Compare commits
3 Commits
a5018a911a
...
add-weapon
Author | SHA1 | Date | |
---|---|---|---|
b4da54c2ac | |||
3e6eab08fd
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|||
9b1ab02b94
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@ -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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22
scenes/maps/base/bullet_spawner/bullet_controller.gd
Normal file
22
scenes/maps/base/bullet_spawner/bullet_controller.gd
Normal file
@ -0,0 +1,22 @@
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extends Node
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# This script shoud be able to find the player
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var players: Dictionary = {}
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func spawn_a_bullet():
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# -- Get
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pass
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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 world: MapController = find_parent("Map")
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# Get all the players on the server and add
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# corresponding nodes to them
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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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8
scenes/maps/base/bullet_spawner/bullet_spawner.tscn
Normal file
8
scenes/maps/base/bullet_spawner/bullet_spawner.tscn
Normal file
@ -0,0 +1,8 @@
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[gd_scene format=3 uid="uid://sh5diukewgs5"]
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[node name="BulletSpawner" type="Node3D"]
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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spawn_path = NodePath("../Node3D")
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[node name="Node3D" type="Node3D" parent="."]
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@ -1,10 +1,17 @@
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extends Node
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class_name MapController extends Node
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@export_category("MapController")
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const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/PlayerSpawner.tscn"
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const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/ObjectSpawner.tscn"
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const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
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const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
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var player_spawner: Node3D
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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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@ -19,30 +26,23 @@ func _ready() -> void:
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if err != OK:
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print("Couldn't load object spawner")
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# add objects spawner
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_spawn_player()
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if multiplayer.is_server():
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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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@onready var SpawnLocations: SpawnController = $SpawnLocations
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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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if multiplayer.is_server():
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for i in GameServerManager.players:
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char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(GameServerManager.players[i].name)
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var position = SpawnLocations.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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var spawner: MultiplayerSpawner = player_spawner.find_child("MultiplayerSpawner")
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var root_node: Node3D = player_spawner.find_child("Players")
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spawner.spawn(char)
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root_node.add_child(char)
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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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33
scenes/maps/base/player_spawner/player_spawner.gd
Normal file
33
scenes/maps/base/player_spawner/player_spawner.gd
Normal file
@ -0,0 +1,33 @@
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class_name PlayerSpawnerController extends Node3D
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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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func _get_spawner() -> MultiplayerSpawner:
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return $MultiplayerSpawner
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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, 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.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_root().add_child(char)
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return OK
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return ERR_UNAUTHORIZED
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@ -1,6 +1,9 @@
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[gd_scene format=3 uid="uid://xh710fr73bid"]
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[gd_scene load_steps=2 format=3 uid="uid://xh710fr73bid"]
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[ext_resource type="Script" path="res://scenes/maps/base/player_spawner/player_spawner.gd" id="1_2hsyd"]
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[node name="PlayerSpawner" type="Node3D"]
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script = ExtResource("1_2hsyd")
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/characters/placeholder.tscn")
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@ -26,13 +26,16 @@ func _process(delta: float) -> void:
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func _get_available_spawn(spawn_set: Node3D) -> Node3D:
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if multiplayer.is_server():
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var spawns: Array[Node3D] = []
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for spawn: Node3D in spawn_set.get_children():
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if not spawn.busy:
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spawns.push_back(spawn)
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var random_index: int = randi_range(0, spawns.size())
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return spawns[random_index - 1]
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print(spawns.size())
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var random_index: int = randi_range(0, spawns.size() - 1)
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print(random_index)
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return spawns[random_index]
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return null
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func get_spawner(team: Sides) -> Vector3:
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@ -1,23 +0,0 @@
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extends CSGBox3D
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var health = 5
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@export var color: Color = Color(0, 0, 0)
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var colors = [Color(1.0, 0.0, 0.0, 1.0),
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Color(0.0, 1.0, 0.0, 1.0),
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Color(0.0, 0.0, 1.0, 0.0)]
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func take_damage():
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color = Color(randf(), randf(), randf())
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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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material_override.albedo_color = color
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if health < 1:
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queue_free()
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@ -1,43 +0,0 @@
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extends Node3D
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var player_side: String
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@onready var intro_camera = $Intro/CameraMount/IntroCamera
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@onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport
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@onready var spawns = $Spawns
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@onready var root = $'.'
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@onready var players = $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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var char : Node3D = null
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var red_spawn: Node3D = $Spawns/Blue/SpawnArea
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var position := red_spawn.global_position
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if multiplayer.is_server():
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for i in GameServerManager.players:
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char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(GameServerManager.players[i].name)
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char.global_position = position
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var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
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char.global_position = position
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char.global_position.x += my_random_number
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char.global_position.y += 300 + my_random_number
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char.global_position.z += my_random_number
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$MultiplayerSpawner.spawn(char)
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players.add_child(char)
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var bullet_amount: int = 0
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func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
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var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
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node.position = starting_point.global_position
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node.transform.basis = starting_point.global_transform.basis
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node.name = str(bullet_amount)
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node.speed = speed
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node.damage = damage
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bullet_amount += 1
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#$BulletSpawner.spawn(node)
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$Bullets.add_child(node)
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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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@ -1,17 +0,0 @@
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extends Control
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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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@onready var health_indicator: Label = $HealthIndicator
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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 root := get_tree().get_root()
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var id := multiplayer.get_unique_id()
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var player_data = GameServerManager.get_player_health.rpc_id(1, id)
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health_indicator.text = str(player_data["health"])
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pass
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@ -1,23 +0,0 @@
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extends Node3D
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var target_node_name: String = "TargetNode" # Name of the Node3D to detect
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@onready var raycast : RayCast3D = $CameraMount/Camera3D/RayCast3D
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@onready var camera : Camera3D = $CameraMount/Camera3D
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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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var blue := $ChooseTeam/Blue
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var red := $ChooseTeam/Read
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if raycast.is_colliding():
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var collider = raycast.get_collider()
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if collider and collider.name == target_node_name:
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print("Mouse is pointing at:", collider.name)
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else:
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print("Mouse is not pointing at the target node.")
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else:
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print("Mouse is not pointing at anything.")
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@ -1,10 +1,54 @@
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[gd_scene load_steps=81 format=4 uid="uid://c1v6kb00y77ij"]
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[ext_resource type="Script" path="res://scenes/maps/el_test.gd" id="1_5rsqk"]
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[ext_resource type="Texture2D" uid="uid://60qg81svnxfd" path="res://assets/models/maps/el_test_Image_0.png" id="2_hsvct"]
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[ext_resource type="Texture2D" uid="uid://blj7gvw33u8qd" path="res://assets/models/maps/el_test_Image_1.png" id="3_1mmpv"]
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[ext_resource type="Texture2D" uid="uid://to0g5ktan37x" path="res://assets/models/maps/el_test_Image_2.png" id="4_r2n1c"]
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[ext_resource type="Script" path="res://scenes/maps/csg_box_3d.gd" id="5_ieyhq"]
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[sub_resource type="GDScript" id="GDScript_fyi6q"]
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script/source = "extends Node3D
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var player_side: String
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@onready var intro_camera = $Intro/CameraMount/IntroCamera
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@onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport
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@onready var spawns = $Spawns
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@onready var root = $'.'
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@onready var players = $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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var char : Node3D = null
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var red_spawn: Node3D = $Spawns/Blue/SpawnArea
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var position := red_spawn.global_position
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if multiplayer.is_server():
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for i in GameServerManager.players:
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char = ResourceLoader.load(\"res://scenes/characters/placeholder.tscn\").instantiate()
