils/menus/main/main_menu.tscn
Normal file
145
scenes/utils/menus/main/main_menu.tscn
Normal file
@ -0,0 +1,145 @@
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[gd_scene load_steps=2 format=3 uid="uid://s48rpcadnn47"]
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[ext_resource type="Script" path="res://scenes/utils/menus/main/main_menu.gd" id="1_yi7ba"]
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[node name="MainMenu" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_yi7ba")
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[node name="LevelLoader" type="Node3D" parent="."]
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[node name="CurrentLevel" type="Node3D" parent="LevelLoader"]
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="LevelLoader"]
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_spawnable_scenes = PackedStringArray("res://scenes/maps/maps/lowpoly_tdm_2.tscn")
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spawn_path = NodePath("../CurrentLevel")
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spawn_limit = 1
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[node name="UI" type="Control" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="MainButtons" type="Control" parent="UI"]
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layout_mode = 1
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anchors_preset = 10
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anchor_right = 1.0
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grow_horizontal = 2
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[node name="CreateServer" type="Button" parent="UI/MainButtons"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -4.0
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offset_right = 4.0
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offset_bottom = 8.0
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grow_horizontal = 2
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text = "Create Server"
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[node name="JoinServer" type="Button" parent="UI/MainButtons"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = 90.0
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offset_top = 3.0
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offset_right = 203.0
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offset_bottom = 34.0
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grow_horizontal = 2
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text = "Join Server"
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[node name="CreateServer" type="Control" parent="UI"]
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visible = false
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layout_mode = 1
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anchors_preset = 11
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -512.0
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grow_horizontal = 0
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grow_vertical = 2
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[node name="Maps" type="ItemList" parent="UI/CreateServer"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -214.0
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offset_top = -905.0
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offset_right = 234.0
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offset_bottom = -386.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="CreateButton" type="Button" parent="UI/CreateServer"]
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layout_mode = 0
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offset_left = 236.0
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offset_top = 643.0
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offset_right = 282.0
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offset_bottom = 674.0
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text = "Start"
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[node name="JoinServer" type="Control" parent="UI"]
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visible = false
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layout_mode = 1
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anchors_preset = 11
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -567.0
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grow_horizontal = 0
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grow_vertical = 2
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[node name="JoinButton" type="Button" parent="UI/JoinServer"]
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layout_mode = 0
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offset_left = 205.0
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offset_top = 187.0
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offset_right = 251.0
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offset_bottom = 218.0
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text = "Start"
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[node name="IP" type="TextEdit" parent="UI/JoinServer"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -240.5
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offset_right = 240.5
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offset_bottom = 58.0
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grow_horizontal = 2
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text = "127.0.0.1"
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[node name="Port" type="TextEdit" parent="UI/JoinServer"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -230.0
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offset_top = 69.0
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offset_right = 228.0
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offset_bottom = 129.0
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grow_horizontal = 2
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text = "27015"
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[node name="TextEdit" type="TextEdit" parent="UI"]
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layout_mode = 1
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offset_right = 481.0
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offset_bottom = 58.0
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text = "Player Name"
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[connection signal="pressed" from="UI/MainButtons/CreateServer" to="." method="_on_create_server_pressed"]
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[connection signal="pressed" from="UI/MainButtons/JoinServer" to="." method="_on_join_server_pressed"]
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[connection signal="pressed" from="UI/CreateServer/CreateButton" to="." method="_on_create_button_pressed"]
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[connection signal="pressed" from="UI/JoinServer/JoinButton" to="." method="_on_join_button_pressed"]
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[connection signal="text_changed" from="UI/TextEdit" to="." method="_on_text_edit_text_changed"]
