made the first changes towards multiplayer working
This commit is contained in:
parent
b0f8a37f60
commit
f004f64b71
@ -59,8 +59,15 @@ func shoot():
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var target_hitbox = target.shape_owner_get_owner($RayCast3D.get_collider_shape())
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if target_hitbox is Hitbox:
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target_hitbox.damage(stats.damage)
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networked_hit.rpc(get_tree().root.get_path_to(target_hitbox))
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@rpc
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func networked_shoot():
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$AnimationPlayer.play("shoot")
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@rpc("reliable")
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func networked_hit(target_node_path : String):
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var target_node = get_tree().root.get_node(target_node_path)
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target_node.damage(stats.damage)
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@ -9,7 +9,7 @@ func _ready() -> void:
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cooldown = 1.0 / stats.fire_rate
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func set_raycast_origin(node):
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func set_raycast_origin(_node):
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pass
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@ -9,7 +9,7 @@ func _ready() -> void:
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cooldown = 1.0 / stats.fire_rate
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func set_raycast_origin(node):
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func set_raycast_origin(_node):
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pass
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@ -9,7 +9,7 @@ func _ready() -> void:
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cooldown = 1.0 / stats.fire_rate
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func set_raycast_origin(node):
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func set_raycast_origin(_node):
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pass
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36
PCs/hero.gd
36
PCs/hero.gd
@ -7,6 +7,7 @@ signal died
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@export var hero_class: HeroClass
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@export var camera : Camera3D
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@export var gun_camera : Camera3D
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@export var left_hand : Node3D
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@export var right_hand : Node3D
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@export var right_hand_animator : AnimationPlayer
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@ -21,6 +22,7 @@ signal died
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@export var weapon_scene : PackedScene
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@export var hud : HUD
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@export var movement : PlayerMovement
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@export var sprint_zoom_speed := 0.2
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var equipped_card : Card
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var paused := false
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@ -29,15 +31,13 @@ var profile: PlayerProfile
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var ready_state := false :
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set(value):
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ready_state = value
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networked_set_ready_state.rpc(ready_state)
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ready_state_changed.emit(ready_state)
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ready_state_changed.emit(value)
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var currency := 0 :
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set(value):
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currency = value
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hud.set_currency_count(value)
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get:
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return currency
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@export var sprint_zoom_speed := 0.2
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func set_zoom_factor(value):
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@ -48,11 +48,12 @@ func _ready() -> void:
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if is_multiplayer_authority():
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right_hand_animator.play("weapon_sway")
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right_hand_animator.speed_scale = 0
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hud.set_visible(true)
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camera.make_current()
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sprite.queue_free()
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else:
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camera.set_visible(false)
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gun_camera.set_visible(false)
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hud.set_visible(false)
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if weapon != null:
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weapon.set_raycast_origin(camera)
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inventory.contents.append_array(hero_class.deck)
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@ -61,7 +62,7 @@ func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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if !is_multiplayer_authority() or paused:
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return
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if movement.input_vector == Vector2.ZERO:
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@ -147,7 +148,9 @@ func _unhandled_input(event: InputEvent) -> void:
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return
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if editing_mode and event.is_action_pressed("Ready"):
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edit_tool.interact_key_held = false
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if !ready_state:
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ready_state = true
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networked_set_ready_state.rpc(ready_state)
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if event.is_action_pressed("Pause"):
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var menu = pause_menu_scene.instantiate() as PauseMenu
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pause()
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@ -203,8 +206,11 @@ func equip_weapon():
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unequip_weapon()
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return
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if inventory.contents.size() > 0:
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networked_equip_weapon.rpc()
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equipped_card = inventory.remove()
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weapon = equipped_card.weapon.instantiate()
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weapon.name = "weapon"
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weapon.set_multiplayer_authority(multiplayer.get_unique_id())
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right_hand.add_child(weapon)
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gauntlet_sprite.set_visible(false)
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weapon.set_raycast_origin(camera)
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@ -213,6 +219,7 @@ func equip_weapon():
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func unequip_weapon():
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networked_unequip_weapon.rpc()
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gauntlet_sprite.set_visible(true)
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weapon.queue_free()
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inventory.add(equipped_card)
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@ -224,4 +231,21 @@ func unequip_weapon():
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@rpc("reliable")
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func networked_set_ready_state(state: bool):
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ready_state = state
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ready_state_changed.emit(state)
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@rpc("reliable")
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func networked_equip_weapon():
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equipped_card = inventory.remove()
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weapon = equipped_card.weapon.instantiate()
