made the first changes towards multiplayer working

This commit is contained in:
Lexi Quinn 2023-11-13 19:36:35 +11:00
parent b0f8a37f60
commit f004f64b71
26 changed files with 305 additions and 257 deletions

View File

@ -59,8 +59,15 @@ func shoot():
var target_hitbox = target.shape_owner_get_owner($RayCast3D.get_collider_shape())
if target_hitbox is Hitbox:
target_hitbox.damage(stats.damage)
networked_hit.rpc(get_tree().root.get_path_to(target_hitbox))
@rpc
func networked_shoot():
$AnimationPlayer.play("shoot")
@rpc("reliable")
func networked_hit(target_node_path : String):
var target_node = get_tree().root.get_node(target_node_path)
target_node.damage(stats.damage)

View File

@ -9,7 +9,7 @@ func _ready() -> void:
cooldown = 1.0 / stats.fire_rate
func set_raycast_origin(node):
func set_raycast_origin(_node):
pass

View File

@ -9,7 +9,7 @@ func _ready() -> void:
cooldown = 1.0 / stats.fire_rate
func set_raycast_origin(node):
func set_raycast_origin(_node):
pass

View File

@ -9,7 +9,7 @@ func _ready() -> void:
cooldown = 1.0 / stats.fire_rate
func set_raycast_origin(node):
func set_raycast_origin(_node):
pass

View File

@ -7,6 +7,7 @@ signal died
@export var hero_class: HeroClass
@export var camera : Camera3D
@export var gun_camera : Camera3D
@export var left_hand : Node3D
@export var right_hand : Node3D
@export var right_hand_animator : AnimationPlayer
@ -21,6 +22,7 @@ signal died
@export var weapon_scene : PackedScene
@export var hud : HUD
@export var movement : PlayerMovement
@export var sprint_zoom_speed := 0.2
var equipped_card : Card
var paused := false
@ -29,15 +31,13 @@ var profile: PlayerProfile
var ready_state := false :
set(value):
ready_state = value
networked_set_ready_state.rpc(ready_state)
ready_state_changed.emit(ready_state)
ready_state_changed.emit(value)
var currency := 0 :
set(value):
currency = value
hud.set_currency_count(value)
get:
return currency
@export var sprint_zoom_speed := 0.2
func set_zoom_factor(value):
@ -48,11 +48,12 @@ func _ready() -> void:
if is_multiplayer_authority():
right_hand_animator.play("weapon_sway")
right_hand_animator.speed_scale = 0
hud.set_visible(true)
camera.make_current()
sprite.queue_free()
else:
camera.set_visible(false)
gun_camera.set_visible(false)
hud.set_visible(false)
if weapon != null:
weapon.set_raycast_origin(camera)
inventory.contents.append_array(hero_class.deck)
@ -61,7 +62,7 @@ func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _physics_process(delta: float) -> void:
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority() or paused:
return
if movement.input_vector == Vector2.ZERO:
@ -147,7 +148,9 @@ func _unhandled_input(event: InputEvent) -> void:
return
if editing_mode and event.is_action_pressed("Ready"):
edit_tool.interact_key_held = false
if !ready_state:
ready_state = true
networked_set_ready_state.rpc(ready_state)
if event.is_action_pressed("Pause"):
var menu = pause_menu_scene.instantiate() as PauseMenu
pause()
@ -203,8 +206,11 @@ func equip_weapon():
unequip_weapon()
return
if inventory.contents.size() > 0:
networked_equip_weapon.rpc()
equipped_card = inventory.remove()
weapon = equipped_card.weapon.instantiate()
weapon.name = "weapon"
weapon.set_multiplayer_authority(multiplayer.get_unique_id())
right_hand.add_child(weapon)
gauntlet_sprite.set_visible(false)
weapon.set_raycast_origin(camera)
@ -213,6 +219,7 @@ func equip_weapon():
func unequip_weapon():
networked_unequip_weapon.rpc()
gauntlet_sprite.set_visible(true)
weapon.queue_free()
inventory.add(equipped_card)
@ -224,4 +231,21 @@ func unequip_weapon():
@rpc("reliable")
func networked_set_ready_state(state: bool):
ready_state = state
ready_state_changed.emit(state)
@rpc("reliable")
func networked_equip_weapon():
equipped_card = inventory.remove()
weapon = equipped_card.weapon.instantiate()
weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
weapon.name = "weapon"
right_hand.add_child(weapon)
weapon.set_raycast_origin(camera)
weapon.set_hero(self)
@rpc("reliable")
func networked_unequip_weapon():
weapon.queue_free()
inventory.add(equipped_card)
equipped_card = null