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@ -9,12 +9,13 @@ class_name WeaponController extends Node3D
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@export var cooldown: float = 0
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# bullet speed in m/s
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@export var bullet_speed: int = 0
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@export var bullet_spread_script: GDScript
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@export var bullet_spread_script: Resource
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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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if bullet_spread_script:
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bullet_spread_script = bullet_spread_script.new()
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bullet_spread_script.reset_spread()
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@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
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@onready var bullet_trail_end: Node3D = $BulletTrailEnd
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@ -22,15 +23,21 @@ func shoot() -> Error:
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var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
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var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
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if bullet_start_node and bullet_end_node:
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var direction: Vector3 = bullet_end_node.position
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if bullet_spread_script:
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var spread_offset: Vector3 = bullet_spread_script.get_spread_offset()
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direction += spread_offset
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direction = direction.normalized()
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var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn"
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var bullet_distance: float = 100
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var bullet_end_position: Vector3 = bullet_start_node.position + direction * bullet_distance
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var node: MeshInstance3D = scene.instantiate()
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node.init(bullet_start_node.position, bullet_end_node.position)
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node.init(bullet_start_node.position, bullet_end_position)
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#var root := get_tree().get_root()
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bullet_start_node.add_child(node)
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return OK
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@ -42,3 +49,7 @@ func shoot() -> Error:
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func reset_spread() -> void:
|
||||
if bullet_spread_script:
|
||||
bullet_spread_script.reset_spread()
|
||||
|
35
scenes/weapon/guns/ak/bullet_spread.gd
Normal file
35
scenes/weapon/guns/ak/bullet_spread.gd
Normal file
@ -0,0 +1,35 @@
|
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class_name BulletSpread extends Resource
|
||||
|
||||
@export var max_spread: float = 5.0
|
||||
@export var spread_increase_per_shot: float = 0.5
|
||||
|
||||
var current_spread: float = 0.0
|
||||
var shot_count: int = 0
|
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var spread_y : float = 0
|
||||
var spread_x: float = 0
|
||||
var last_y_spread: float = 0 # remember y cord for 9th shot
|
||||
|
||||
func reset_spread() -> void:
|
||||
current_spread = 0.0
|
||||
shot_count = 0
|
||||
|
||||
# To get offset for current shot
|
||||
func get_spread_offset() -> Vector3:
|
||||
# Increasing spread after each shot
|
||||
current_spread = min(current_spread + spread_increase_per_shot, max_spread)
|
||||
shot_count += 1
|
||||
|
||||
# If its a 1 shot
|
||||
if shot_count == 1:
|
||||
return Vector3.ZERO
|
||||
|
||||
|
||||
if shot_count < 10:
|
||||
spread_x = randf_range(-current_spread, current_spread) * (shot_count - 1)
|
||||
spread_y = current_spread * (shot_count - 1)
|
||||
if shot_count == 9: last_y_spread = spread_y
|
||||
else:
|
||||
spread_x = randf_range(-current_spread, current_spread) * 10
|
||||
spread_y = randf_range(last_y_spread - 10, last_y_spread + 10)
|
||||
|
||||
return Vector3(spread_x, spread_y, 0)
|
@ -1,7 +1,8 @@
|
||||
[gd_scene load_steps=55 format=4 uid="uid://dtvo21mk1webd"]
|
||||
[gd_scene load_steps=56 format=4 uid="uid://dtvo21mk1webd"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://dab7jttp7ywfh" path="res://scenes/weapon/guns/ak/gun.tscn" id="1_aaafm"]
|
||||
[ext_resource type="Script" path="res://scenes/weapon/generic_weapon_controller.gd" id="1_h1xyo"]
|
||||
[ext_resource type="Script" path="res://scenes/weapon/guns/ak/bullet_spread.gd" id="2_4o3my"]
|
||||
[ext_resource type="PackedScene" uid="uid://bjyltbtx45cqs" path="res://scenes/weapon/misc/bullet_trace_distance.tscn" id="3_5ff4y"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tg27p"]
|
||||
@ -555,8 +556,9 @@ shadow_mesh = SubResource("ArrayMesh_he3sr")
|
||||
[node name="WithHands" type="Node3D"]
|
||||
script = ExtResource("1_h1xyo")
|
||||
damage = 50
|
||||
cooldown = 0.2
|
||||
cooldown = 0.1
|
||||
bullet_speed = 200
|
||||
bullet_spread_script = ExtResource("2_4o3my")
|
||||
|
||||
[node name="Gun" parent="." instance=ExtResource("1_aaafm")]
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
extends MeshInstance3D
|
||||
|
||||
var alpha = 1.0
|
||||
func init(pos1, pos2):
|
||||
func init(pos1: Vector3, pos2: Vector3):
|
||||
var draw_mesh := ImmediateMesh.new()
|
||||
mesh = draw_mesh
|
||||
draw_mesh.surface_begin(Mesh.PRIMITIVE_LINES, material_override)
|
||||
|
@ -1,17 +1,76 @@
|
||||
extends Node
|
||||
|
||||
var players = {}
|
||||
|
||||
var current_map: String = ""
|
||||
var local_player_health = 0
|
||||
|
||||
var player_state_global: PlayerState = PlayerState.new()
|
||||
# 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 _on_connected_ok():
|
||||
var player_state := PlayerState.new()
|
||||
register_player.rpc_id(1, multiplayer.get_unique_id(), player_state_global.name)
|
||||
|
||||
|
||||
@rpc("any_peer", "reliable", "call_remote")
|
||||
func register_player(id: int, name: String):
|
||||
var player_state := PlayerState.new()
|
||||
player_state.id = id
|
||||
player_state.name = name
|
||||
players[multiplayer.get_remote_sender_id()] = player_state
|
||||
|
||||
func _on_player_connected(id):
|
||||
pass
|
||||
#if multiplayer.is_server():
|
||||
#GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
|
||||
|
||||
func _ready() -> void:
|
||||
multiplayer.peer_connected.connect(_on_player_connected)
|
||||
multiplayer.connected_to_server.connect(_on_connected_ok)
|
||||
print("started")
|
||||
pass # Replace with function body.