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weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
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weapon.name = "weapon"
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right_hand.add_child(weapon)
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weapon.set_raycast_origin(camera)
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weapon.set_hero(self)
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@rpc("reliable")
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func networked_unequip_weapon():
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weapon.queue_free()
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inventory.add(equipped_card)
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equipped_card = null
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219
PCs/hero.tscn
219
PCs/hero.tscn
@ -55,12 +55,13 @@ viewport_path = NodePath("SubViewport")
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[sub_resource type="ViewportTexture" id="ViewportTexture_574jy"]
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viewport_path = NodePath("MiniMapViewport")
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[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")]
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[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")]
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collision_layer = 2
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collision_mask = 37
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script = ExtResource("1_pihpe")
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hero_class = ExtResource("2_dbyo0")
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camera = NodePath("Head")
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gun_camera = NodePath("SubViewport/Head2")
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left_hand = NodePath("SubViewport/Head2/LeftHand")
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right_hand = NodePath("SubViewport/Head2/RightHand")
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right_hand_animator = NodePath("SubViewport/Head2/RightHand/AnimationPlayer")
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@ -169,6 +170,114 @@ hover_text = NodePath("Label2")
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enemy_sprites = [NodePath("TextureRect4/TextureRect"), NodePath("TextureRect4/TextureRect2"), NodePath("TextureRect4/TextureRect3"), NodePath("TextureRect4/TextureRect4"), NodePath("TextureRect4/TextureRect5")]
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enemy_counts = [NodePath("TextureRect4/TextureRect/Label"), NodePath("TextureRect4/TextureRect2/Label2"), NodePath("TextureRect4/TextureRect3/Label3"), NodePath("TextureRect4/TextureRect4/Label4"), NodePath("TextureRect4/TextureRect5/Label5")]
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[node name="WaveCount" type="Label" parent="HUD"]
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -30.0
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offset_top = 83.0
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offset_right = 30.0
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offset_bottom = 26.0
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grow_horizontal = 2
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theme_override_colors/font_color = Color(0, 0, 0, 1)
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text = "1"
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="EnemyCount" type="Label" parent="HUD"]
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visible = false
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offset_left = 10.0
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offset_top = 80.0
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offset_right = 123.0
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offset_bottom = 106.0
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text = "Enemies left: 0"
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[node name="Crosshair" type="TextureRect" parent="HUD"]
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texture_filter = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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texture = ExtResource("8_fq3f6")
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[node name="TextureRect" type="TextureRect" parent="HUD"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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texture = SubResource("ViewportTexture_mk87g")
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[node name="TextureRect2" type="TextureRect" parent="HUD"]
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -256.0
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offset_top = 40.0
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offset_right = -40.0
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offset_bottom = 256.0
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grow_horizontal = 0
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mouse_filter = 2
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texture = SubResource("ViewportTexture_574jy")
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[node name="Label" type="Label" parent="HUD"]
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -40.0
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offset_bottom = 26.0
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grow_horizontal = 0
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text = "FPS: "
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horizontal_alignment = 2
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vertical_alignment = 1
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[node name="LivesBar" parent="HUD" instance=ExtResource("15_cqpib")]
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anchors_preset = 0
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anchor_right = 0.0
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anchor_bottom = 0.0
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offset_left = 10.0
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offset_top = 10.0
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offset_right = 214.0
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offset_bottom = 32.0
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grow_horizontal = 1
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grow_vertical = 1
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scale = Vector2(3, 3)
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mouse_filter = 2
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[node name="LivesCount" type="Label" parent="HUD"]
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offset_left = -5.0
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offset_top = 15.0
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offset_right = 100.0
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offset_bottom = 72.0
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theme_override_colors/font_color = Color(0.65098, 0.227451, 0.243137, 1)
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theme_override_font_sizes/font_size = 37
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text = "120
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"
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="TextureRect3" type="TextureRect" parent="HUD"]
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texture_filter = 1
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -262.0
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offset_top = 37.0
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offset_right = -37.0
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offset_bottom = 336.0
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grow_horizontal = 0
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mouse_filter = 2
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texture = ExtResource("16_x1xjr")
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[node name="TextureRect4" type="TextureRect" parent="HUD"]
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texture_filter = 1
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anchors_preset = 5
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@ -291,114 +400,6 @@ text = "999"
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="WaveCount" type="Label" parent="HUD"]
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -30.0
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offset_top = 83.0
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offset_right = 30.0
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offset_bottom = 26.0
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grow_horizontal = 2
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theme_override_colors/font_color = Color(0, 0, 0, 1)
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text = "1"
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="EnemyCount" type="Label" parent="HUD"]
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visible = false
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offset_left = 10.0
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offset_top = 80.0
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offset_right = 123.0
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offset_bottom = 106.0
