3 Commits

Author SHA1 Message Date
b4da54c2ac Added spread for weapons 2025-02-04 18:35:44 +03:00
3e6eab08fd Add a proper server logic without lobby 2025-01-29 09:59:34 +01:00
9b1ab02b94 Add a map-loader sctipt 2025-01-28 21:38:27 +01:00
27 changed files with 551 additions and 235 deletions

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@ -11,7 +11,7 @@ config_version=5
[application]
config/name="Open Strike"
run/main_scene="res://scenes/utils/Menu.tscn"
run/main_scene="res://scenes/utils/menus/main/main_menu.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
run/max_fps=120
config/icon="res://icon.svg"
@ -26,6 +26,8 @@ window/size/viewport_width=1920
window/size/viewport_height=1964
window/size/mode=4
window/size/borderless=true
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
window/vsync/vsync_mode=2
[filesystem]

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@ -10,13 +10,13 @@ height = 1.6
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_tl74a"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/spawn = false
properties/0/replication_mode = 1
properties/1/path = NodePath(".:rotation")
properties/1/spawn = true
properties/1/spawn = false
properties/1/replication_mode = 1
properties/2/path = NodePath(".:health")
properties/2/spawn = true
properties/2/spawn = false
properties/2/replication_mode = 2
[sub_resource type="Animation" id="Animation_falg4"]

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@ -0,0 +1,22 @@
extends Node
# This script shoud be able to find the player
var players: Dictionary = {}
func spawn_a_bullet():
# -- Get
pass
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var world: MapController = find_parent("Map")
# Get all the players on the server and add
# corresponding nodes to them
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@ -0,0 +1,8 @@
[gd_scene format=3 uid="uid://sh5diukewgs5"]
[node name="BulletSpawner" type="Node3D"]
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
spawn_path = NodePath("../Node3D")
[node name="Node3D" type="Node3D" parent="."]

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@ -1,10 +1,17 @@
extends Node
class_name MapController extends Node
@export_category("MapController")
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/PlayerSpawner.tscn"
const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/ObjectSpawner.tscn"
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
var player_spawner: Node3D
var player_spawner: PlayerSpawnerController
var object_spawner: Node3D
@onready var spawn_locations: SpawnController = $SpawnLocations
func _on_player_connected(id):
if multiplayer.is_server():
GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
# add the player to the
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -19,30 +26,23 @@ func _ready() -> void:
if err != OK:
print("Couldn't load object spawner")
# add objects spawner
_spawn_player()
if multiplayer.is_server():
_spawn_player(1)
else:
_request_spawn.rpc_id(1, multiplayer.get_unique_id())
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
@onready var SpawnLocations: SpawnController = $SpawnLocations
@rpc("call_local", "reliable", "any_peer")
func _request_spawn(id: int):
_spawn_player(id)
func _spawn_player():
func _spawn_player(id: int):
var char : Node3D = null
if multiplayer.is_server():
for i in GameServerManager.players:
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(GameServerManager.players[i].name)
var position = SpawnLocations.get_spawner(SpawnController.Sides.BLUE)
char.global_position = position
char.global_position = position
var spawner: MultiplayerSpawner = player_spawner.find_child("MultiplayerSpawner")
var root_node: Node3D = player_spawner.find_child("Players")
spawner.spawn(char)
root_node.add_child(char)
player_spawner.spawn_players(spawn_locations, id)
func _add_player_spawner() -> Error :
if not ResourceLoader.exists(PLAYER_SPAWNER):

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@ -0,0 +1,33 @@
class_name PlayerSpawnerController extends Node3D
# 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
func _get_spawner() -> MultiplayerSpawner:
return $MultiplayerSpawner
func _get_root() -> Node3D:
return $Players
# -- Spawn a player node and sync it across all peers
func spawn_players(spawn_location: SpawnController, id: int) -> Error:
if multiplayer.is_server():
var char : Node3D = null
var player_data: PlayerState = GameServerManager.players[id]
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.id)
print(player_data)
var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
char.global_position = position
char.global_position = position
#_get_spawner().spawn(char)
_get_root().add_child(char)
return OK
return ERR_UNAUTHORIZED