View File

@ -55,12 +55,13 @@ viewport_path = NodePath("SubViewport")
[sub_resource type="ViewportTexture" id="ViewportTexture_574jy"]
viewport_path = NodePath("MiniMapViewport")
[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("camera", "left_hand", "right_hand", "right_hand_animator", "edit_tool", "gauntlet_sprite", "sprite", "interaction_raycast", "inventory", "card", "hud", "movement")]
[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("camera", "gun_camera", "left_hand", "right_hand", "right_hand_animator", "edit_tool", "gauntlet_sprite", "sprite", "interaction_raycast", "inventory", "card", "hud", "movement")]
collision_layer = 2
collision_mask = 37
script = ExtResource("1_pihpe")
hero_class = ExtResource("2_dbyo0")
camera = NodePath("Head")
gun_camera = NodePath("SubViewport/Head2")
left_hand = NodePath("SubViewport/Head2/LeftHand")
right_hand = NodePath("SubViewport/Head2/RightHand")
right_hand_animator = NodePath("SubViewport/Head2/RightHand/AnimationPlayer")
@ -169,6 +170,114 @@ hover_text = NodePath("Label2")
enemy_sprites = [NodePath("TextureRect4/TextureRect"), NodePath("TextureRect4/TextureRect2"), NodePath("TextureRect4/TextureRect3"), NodePath("TextureRect4/TextureRect4"), NodePath("TextureRect4/TextureRect5")]
enemy_counts = [NodePath("TextureRect4/TextureRect/Label"), NodePath("TextureRect4/TextureRect2/Label2"), NodePath("TextureRect4/TextureRect3/Label3"), NodePath("TextureRect4/TextureRect4/Label4"), NodePath("TextureRect4/TextureRect5/Label5")]
[node name="WaveCount" type="Label" parent="HUD"]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -30.0
offset_top = 83.0
offset_right = 30.0
offset_bottom = 26.0
grow_horizontal = 2
theme_override_colors/font_color = Color(0, 0, 0, 1)
text = "1"
horizontal_alignment = 1
vertical_alignment = 1
[node name="EnemyCount" type="Label" parent="HUD"]
visible = false
offset_left = 10.0
offset_top = 80.0
offset_right = 123.0
offset_bottom = 106.0
text = "Enemies left: 0"
[node name="Crosshair" type="TextureRect" parent="HUD"]
texture_filter = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("8_fq3f6")
[node name="TextureRect" type="TextureRect" parent="HUD"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
texture = SubResource("ViewportTexture_mk87g")
[node name="TextureRect2" type="TextureRect" parent="HUD"]
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -256.0
offset_top = 40.0
offset_right = -40.0
offset_bottom = 256.0
grow_horizontal = 0
mouse_filter = 2
texture = SubResource("ViewportTexture_574jy")
[node name="Label" type="Label" parent="HUD"]
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -40.0
offset_bottom = 26.0
grow_horizontal = 0
text = "FPS: "
horizontal_alignment = 2
vertical_alignment = 1
[node name="LivesBar" parent="HUD" instance=ExtResource("15_cqpib")]
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 10.0
offset_top = 10.0
offset_right = 214.0
offset_bottom = 32.0
grow_horizontal = 1
grow_vertical = 1
scale = Vector2(3, 3)
mouse_filter = 2
[node name="LivesCount" type="Label" parent="HUD"]
offset_left = -5.0
offset_top = 15.0
offset_right = 100.0
offset_bottom = 72.0
theme_override_colors/font_color = Color(0.65098, 0.227451, 0.243137, 1)
theme_override_font_sizes/font_size = 37
text = "120
"
horizontal_alignment = 1
vertical_alignment = 1
[node name="TextureRect3" type="TextureRect" parent="HUD"]
texture_filter = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -262.0
offset_top = 37.0
offset_right = -37.0
offset_bottom = 336.0
grow_horizontal = 0
mouse_filter = 2
texture = ExtResource("16_x1xjr")
[node name="TextureRect4" type="TextureRect" parent="HUD"]
texture_filter = 1
anchors_preset = 5
@ -291,114 +400,6 @@ text = "999"
horizontal_alignment = 1
vertical_alignment = 1
[node name="WaveCount" type="Label" parent="HUD"]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -30.0
offset_top = 83.0
offset_right = 30.0
offset_bottom = 26.0
grow_horizontal = 2
theme_override_colors/font_color = Color(0, 0, 0, 1)
text = "1"
horizontal_alignment = 1
vertical_alignment = 1
[node name="EnemyCount" type="Label" parent="HUD"]
visible = false
offset_left = 10.0
offset_top = 80.0
offset_right = 123.0
offset_bottom = 106.0
text = "Enemies left: 0"
[node name="Crosshair" type="TextureRect" parent="HUD"]
texture_filter = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("8_fq3f6")
[node name="TextureRect" type="TextureRect" parent="HUD"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
texture = SubResource("ViewportTexture_mk87g")
[node name="TextureRect2" type="TextureRect" parent="HUD"]
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -256.0
offset_top = 40.0
offset_right = -40.0
offset_bottom = 256.0
grow_horizontal = 0
mouse_filter = 2
texture = SubResource("ViewportTexture_574jy")
[node name="Label" type="Label" parent="HUD"]
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -40.0
offset_bottom = 26.0
grow_horizontal = 0
text = "FPS: "
horizontal_alignment = 2
vertical_alignment = 1
[node name="LivesBar" parent="HUD" instance=ExtResource("15_cqpib")]
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 10.0
offset_top = 10.0
offset_right = 214.0
offset_bottom = 32.0
grow_horizontal = 1
grow_vertical = 1
scale = Vector2(3, 3)
mouse_filter = 2
[node name="LivesCount" type="Label" parent="HUD"]
offset_left = -5.0
offset_top = 15.0
offset_right = 100.0
offset_bottom = 72.0
theme_override_colors/font_color = Color(0.65098, 0.227451, 0.243137, 1)
theme_override_font_sizes/font_size = 37
text = "120
"
horizontal_alignment = 1
vertical_alignment = 1
[node name="TextureRect3" type="TextureRect" parent="HUD"]
texture_filter = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -262.0
offset_top = 37.0
offset_right = -37.0
offset_bottom = 336.0
grow_horizontal = 0
mouse_filter = 2
texture = ExtResource("16_x1xjr")
[node name="Currency" type="Label" parent="HUD"]
anchors_preset = 1
anchor_left = 1.0

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@ -14,13 +14,15 @@ var sprint_zoom_factor := 0.08
var sprinting := false
var head_angle := 0.0
var look_sens : float :
set(value):
set(_value):
return
get:
return Data.preferences.mouse_sens / 40000.0
func _physics_process(delta: float) -> void:
if !is_multiplayer_authority():
return
var accel = acceleration
if sprinting:
accel = acceleration + sprint_boost
@ -35,7 +37,9 @@ func _physics_process(delta: float) -> void:
sync_rotation.rpc(player.rotation)
func _process(delta: float) -> void:
func _process(_delta: float) -> void:
if !is_multiplayer_authority():
return
can_sprint = true
input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
if input_vector.y >= 0:
@ -52,6 +56,8 @@ func _process(delta: float) -> void:
func _unhandled_input(event: InputEvent) -> void:
if !is_multiplayer_authority():
return
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
player.rotation.y -= event.relative.x * (look_sens / zoom_factor) * (-1 if Data.preferences.invert_lookX else 1)
head_angle -= event.relative.y * (look_sens / zoom_factor) * (-1 if Data.preferences.invert_lookY else 1)

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@ -11,9 +11,11 @@ var astar := AStar3D.new()
@export var end : Node3D
@export var spawner : EnemySpawner
@export var visualized_path : VisualizedPath
@export var tower_path : Node
var tower_base_scene = load("res://Scenes/tower_base.tscn")
var tower_frame_scene = load("res://Scenes/tower_frame.tscn")
var tower_bases = []
var wall_id = 0
func toggle_point(point_id):
@ -43,11 +45,19 @@ func networked_toggle_point(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
var base = tower_base_scene.instantiate()
base.position = astar.get_point_position(point_id)
tower_bases.append(base)
add_child(base)
find_path()
if is_multiplayer_authority():
networked_spawn_wall.rpc(astar.get_point_position(point_id), wall_id)
wall_id += 1
@rpc("reliable", "call_local")
func networked_spawn_wall(pos : Vector3, name_id : int):
var base = tower_base_scene.instantiate()
base.position = pos
base.name = "Wall" + str(name_id)
tower_bases.append(base)
tower_path.add_child(base)
func find_path() -> bool:

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@ -58,13 +58,16 @@ func enemy_count_down(enemy):
func set_upcoming_wave(value):
var frame_count = 0
enemy_names = []
var wave = {}
for index in value:
wave[Data.enemies[index]] = value[index]
for x in enemy_sprites.size():
enemy_sprites[x].set_visible(false)
enemy_counts[x].set_visible(false)
for enemy in value:
for enemy in wave:
enemy_names.append(enemy.title)
enemy_sprites[frame_count].texture = enemy.icon
enemy_counts[frame_count].text = str(value[enemy])
enemy_counts[frame_count].text = str(wave[enemy])
enemy_sprites[frame_count].set_visible(true)
enemy_counts[frame_count].set_visible(true)
frame_count += 1
@ -87,6 +90,8 @@ func maximise_minimap(anchor):
minimap.offset_right = -40
minimap_viewport.size = Vector2(1840, 1000)
minimap_cam.size = 30
$TextureRect3.set_visible(false)
$Currency.set_visible(false)
func minimize_minimap(anchor):
@ -98,3 +103,5 @@ func minimize_minimap(anchor):
minimap.offset_bottom = 256
minimap_viewport.size = Vector2(256, 256)
minimap_cam.size = 15
$TextureRect3.set_visible(true)
$Currency.set_visible(true)

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@ -2,5 +2,5 @@ extends StatusEffect
class_name StatusOnFire
func proc(affected, stacks, existing_effects):
func proc(affected, stacks, _existing_effects):
affected.damage(stats.potency * stacks)

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@ -1,9 +1,9 @@
extends StatusEffect
class_name StatusCold
func on_attached(affected, existing_effects):
func on_attached(affected, _existing_effects):
affected.movement_speed_penalty -= stats.potency
func on_removed(affected, existing_effects):
func on_removed(affected, _existing_effects):
affected.movement_speed_penalty += stats.potency

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@ -7,13 +7,13 @@ var time_since_proc := 0.0
var time_existed := 0.0
func on_attached(affected, existing_effects):
func on_attached(_affected, _existing_effects):
pass
func on_removed(affected, existing_effects):
func on_removed(_affected, _existing_effects):
pass
func proc(affected, stacks, existing_effects):
func proc(_affected, _stacks, _existing_effects):
pass

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@ -2,5 +2,5 @@ extends StatusEffect
class_name StatusPoison
func proc(affected, stacks, existing_effects):
func proc(affected, stacks, _existing_effects):
affected.damage(stats.potency * stacks)

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@ -1,5 +1,5 @@
extends StatusEffect
class_name StatusRadioactive
func proc(affected, stacks, existing_effects):
func proc(affected, stacks, _existing_effects):
affected.damage(stats.potency * stacks)

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@ -2,9 +2,9 @@ extends StatusEffect
class_name StatusSticky
func on_attached(affected, existing_effects):
func on_attached(affected, _existing_effects):
affected.movement_speed_penalty -= stats.potency
func on_removed(affected, existing_effects):
func on_removed(affected, _existing_effects):
affected.movement_speed_penalty += stats.potency

