we're so close to working multiplayer

This commit is contained in:
2023-11-16 00:07:41 +11:00
parent 1500c22ccc
commit 2d123bd731
81 changed files with 578 additions and 388 deletions

View File

@ -59,9 +59,11 @@ func spawn_players(player_array, player_profiles, chatbox_open_signal, chatbox_c
for peer_id in player_array:
var player = player_scene.instantiate() as Hero
player.name = str(peer_id)
player.player_name_tag.text = player_profiles[peer_id].display_name
player.position = level.player_spawns[p_i].global_position
player.profile = player_profiles[peer_id]
player.hero_class = Data.characters[player_profiles[peer_id].preferred_class]
print(player.hero_class.hero_name)
player.ready_state_changed.connect(ready_player)
if peer_id == multiplayer.get_unique_id():
chatbox_open_signal.connect(player.pause)
@ -152,14 +154,15 @@ func end_wave():
func remove_player(peer_id):
connected_players_nodes[peer_id].queue_free()
connected_players_nodes.erase(peer_id)
if connected_players_nodes.has(peer_id):
connected_players_nodes[peer_id].queue_free()
connected_players_nodes.erase(peer_id)
func start_game():
game_active = true
enemies = 0
objective_health = 100
objective_health = 120
wave = 0
level.a_star_graph_3d.make_grid()
level.a_star_graph_3d.find_path()
@ -176,7 +179,7 @@ func restart_game():
connected_players_nodes.clear()
level.queue_free()
enemies = 0
objective_health = 100
objective_health = 120
wave = 0
spawn_level()
game_restarted.emit()