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text = "Enemies left: 0"
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[node name="Crosshair" type="TextureRect" parent="HUD"]
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texture_filter = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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texture = ExtResource("8_fq3f6")
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[node name="TextureRect" type="TextureRect" parent="HUD"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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texture = SubResource("ViewportTexture_mk87g")
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[node name="TextureRect2" type="TextureRect" parent="HUD"]
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -256.0
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offset_top = 40.0
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offset_right = -40.0
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offset_bottom = 256.0
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grow_horizontal = 0
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mouse_filter = 2
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texture = SubResource("ViewportTexture_574jy")
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[node name="Label" type="Label" parent="HUD"]
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -40.0
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offset_bottom = 26.0
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grow_horizontal = 0
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text = "FPS: "
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horizontal_alignment = 2
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vertical_alignment = 1
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[node name="LivesBar" parent="HUD" instance=ExtResource("15_cqpib")]
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anchors_preset = 0
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anchor_right = 0.0
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anchor_bottom = 0.0
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offset_left = 10.0
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offset_top = 10.0
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offset_right = 214.0
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offset_bottom = 32.0
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grow_horizontal = 1
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grow_vertical = 1
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scale = Vector2(3, 3)
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mouse_filter = 2
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[node name="LivesCount" type="Label" parent="HUD"]
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offset_left = -5.0
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offset_top = 15.0
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offset_right = 100.0
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offset_bottom = 72.0
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theme_override_colors/font_color = Color(0.65098, 0.227451, 0.243137, 1)
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theme_override_font_sizes/font_size = 37
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text = "120
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"
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="TextureRect3" type="TextureRect" parent="HUD"]
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texture_filter = 1
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -262.0
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offset_top = 37.0
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offset_right = -37.0
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offset_bottom = 336.0
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grow_horizontal = 0
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mouse_filter = 2
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texture = ExtResource("16_x1xjr")
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[node name="Currency" type="Label" parent="HUD"]
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anchors_preset = 1
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anchor_left = 1.0
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@ -14,13 +14,15 @@ var sprint_zoom_factor := 0.08
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var sprinting := false
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var head_angle := 0.0
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var look_sens : float :
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set(value):
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set(_value):
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return
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get:
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return Data.preferences.mouse_sens / 40000.0
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func _physics_process(delta: float) -> void:
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if !is_multiplayer_authority():
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return
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var accel = acceleration
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if sprinting:
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accel = acceleration + sprint_boost
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@ -35,7 +37,9 @@ func _physics_process(delta: float) -> void:
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sync_rotation.rpc(player.rotation)
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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if !is_multiplayer_authority():
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return
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can_sprint = true
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input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
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if input_vector.y >= 0:
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@ -52,6 +56,8 @@ func _process(delta: float) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if !is_multiplayer_authority():
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return
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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player.rotation.y -= event.relative.x * (look_sens / zoom_factor) * (-1 if Data.preferences.invert_lookX else 1)
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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()
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@export var end : Node3D
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@export var spawner : EnemySpawner
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@export var visualized_path : VisualizedPath
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@export var tower_path : Node
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var tower_base_scene = load("res://Scenes/tower_base.tscn")
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var tower_frame_scene = load("res://Scenes/tower_frame.tscn")
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var tower_bases = []
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var wall_id = 0
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func toggle_point(point_id):
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@ -43,11 +45,19 @@ func networked_toggle_point(point_id):
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astar.set_point_disabled(point_id, false)
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else:
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astar.set_point_disabled(point_id, true)
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var base = tower_base_scene.instantiate()
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base.position = astar.get_point_position(point_id)
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tower_bases.append(base)
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add_child(base)
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find_path()
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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:
|
||||
|
@ -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)
|
||||
|
@ -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)
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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)
|
||||
|
@ -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)
|
||||
|
@ -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
|
||||
|
@ -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 = {}
|
||||
|
@ -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()
|
||||
|
||||
|
||||
|
@ -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)
|
||||
|
@ -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)
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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)
|
@ -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)
|
||||
|
@ -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"]
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
x
Reference in New Issue
Block a user