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char.name = \"PlayerPlaceholder_\" + str(GameServerManager.players[i].name)
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char.global_position = position
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var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
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char.global_position = position
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char.global_position.x += my_random_number
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char.global_position.y += 300 + my_random_number
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char.global_position.z += my_random_number
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$MultiplayerSpawner.spawn(char)
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players.add_child(char)
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var bullet_amount: int = 0
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func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
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var node: Node3D = ResourceLoader.load(\"res://scenes/weapon/bullet.tscn\").instantiate()
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node.position = starting_point.global_position
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node.transform.basis = starting_point.global_transform.basis
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node.name = str(bullet_amount)
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node.speed = speed
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node.damage = damage
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bullet_amount += 1
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#$BulletSpawner.spawn(node)
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$Bullets.add_child(node)
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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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"
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1on1b"]
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resource_name = "Orange_Playground_Base_Color"
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@ -837,13 +881,39 @@ data = PackedVector3Array(0, 0, 100, -100, 100, 100, 0, 100, 100, 0, 0, 100, -10
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0rtro"]
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[sub_resource type="GDScript" id="GDScript_js4tj"]
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script/source = "extends CSGBox3D
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var health = 5
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@export var color: Color = Color(0, 0, 0)
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var colors = [Color(1.0, 0.0, 0.0, 1.0),
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Color(0.0, 1.0, 0.0, 1.0),
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Color(0.0, 0.0, 1.0, 0.0)]
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func take_damage():
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color = Color(randf(), randf(), randf())
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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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|
||||
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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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material_override.albedo_color = color
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if health < 1:
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queue_free()
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"
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|
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_bhqft"]
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properties/0/path = NodePath("CSGBox3D:color")
|
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properties/0/spawn = true
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properties/0/replication_mode = 1
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|
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[node name="ElTest" type="Node3D"]
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script = ExtResource("1_5rsqk")
|
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script = SubResource("GDScript_fyi6q")
|
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|
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[node name="Light" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.508004, 0.861354, 0, -0.861354, 0.508004, 0, 2.97783, 2.62213)
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@ -1169,7 +1239,7 @@ shape = SubResource("ConcavePolygonShape3D_1uclv")
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transform = Transform3D(1, 0, 0, 0, 1.48122, 0, 0, 0, 1, 2.17806, 1.80141, 0)
|
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material_override = SubResource("StandardMaterial3D_0rtro")
|
||||
use_collision = true
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||||
script = ExtResource("5_ieyhq")
|
||||
script = SubResource("GDScript_js4tj")
|
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|
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Map"]
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replication_config = SubResource("SceneReplicationConfig_bhqft")
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|
@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=73 format=4 uid="uid://dddu0t2sdcy8h"]
|
||||
[gd_scene load_steps=76 format=4 uid="uid://dddu0t2sdcy8h"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/maps/base/map_loader.gd" id="1_innhj"]
|
||||
[ext_resource type="Script" path="res://scenes/maps/base/spawn_controller.gd" id="2_1ss1b"]
|
||||
@ -743,6 +743,23 @@ shadow_mesh = SubResource("ArrayMesh_nywwq")
|
||||
[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_ssowb"]
|
||||
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)
|
||||
|
||||
[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_m15vo"]
|
||||
|
||||
[sub_resource type="Sky" id="Sky_8ov8p"]
|
||||
sky_material = SubResource("PhysicalSkyMaterial_m15vo")
|
||||
process_mode = 3
|
||||
|
||||
[sub_resource type="Environment" id="Environment_3ha0j"]
|
||||
background_mode = 2
|
||||
sky = SubResource("Sky_8ov8p")
|
||||
ambient_light_source = 3
|
||||
ambient_light_color = Color(1, 1, 1, 1)
|
||||
reflected_light_source = 2
|
||||
glow_enabled = true
|
||||
volumetric_fog_enabled = true
|
||||
volumetric_fog_density = 0.4
|
||||
volumetric_fog_albedo = Color(0.574998, 0.574998, 0.574998, 1)
|
||||
|
||||
[node name="Map" type="Node3D"]
|
||||
script = ExtResource("1_innhj")
|
||||
|
||||
@ -935,6 +952,9 @@ shape = SubResource("ConcavePolygonShape3D_ssowb")
|
||||
|
||||
[node name="MainLight" type="DirectionalLight3D" parent="Light"]
|
||||
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)
|
||||
light_energy = 2.029
|
||||
light_indirect_energy = 3.457
|
||||
light_volumetric_fog_energy = 1.64
|
||||
|
||||
[node name="SpawnLocations" type="Node3D" parent="."]
|
||||
script = ExtResource("2_1ss1b")
|
||||
@ -947,7 +967,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.234959, 25.2818, 2.12756)
|
||||
[node name="Spawn2" type="Node3D" parent="SpawnLocations/Blue"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 29.4253, 15.2112, 4.25512)
|
||||
|
||||
[node name="Spawn2" type="Node3D" parent="SpawnLocations/Blue/Spawn2"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.29334, 15.2112, -11.6859)
|
||||
|
||||
[node name="Red" type="Node3D" parent="SpawnLocations"]
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource("Environment_3ha0j")
|
||||
|
@ -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)
|
14
scenes/resources/player_state.gd
Normal file
14
scenes/resources/player_state.gd
Normal file
@ -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
|
60
scenes/utils/menus/main/main_menu.gd
Normal file
60
scenes/utils/menus/main/main_menu.gd
Normal file
@ -0,0 +1,60 @@
|
||||
extends Node
|
||||
|
||||
var player_manager: PlayerManager = PlayerManager.new()
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
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 != "":
|
||||
$UI/CreateServer/Maps.add_item(file_name)
|
||||
file_name = map_dir.get_next()
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _on_create_server_pressed() -> void:
|
||||
$UI/CreateServer.visible = true
|
||||
|
||||
func _on_join_server_pressed() -> void:
|
||||
$UI/JoinServer.visible = true
|
||||
|
||||
|
||||
|
||||
func _on_create_button_pressed() -> void:
|
||||
var chosen_map_index = $UI/CreateServer/Maps.get_selected_items()[0]
|
||||
var chosen_map = $UI/CreateServer/Maps.get_item_text(chosen_map_index)
|
||||
var path_tmpl := "res://scenes/maps/maps/%s"
|
||||
var path := path_tmpl % chosen_map
|
||||
GameServerManager.current_map = path
|
||||
var err := GameServerManager.create_server(player_manager)
|
||||
if err != OK:
|
||||
print("couldn't create a server")
|
||||
$UI.hide()
|
||||
change_level.call_deferred(load(path))
|
||||
|
||||
# Call this function deferred and only on the main authority (server).
|
||||
func change_level(scene: PackedScene):
|
||||
|
||||
# Remove old level if any.
|
||||
var level = $LevelLoader/CurrentLevel
|
||||
for c in level.get_children():
|
||||
level.remove_child(c)
|
||||
c.queue_free()
|
||||
# Add new level.
|
||||
level.add_child(scene.instantiate())
|
||||
|
||||
|
||||
func _on_text_edit_text_changed() -> void:
|
||||
player_manager.name = $UI/TextEdit.text
|
||||
|
||||
|
||||
func _on_join_button_pressed() -> void:
|
||||
$UI.hide()
|
||||
GameServerManager.join_server(player_manager, $UI/JoinServer/IP.text, $UI/JoinServer/Port.text.to_int())
|
||||
|
145
scenes/utils/menus/main/main_menu.tscn
Normal file
145
scenes/utils/menus/main/main_menu.tscn
Normal file
@ -0,0 +1,145 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://s48rpcadnn47"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/utils/menus/main/main_menu.gd" id="1_yi7ba"]
|
||||
|
||||
[node name="MainMenu" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_yi7ba")
|
||||
|
||||
[node name="LevelLoader" type="Node3D" parent="."]
|
||||
|
||||
[node name="CurrentLevel" type="Node3D" parent="LevelLoader"]
|
||||
|
||||
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="LevelLoader"]
|
||||
_spawnable_scenes = PackedStringArray("res://scenes/maps/maps/lowpoly_tdm_2.tscn")
|
||||
spawn_path = NodePath("../CurrentLevel")
|
||||
spawn_limit = 1
|
||||
|
||||
[node name="UI" type="Control" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="MainButtons" type="Control" parent="UI"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 10
|
||||
anchor_right = 1.0
|
||||
grow_horizontal = 2
|
||||
|
||||
[node name="CreateServer" type="Button" parent="UI/MainButtons"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 5
|
||||
anchor_left = 0.5
|
||||
anchor_right = 0.5
|
||||
offset_left = -4.0
|
||||
offset_right = 4.0
|
||||
offset_bottom = 8.0
|
||||
grow_horizontal = 2
|
||||
text = "Create Server"
|
||||
|
||||
[node name="JoinServer" type="Button" parent="UI/MainButtons"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 5
|
||||
anchor_left = 0.5
|
||||
anchor_right = 0.5
|
||||
offset_left = 90.0
|
||||
offset_top = 3.0
|
||||
offset_right = 203.0
|
||||
offset_bottom = 34.0
|
||||
grow_horizontal = 2
|
||||
text = "Join Server"
|
||||
|
||||
[node name="CreateServer" type="Control" parent="UI"]
|
||||
visible = false
|
||||
layout_mode = 1
|
||||
anchors_preset = 11
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -512.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="Maps" type="ItemList" parent="UI/CreateServer"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -214.0
|
||||
offset_top = -905.0
|
||||
offset_right = 234.0
|
||||
offset_bottom = -386.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="CreateButton" type="Button" parent="UI/CreateServer"]
|
||||
layout_mode = 0
|
||||
offset_left = 236.0
|
||||
offset_top = 643.0
|
||||
offset_right = 282.0
|
||||
offset_bottom = 674.0
|
||||
text = "Start"
|
||||
|
||||
[node name="JoinServer" type="Control" parent="UI"]
|
||||
visible = false
|
||||
layout_mode = 1
|
||||
anchors_preset = 11
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -567.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="JoinButton" type="Button" parent="UI/JoinServer"]
|
||||
layout_mode = 0
|
||||
offset_left = 205.0
|
||||
offset_top = 187.0
|
||||
offset_right = 251.0
|
||||
offset_bottom = 218.0
|
||||
text = "Start"
|
||||
|
||||
[node name="IP" type="TextEdit" parent="UI/JoinServer"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 5
|
||||
anchor_left = 0.5
|
||||
anchor_right = 0.5
|
||||
offset_left = -240.5
|
||||
offset_right = 240.5
|
||||
offset_bottom = 58.0
|
||||
grow_horizontal = 2
|
||||
text = "127.0.0.1"
|
||||
|
||||
[node name="Port" type="TextEdit" parent="UI/JoinServer"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 5
|
||||
anchor_left = 0.5
|
||||
anchor_right = 0.5
|
||||
offset_left = -230.0
|
||||
offset_top = 69.0
|
||||
offset_right = 228.0
|
||||
offset_bottom = 129.0
|
||||
grow_horizontal = 2
|
||||
text = "27015"
|
||||
|
||||
[node name="TextEdit" type="TextEdit" parent="UI"]
|
||||
layout_mode = 1
|
||||
offset_right = 481.0
|
||||
offset_bottom = 58.0
|
||||
text = "Player Name"
|
||||
|
||||
[connection signal="pressed" from="UI/MainButtons/CreateServer" to="." method="_on_create_server_pressed"]
|
||||
[connection signal="pressed" from="UI/MainButtons/JoinServer" to="." method="_on_join_server_pressed"]
|
||||
[connection signal="pressed" from="UI/CreateServer/CreateButton" to="." method="_on_create_button_pressed"]
|
||||
[connection signal="pressed" from="UI/JoinServer/JoinButton" to="." method="_on_join_button_pressed"]
|
||||
[connection signal="text_changed" from="UI/TextEdit" to="." method="_on_text_edit_text_changed"]
|
@ -1,4 +1,5 @@
|
||||
extends Node3D
|
||||
class_name WeaponController extends Node3D
|
||||
@export_category("WeaponController")
|
||||
|
||||
# ---------------------------------------------------------------------
|
||||
# Main weapon params
|
||||
@ -8,10 +9,13 @@ extends Node3D
|
||||
@export var cooldown: float = 0
|
||||
# bullet speed in m/s
|
||||
@export var bullet_speed: int = 0
|
||||
@export var bullet_spread_script: Resource
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
if bullet_spread_script:
|
||||
bullet_spread_script = bullet_spread_script.new()
|
||||
bullet_spread_script.reset_spread()
|
||||
@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
|
||||
@onready var bullet_trail_end: Node3D = $BulletTrailEnd
|
||||
|
||||
@ -19,15 +23,21 @@ 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")
|
||||
if bullet_start_node and bullet_end_node:
|
||||
var direction: Vector3 = bullet_end_node.position
|
||||
if bullet_spread_script:
|
||||
var spread_offset: Vector3 = bullet_spread_script.get_spread_offset()
|
||||
direction += spread_offset
|
||||
direction = direction.normalized()
|
||||
var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn"
|
||||
if not ResourceLoader.exists(path):
|
||||
return ERR_DOES_NOT_EXIST
|
||||
var scene: PackedScene = ResourceLoader.load(path)
|
||||
if not scene.can_instantiate():
|
||||
return ERR_CANT_OPEN
|
||||
|
||||
var bullet_distance: float = 100
|
||||
var bullet_end_position: Vector3 = bullet_start_node.position + direction * bullet_distance
|
||||
var node: MeshInstance3D = scene.instantiate()
|
||||
node.init(bullet_start_node.position, bullet_end_node.position)
|
||||
node.init(bullet_start_node.position, bullet_end_position)
|
||||
#var root := get_tree().get_root()
|
||||
bullet_start_node.add_child(node)
|
||||
return OK
|
||||
@ -39,3 +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 @@
|
||||
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
|
||||
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)
|
@ -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")
|
||||
|
@ -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)
|
||||
|
@ -1,15 +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:
|
||||
|
@ -1,5 +1,6 @@
|
||||
extends CSGBox3D
|
||||
class_name PlayerManager extends Object
|
||||
|
||||
var name: String
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
Reference in New Issue
Block a user