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func set_map(name: String):
|
||||
current_map = name
|
||||
|
||||
func create_server(player_data: PlayerManager) -> Error:
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var err = peer.create_server(27015, 30)
|
||||
if err:
|
||||
return err
|
||||
multiplayer.multiplayer_peer = peer
|
||||
if DisplayServer.get_name() != "headless":
|
||||
var player_state := PlayerState.new()
|
||||
player_state.id = 1
|
||||
player_state.name = player_data.name
|
||||
players[1] = player_state
|
||||
return OK
|
||||
|
||||
func join_server(player_data: PlayerManager, ip: String, port: int) -> Error:
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var err = peer.create_client("127.0.0.1", 27015)
|
||||
if err != OK:
|
||||
return err
|
||||
player_state_global.id = multiplayer.get_remote_sender_id()
|
||||
player_state_global.name = player_data.name
|
||||
multiplayer.multiplayer_peer = peer
|
||||
register_player.rpc_id(1, player_state_global)
|
||||
return OK
|
||||
|
||||
@rpc("authority", "call_remote")
|
||||
func load_map(map: String):
|
||||
get_tree().change_scene_to_file(map)
|
||||
|
||||
|
||||
func request_data_from_client(id: int):
|
||||
send_data_to_server.rpc_id(id)
|
||||
|
||||
@rpc("any_peer", "call_remote")
|
||||
func send_data_to_server():
|
||||
pass
|
||||
|
@ -99,6 +99,7 @@ func _add_first_view_model() -> Error :
|
||||
# Define a format string with placeholder '%s'
|
||||
var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
|
||||
var path := path_tmpl % current_gun
|
||||
print(path)
|
||||
if not ResourceLoader.exists(path):
|
||||
return ERR_DOES_NOT_EXIST
|
||||
var scene: PackedScene = ResourceLoader.load(path)
|
||||
@ -168,7 +169,7 @@ var jump_vel: Vector3 # Jumping velocity
|
||||
@export_range(0.1, 3.0, 0.1) var jump_height: float = 1 # m
|
||||
@export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1
|
||||
|
||||
|
||||
var is_shooting: bool = false
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if _is_current_player():
|
||||
if event is InputEventMouseMotion:
|
||||
@ -176,7 +177,10 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
if mouse_captured: _rotate_camera()
|
||||
#if Input.is_action_just_pressed("jump"): jumping = true
|
||||
if Input.is_action_just_pressed("exit"): get_tree().quit()
|
||||
if Input.is_action_pressed("shot"): _shoot()
|
||||
if Input.is_action_pressed("shot"): is_shooting = true
|
||||
if Input.is_action_just_released("shot"):
|
||||
is_shooting = false
|
||||
gun_with_hands.reset_spread()
|
||||
#if str($"..".name).to_int() == multiplayer.get_unique_id():
|
||||
#if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
|
||||
#if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
|
||||
@ -201,6 +205,8 @@ func _process(delta: float) -> void:
|
||||
model.reparent(get_tree().get_root())
|
||||
model.die()
|
||||
queue_free()
|
||||
if is_shooting == true:
|
||||
_shoot()
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
|
12
scripts/player_manager.gd
Normal file
12
scripts/player_manager.gd
Normal file
@ -0,0 +1,12 @@
|
||||
class_name PlayerManager extends Object
|
||||
|
||||
var name: String
|
||||
|
||||
# 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
|
Reference in New Issue
Block a user