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@ -1,9 +1,11 @@
extends Node3D
class_name EnemySpawner
@export var own_id : int = 0
@export var path : VisualizedPath
@export var type : Data.EnemyType
@export var dest : Node3D
@export var enemy_path : Node
var signal_for_after_enemy_died
var signal_for_after_enemy_reached_goal
@ -14,6 +16,7 @@ var enemy_spawn_timers = {}
var enemies_spawned = {}
var enemies_to_spawn := 0
var done_spawning = true
var enemy_id = 0
@export var land_enemy_scene : PackedScene
@export var air_enemy_scene : PackedScene
@ -27,40 +30,59 @@ func _process(delta: float) -> void:
for x in enemy_spawn_timers:
if enemies_spawned[x] == current_wave[x]:
continue
var enemy_stats = x
enemy_spawn_timers[x] += delta
if enemy_spawn_timers[x] >= enemy_stats.spawn_cooldown:
if is_multiplayer_authority():
if type == Data.EnemyType.LAND:
var enemy = land_enemy_scene.instantiate() as EnemyController
enemy.stats = enemy_stats
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.path = path.curve
add_child(enemy)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()
networked_spawn_land_enemy.rpc(var_to_str(enemy_stats), own_id, enemy_id)
if type == Data.EnemyType.AIR:
var enemy = air_enemy_scene.instantiate() as EnemyController
var radius = 10.0
var random_dir = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
var random_pos = randf_range(0, radius) * random_dir.normalized()
enemy.position = random_pos
enemy.stats = enemy_stats
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.goal = dest
add_child(enemy)
networked_spawn_air_enemy.rpc(var_to_str(enemy_stats), random_pos, own_id, enemy_id)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()
enemy_id += 1
enemies_spawned[x] += 1
enemies_to_spawn -= 1
@rpc("reliable", "call_local")
func networked_spawn_land_enemy(enemy_stats, id1, id2):
var enemy = land_enemy_scene.instantiate() as EnemyController
enemy.name = str(id1) + str(id2)
enemy.stats = str_to_var(enemy_stats)
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.path = path.curve
enemy.position = global_position
enemy_path.add_child(enemy)
@rpc("reliable", "call_local")
func networked_spawn_air_enemy(enemy_stats, pos, id1, id2):
var enemy = air_enemy_scene.instantiate() as EnemyController
enemy.name = str(id1) + str(id2)
enemy.position = pos + global_position
enemy.stats = str_to_var(enemy_stats)
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.goal = dest
enemy_path.add_child(enemy)
func spawn_wave(value):
var relevant_enemies = {}
for x in value:
var wave = {}
for index in value:
wave[Data.enemies[index]] = value[index]
for x in wave:
if x.target_type == type:
relevant_enemies[x] = value[x]
relevant_enemies[x] = wave[x]
current_wave = relevant_enemies
enemies_to_spawn = 0
enemy_spawn_timers = {}

View File

@ -81,8 +81,6 @@ func ready_player(_value):
for key in connected_players_nodes:
if connected_players_nodes[key].ready_state == false:
return
for key in connected_players_nodes:
connected_players_nodes[key].ready_state = false
spawn_enemy_wave()
@ -96,9 +94,18 @@ func spawn_enemy_wave():
func set_upcoming_wave():
if is_multiplayer_authority():
var spawn_power = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
upcoming_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
pot = 6 + (spawn_power / 100)
var new_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
networked_set_upcoming_wave.rpc(new_wave, 6 + (spawn_power / 100))
@rpc("reliable", "call_local")
func networked_set_upcoming_wave(wave_dict, coins):
upcoming_wave = wave_dict
pot = coins
for key in connected_players_nodes:
connected_players_nodes[key].hud.set_upcoming_wave(upcoming_wave)
func increase_enemy_count():
@ -137,13 +144,11 @@ func damage_goal(enemy, penalty):
func end_wave():
for peer_id in connected_players_nodes:
connected_players_nodes[peer_id].currency += pot / connected_players_nodes.size()
connected_players_nodes[peer_id].currency += ceili(pot / connected_players_nodes.size())
connected_players_nodes[peer_id].ready_state = false
level.a_star_graph_3d.visualized_path.enable_visualization()
wave_finished.emit(wave)
set_upcoming_wave()
if wave < 20:
for key in connected_players_nodes:
connected_players_nodes[key].hud.set_upcoming_wave(upcoming_wave)
func remove_player(peer_id):
@ -158,7 +163,6 @@ func start_game():
set_upcoming_wave()
for peer_id in connected_players_nodes:
connected_players_nodes[peer_id].currency = 20
connected_players_nodes[peer_id].hud.set_upcoming_wave(upcoming_wave)
game_started.emit()