View File

@ -1,6 +1,9 @@
[gd_scene format=3 uid="uid://xh710fr73bid"]
[gd_scene load_steps=2 format=3 uid="uid://xh710fr73bid"]
[ext_resource type="Script" path="res://scenes/maps/base/player_spawner/player_spawner.gd" id="1_2hsyd"]
[node name="PlayerSpawner" type="Node3D"]
script = ExtResource("1_2hsyd")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/characters/placeholder.tscn")

View File

@ -26,13 +26,16 @@ func _process(delta: float) -> void:
func _get_available_spawn(spawn_set: Node3D) -> Node3D:
if multiplayer.is_server():
var spawns: Array[Node3D] = []
for spawn: Node3D in spawn_set.get_children():
if not spawn.busy:
spawns.push_back(spawn)
var random_index: int = randi_range(0, spawns.size())
return spawns[random_index - 1]
print(spawns.size())
var random_index: int = randi_range(0, spawns.size() - 1)
print(random_index)
return spawns[random_index]
return null
func get_spawner(team: Sides) -> Vector3:

View File

@ -1,23 +0,0 @@
extends CSGBox3D
var health = 5
@export var color: Color = Color(0, 0, 0)
var colors = [Color(1.0, 0.0, 0.0, 1.0),
Color(0.0, 1.0, 0.0, 1.0),
Color(0.0, 0.0, 1.0, 0.0)]
func take_damage():
color = Color(randf(), randf(), randf())
# 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:
material_override.albedo_color = color
if health < 1:
queue_free()

View File

@ -1,43 +0,0 @@
extends Node3D
var player_side: String
@onready var intro_camera = $Intro/CameraMount/IntroCamera
@onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport
@onready var spawns = $Spawns
@onready var root = $'.'
@onready var players = $Players
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var char : Node3D = null
var red_spawn: Node3D = $Spawns/Blue/SpawnArea
var position := red_spawn.global_position
if multiplayer.is_server():
for i in GameServerManager.players:
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(GameServerManager.players[i].name)
char.global_position = position
var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
char.global_position = position
char.global_position.x += my_random_number
char.global_position.y += 300 + my_random_number
char.global_position.z += my_random_number
$MultiplayerSpawner.spawn(char)
players.add_child(char)
var bullet_amount: int = 0
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
node.position = starting_point.global_position
node.transform.basis = starting_point.global_transform.basis
node.name = str(bullet_amount)
node.speed = speed
node.damage = damage
bullet_amount += 1
#$BulletSpawner.spawn(node)
$Bullets.add_child(node)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

View File

@ -1,17 +0,0 @@
extends Control
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@onready var health_indicator: Label = $HealthIndicator
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var root := get_tree().get_root()
var id := multiplayer.get_unique_id()
var player_data = GameServerManager.get_player_health.rpc_id(1, id)
health_indicator.text = str(player_data["health"])
pass

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@ -1,23 +0,0 @@
extends Node3D
var target_node_name: String = "TargetNode" # Name of the Node3D to detect
@onready var raycast : RayCast3D = $CameraMount/Camera3D/RayCast3D
@onready var camera : Camera3D = $CameraMount/Camera3D
# 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:
var blue := $ChooseTeam/Blue
var red := $ChooseTeam/Read
if raycast.is_colliding():
var collider = raycast.get_collider()
if collider and collider.name == target_node_name:
print("Mouse is pointing at:", collider.name)
else:
print("Mouse is not pointing at the target node.")
else:
print("Mouse is not pointing at anything.")

