multiplayer pretty much works now i think

This commit is contained in:
2023-11-17 20:49:38 +11:00
parent 2d123bd731
commit 9cf6944ac8
87 changed files with 1476 additions and 1223 deletions

View File

@ -25,6 +25,7 @@ var wave := 0
var upcoming_wave
var pot : float
var UILayer : CanvasLayer
var chatbox : Chatbox
func _ready() -> void:
@ -41,6 +42,12 @@ func parse_command(text : String, peer_id : int):
if x.title == gift_name:
gift = x
connected_players_nodes[peer_id].inventory.add(gift)
if text.substr(1, 2) == "tr":
chatbox.append_message("SERVER", Color.TOMATO, "[color=#f7a8b8]t[color=#55cdfc]r[color=#ffffff]a[color=#55cdfc]n[color=#f7a8b8]s [color=#e50000]r[color=#ff8d00]i[color=#ffee00]g[color=#028121]h[color=#004cff]t[color=#760088]s[color=white]!!")
# if text.substr(1, 17) == "show tower ranges":
# pass
# if text.substr(1, 20) = "show gauntlet ranges":
# pass
func spawn_level():
@ -63,7 +70,6 @@ func spawn_players(player_array, player_profiles, chatbox_open_signal, chatbox_c
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)
@ -99,7 +105,7 @@ func set_upcoming_wave():
if is_multiplayer_authority():
var spawn_power = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
var new_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 100))
networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 50))
@rpc("reliable", "call_local")