View File

@ -10,10 +10,10 @@ signal health_changed(health)
var current_health
func take_damage(damage):
var marker = damage_particle_scene.instantiate()
get_tree().root.add_child(marker)
marker.set_number(damage)
marker.position = get_parent().global_position + Vector3.UP
#var marker = damage_particle_scene.instantiate()
#get_tree().root.add_child(marker)
#marker.set_number(damage)
#marker.position = get_parent().global_position + Vector3.UP
current_health -= damage
health_changed.emit(current_health)
@ -25,3 +25,4 @@ func heal_damage(healing):
current_health += healing
if current_health > max_health:
current_health = max_health
health_changed.emit(current_health)

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@ -5,9 +5,4 @@ signal took_damage(amount)
func damage(amount):
networked_damage.rpc(amount)
@rpc("any_peer","call_local")
func networked_damage(amount):
took_damage.emit(amount)

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@ -9,7 +9,7 @@ var contents : Array[Card] = []
var selected_index := 0
var selected_item : Card :
get:
return contents[selected_index]
return contents[selected_index] if contents.size() > 0 else null
set(_value):
return
@ -44,6 +44,7 @@ func increment_selected():
selected_index += 1
if selected_index >= contents.size():
selected_index = 0
networked_set_selected.rpc(selected_index)
func decrement_selected():
@ -51,16 +52,22 @@ func decrement_selected():
selected_index -= 1
if selected_index < 0:
selected_index = contents.size() - 1
networked_set_selected.rpc(selected_index)
@rpc("reliable")
@rpc("reliable", "any_peer")
func networked_add(value):
contents.append(Data.cards[value])
item_added.emit(Data.cards[value])
@rpc("reliable")
@rpc("reliable", "any_peer")
func networked_remove_at(value):
var item = contents[value]
contents.remove_at(value)
item_removed.emit(item)
@rpc("reliable", "any_peer")
func networked_set_selected(value):
selected_index = value

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@ -17,17 +17,12 @@ var has_card : bool :
func add_card(card: Card) -> bool:
var result = inventory.add(card)
if result:
tower = card.turret.instantiate() as Tower
tower.stats = card.tower_stats
minimap_icon.modulate = Color.RED
add_child(tower)
networked_spawn_tower.rpc()
return result
func remove_card() -> Card:
tower.queue_free()
tower = null
minimap_icon.modulate = Color.GREEN
networked_remove_tower.rpc()
return inventory.remove()
@ -37,3 +32,19 @@ func set_material(value: StandardMaterial3D):
func toggle_collision():
collider.disabled = !collider.disabled
@rpc("reliable", "call_local", "any_peer")
func networked_spawn_tower():
tower = inventory.selected_item.turret.instantiate() as Tower
tower.stats = inventory.selected_item.tower_stats
tower.name = "tower"
minimap_icon.modulate = Color.RED
add_child(tower)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_tower():
tower.queue_free()
tower = null
minimap_icon.modulate = Color.GREEN

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@ -15,7 +15,7 @@ func generate_wave(spawn_power : int, spawn_pool : Array[Enemy]) -> Dictionary:
var choice = enemy_choices.pick_random()
enemy_choices.erase(choice)
if sp_allotment / choice.spawn_power > 0:
wave[choice] = sp_allotment / choice.spawn_power
wave[Data.enemies.find(choice)] = sp_allotment / choice.spawn_power
#sp_used += wave[choice] * choice.spawn_power
#print("tried to generate wave with " + str(spawn_power) + " spawn power, used " + str(sp_used))
return wave

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@ -1,55 +0,0 @@
extends CharacterBody3D
class_name AirEnemyController
signal reached_goal(enemy, penalty)
signal died(enemy)
var alive = true
@export var stats : Enemy
@export var status_manager : StatusEffector
var movement_speed
var movement_speed_penalty := 1.0
var progress := 0.0
var progress_ratio := 0.0
var destination : Node3D
func _ready() -> void:
$Health.max_health = stats.health
$Health.current_health = stats.health
$SubViewport/ProgressBar.max_value = stats.health
$SubViewport/ProgressBar.value = stats.health
$Sprite3D3.texture = stats.sprite.duplicate()
movement_speed = stats.movement_speed
func damage(amount):
$Hitbox.damage(amount)
func _physics_process(delta: float) -> void:
progress += (movement_speed * clampf(movement_speed_penalty, 0.0, 1.0)) * delta
velocity = global_position.direction_to(destination.global_position) * (movement_speed * clampf(movement_speed_penalty, 0.0, 1.0))
move_and_slide()
if global_position.distance_to(destination.global_position) <= 1.0:
reached_goal.emit(stats, stats.penalty)
queue_free()
func die():
died.emit(stats)
queue_free()
func _on_health_health_depleted() -> void:
if alive:
alive = false
die()
func _on_health_health_changed(health) -> void:
$SubViewport/ProgressBar.value = health
var percent = float($Health.current_health) / float($Health.max_health)
$SubViewport/ProgressBar.tint_progress = Color(1 - percent, percent, 0.0)
$SubViewport/ProgressBar.set_visible(true)

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@ -13,7 +13,7 @@
[sub_resource type="SphereShape3D" id="SphereShape3D_21dgw"]
[sub_resource type="AtlasTexture" id="AtlasTexture_73qac"]
[sub_resource type="AtlasTexture" id="AtlasTexture_ln1wo"]
resource_local_to_scene = true
atlas = ExtResource("3_naknq")
region = Rect2(0, 0, 32, 32)
@ -41,7 +41,7 @@ script = ExtResource("2_j8yin")
[node name="DirectionSprite" parent="." instance=ExtResource("2_o7jmg")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.642479, 0)
pixel_size = 0.04
texture = SubResource("AtlasTexture_73qac")
texture = SubResource("AtlasTexture_ln1wo")
[node name="Sprite3D" type="Sprite3D" parent="."]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, 1.20821, 0)

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@ -74,16 +74,19 @@ shape = SubResource("BoxShape3D_awjk1")
curve = SubResource("Curve3D_suxqu")
script = ExtResource("11_d7ofl")
[node name="GroundSpawn" parent="." node_paths=PackedStringArray("path", "dest") instance=ExtResource("3_5imwp")]
[node name="GroundSpawn" parent="." node_paths=PackedStringArray("path", "dest", "enemy_path") instance=ExtResource("3_5imwp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -20, 0.5, 0)
path = NodePath("../VisualizedPath")
type = 1
dest = NodePath("../EnemyGoal")
enemy_path = NodePath("../Enemies")
[node name="AirSpawn" parent="." node_paths=PackedStringArray("dest") instance=ExtResource("3_5imwp")]
[node name="AirSpawn" parent="." node_paths=PackedStringArray("dest", "enemy_path") instance=ExtResource("3_5imwp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -47.0801, 22.5492, 0)
own_id = 1
type = 2
dest = NodePath("../EnemyGoal")
enemy_path = NodePath("../Enemies")
[node name="CardPrinter" parent="." instance=ExtResource("9_r25gu")]
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 25.1496, 0.499996, 5.79039)
@ -530,7 +533,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 1, 1)
[node name="PlayerSpawn4" type="Node3D" parent="PlayerSpawnLocations"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1)
[node name="AStarGraph3D" type="Node3D" parent="." node_paths=PackedStringArray("start", "end", "spawner", "visualized_path")]
[node name="AStarGraph3D" type="Node3D" parent="." node_paths=PackedStringArray("start", "end", "spawner", "visualized_path", "tower_path")]
script = ExtResource("11_07ukk")
grid_size = Vector2(19, 9)
point_gap = 1.5
@ -538,6 +541,7 @@ start = NodePath("../GroundSpawn")
end = NodePath("../EnemyGoal")
spawner = NodePath("../GroundSpawn")
visualized_path = NodePath("../VisualizedPath")
tower_path = NodePath("../Towers")
[node name="InvisibleWalls" type="Node3D" parent="."]
@ -573,4 +577,8 @@ collision_mask = 0
[node name="CollisionShape3D" type="CollisionShape3D" parent="InvisibleWalls/StaticBody3D4"]
shape = SubResource("BoxShape3D_kkwvm")
[node name="Towers" type="Node" parent="."]
[node name="Enemies" type="Node" parent="."]
[connection signal="body_entered" from="EnemyGoal/Area3D" to="EnemyGoal" method="_on_area_3d_body_entered"]

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