View File

@ -1,10 +1,54 @@
[gd_scene load_steps=81 format=4 uid="uid://c1v6kb00y77ij"]
[ext_resource type="Script" path="res://scenes/maps/el_test.gd" id="1_5rsqk"]
[ext_resource type="Texture2D" uid="uid://60qg81svnxfd" path="res://assets/models/maps/el_test_Image_0.png" id="2_hsvct"]
[ext_resource type="Texture2D" uid="uid://blj7gvw33u8qd" path="res://assets/models/maps/el_test_Image_1.png" id="3_1mmpv"]
[ext_resource type="Texture2D" uid="uid://to0g5ktan37x" path="res://assets/models/maps/el_test_Image_2.png" id="4_r2n1c"]
[ext_resource type="Script" path="res://scenes/maps/csg_box_3d.gd" id="5_ieyhq"]
[sub_resource type="GDScript" id="GDScript_fyi6q"]
script/source = "extends Node3D
var player_side: String
@onready var intro_camera = $Intro/CameraMount/IntroCamera
@onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport
@onready var spawns = $Spawns
@onready var root = $'.'
@onready var players = $Players
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var char : Node3D = null
var red_spawn: Node3D = $Spawns/Blue/SpawnArea
var position := red_spawn.global_position
if multiplayer.is_server():
for i in GameServerManager.players:
char = ResourceLoader.load(\"res://scenes/characters/placeholder.tscn\").instantiate()
char.name = \"PlayerPlaceholder_\" + str(GameServerManager.players[i].name)
char.global_position = position
var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
char.global_position = position
char.global_position.x += my_random_number
char.global_position.y += 300 + my_random_number
char.global_position.z += my_random_number
$MultiplayerSpawner.spawn(char)
players.add_child(char)
var bullet_amount: int = 0
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
var node: Node3D = ResourceLoader.load(\"res://scenes/weapon/bullet.tscn\").instantiate()
node.position = starting_point.global_position
node.transform.basis = starting_point.global_transform.basis
node.name = str(bullet_amount)
node.speed = speed
node.damage = damage
bullet_amount += 1
#$BulletSpawner.spawn(node)
$Bullets.add_child(node)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
"
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1on1b"]
resource_name = "Orange_Playground_Base_Color"
@ -837,13 +881,39 @@ data = PackedVector3Array(0, 0, 100, -100, 100, 100, 0, 100, 100, 0, 0, 100, -10
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0rtro"]
[sub_resource type="GDScript" id="GDScript_js4tj"]
script/source = "extends CSGBox3D
var health = 5
@export var color: Color = Color(0, 0, 0)
var colors = [Color(1.0, 0.0, 0.0, 1.0),
Color(0.0, 1.0, 0.0, 1.0),
Color(0.0, 0.0, 1.0, 0.0)]
func take_damage():
color = Color(randf(), randf(), randf())
# 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:
material_override.albedo_color = color
if health < 1:
queue_free()
"
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_bhqft"]
properties/0/path = NodePath("CSGBox3D:color")
properties/0/spawn = true
properties/0/replication_mode = 1
[node name="ElTest" type="Node3D"]
script = ExtResource("1_5rsqk")
script = SubResource("GDScript_fyi6q")
[node name="Light" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.508004, 0.861354, 0, -0.861354, 0.508004, 0, 2.97783, 2.62213)
@ -1169,7 +1239,7 @@ shape = SubResource("ConcavePolygonShape3D_1uclv")
transform = Transform3D(1, 0, 0, 0, 1.48122, 0, 0, 0, 1, 2.17806, 1.80141, 0)
material_override = SubResource("StandardMaterial3D_0rtro")
use_collision = true
script = ExtResource("5_ieyhq")
script = SubResource("GDScript_js4tj")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Map"]
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")

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@ -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)

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@ -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

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@ -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())

View 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"]

View File

@ -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()

View 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)

View File

@ -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")

View File

@ -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")]

View File

@ -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)

View File

@ -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

View File

@ -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:

View File

@ -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: