diff options
Diffstat (limited to 'Game')
-rw-r--r-- | Game/Client.gd | 31 | ||||
-rw-r--r-- | Game/Network.gd | 47 | ||||
-rw-r--r-- | Game/Player.gd | 7 | ||||
-rw-r--r-- | Game/Selection/multi_select_area.gd | 2 | ||||
-rw-r--r-- | Game/States/Build/BuilderElement.gd | 16 | ||||
-rw-r--r-- | Game/States/Build/StateBuild.gd | 10 | ||||
-rw-r--r-- | Game/States/Build/build_grid.gd | 14 |
7 files changed, 50 insertions, 77 deletions
diff --git a/Game/Client.gd b/Game/Client.gd index 5051dc6..db33a26 100644 --- a/Game/Client.gd +++ b/Game/Client.gd @@ -8,7 +8,7 @@ var state: State : state = value stage_state_changed.emit(value) -var stage: Stage +var current_stage: Stage var player: Player: get(): @@ -19,34 +19,25 @@ func _ready(): pass -func initialize_stage(current_stage: Stage): - stage = current_stage +func initialize_stage(stage: Stage): + current_stage = stage -func place_tower(tower: Tower, position: Vector2): +func place_tower(tower: Tower): var network_id = multiplayer.get_unique_id() tower.owner_id = network_id - #tower.set_multiplayer_authority(network_id) tower.name = "Tower@" + str(network_id) + "@" + str(Time.get_ticks_usec()) - stage.place_tower(tower, position) - Network.place_tower.rpc(inst_to_dict(tower.to_network_data())) - #Network.place_tower.rpc(Network.to_rpc_object(tower), position) - - player.towers[position] = tower - player.score += 1 - Network.update_player.rpc({"score": player.score}) + current_stage.place_tower.rpc(inst_to_dict(tower.to_network_data())) func remove_tower(tower: Tower): if tower.owner_id == multiplayer.get_unique_id(): destroy_tower(tower) - player.score -= 1 - Network.update_player.rpc({"score": player.score}) func destroy_tower(tower: Tower): - stage.destroy_tower(tower) + current_stage.destroy_tower(tower) Network.destroy_tower.rpc(tower.global_position) player.towers.erase(tower.global_position) @@ -67,10 +58,9 @@ func update_tower(path: NodePath, data: Tower.NetworkData): Network.update_tower.rpc(path, inst_to_dict(data)) -func spawn_unit(unit: Unit, spawn: Spawn): +func spawn_unit(unit: Unit, spawn: Spawn, overwrite_target: PathNode = null): var network_id = multiplayer.get_unique_id() unit.owner_id = network_id - #unit.set_multiplayer_authority(network_id) unit.name = "Unit@" + str(network_id) + "@" + str(Time.get_ticks_usec()) unit.global_position = spawn.spawn_position @@ -78,12 +68,11 @@ func spawn_unit(unit: Unit, spawn: Spawn): unit.hp = randi_range(50, 150) #20000b unit.speed = randi_range(100, 150) - stage.spawn_unit(unit) + if overwrite_target: + unit.target = overwrite_target #var data := UnitCreationData.fromUnit(unit) - var data := unit.to_network_data() - Network.spawn_unit.rpc(inst_to_dict(data)) - #Network.spawn_unit.rpc(Network.to_rpc_object(unit), Network.to_rpc_object(spawn)) + current_stage.spawn_unit.rpc(inst_to_dict(unit.to_network_data())) func array_intersect(first, second): diff --git a/Game/Network.gd b/Game/Network.gd index 1fabeaf..558c8fa 100644 --- a/Game/Network.gd +++ b/Game/Network.gd @@ -2,6 +2,7 @@ extends Node signal players_changed +signal player_joined(player: Player) func _ready(): @@ -70,6 +71,9 @@ func get_player(id: int) -> Player: return %Players.get_node(str(id)) +func get_players() -> Array[Node]: + return %Players.get_children() + func get_ordered_player_ids() -> Array: var keys = %Players.get_children().map(func(item: Player): return item.id @@ -91,42 +95,31 @@ func add_to_players(remote_data: Dictionary): %Players.add_child(player) + player_joined.emit(player) players_changed.emit() -@rpc("any_peer") -func update_player(remote_data: Dictionary): - var id = multiplayer.get_remote_sender_id() +@rpc("any_peer", "call_local") +func update_player(id: int, remote_data: Dictionary): var player = get_player(id) - player.score = remote_data.score + for property in remote_data: + if typeof(player[property]) == TYPE_INT: + player[property] += remote_data[property] + else: + player[property] = remote_data[property] players_changed.emit() @rpc("any_peer") -#func place_tower(remote_tower: Dictionary, position: Vector2): -func place_tower(remote_data: Dictionary): - print(remote_data) - var data: Tower.NetworkData = dict_to_inst(remote_data) - var remote_player_id = multiplayer.get_remote_sender_id() - - var tower = Tower.from_network_data(data) - tower.owner_id = remote_player_id - - Network.get_player(remote_player_id).towers[tower.global_position] = tower - - Client.stage.place_tower(tower, tower.global_position) - - -@rpc("any_peer") #func destroy_tower(remote_tower: Dictionary): func destroy_tower(position: Vector2): var owner_id = multiplayer.get_remote_sender_id() var player = get_player(owner_id) var tower = player.towers.get(position) - Client.stage.destroy_tower(tower) + Client.current_stage.destroy_tower(tower) @rpc("any_peer") @@ -139,20 +132,6 @@ func update_tower(remote_tower_node_path: NodePath, remote_data: Dictionary): @rpc("any_peer") -func spawn_unit(remote_data: Dictionary):#, _remote_spawn: Dictionary): - #print(remote_data) - var data: Unit.NetworkData = dict_to_inst(remote_data) - var unit := Unit.from_network_data(data) - #var spawn = from_rpc_object(remote_spawn, "res://Stages/Paths/Spawn.tscn") - - var remote_id = multiplayer.get_remote_sender_id() - unit.owner_id = remote_id - #unit.set_multiplayer_authority(remote_id) - - Client.stage.spawn_unit(unit) - - -@rpc("any_peer") func remove_unit(remote_unit_node_path): var unit = get_tree().current_scene.get_node_or_null(remote_unit_node_path) if unit: diff --git a/Game/Player.gd b/Game/Player.gd index dc81e0a..d0fbff5 100644 --- a/Game/Player.gd +++ b/Game/Player.gd @@ -2,15 +2,8 @@ class_name Player extends Node -signal score_changed - var username: String -var score: int : - set(value): - score = value - score_changed.emit() - var id: int: set(value): id = value diff --git a/Game/Selection/multi_select_area.gd b/Game/Selection/multi_select_area.gd index 9b2e8ce..c3cc902 100644 --- a/Game/Selection/multi_select_area.gd +++ b/Game/Selection/multi_select_area.gd @@ -5,7 +5,7 @@ signal select(nodes: Array) func _ready() -> void: - var camera_rect = Client.stage.get_node("Camera").get_rect() + var camera_rect = Client.current_stage.get_node("Camera").get_rect() global_position = camera_rect.position + camera_rect.size / 2 diff --git a/Game/States/Build/BuilderElement.gd b/Game/States/Build/BuilderElement.gd index c698f07..eb5ae12 100644 --- a/Game/States/Build/BuilderElement.gd +++ b/Game/States/Build/BuilderElement.gd @@ -25,7 +25,7 @@ func _ready(): var element_collision_shape = instance.get_node("CollisionShape2D").duplicate() as CollisionShape2D collision_shape = element_collision_shape.shape - var tile_size = Client.stage.map.tile_set.tile_size + var tile_size = Client.current_stage.map.tile_set.tile_size var snapped_size = collision_shape.size.snapped(tile_size) for x in (snapped_size.x / tile_size.x): for y in (snapped_size.y / tile_size.y): @@ -39,9 +39,15 @@ func _ready(): collision_visibility_area.set_collision_mask_value(1, true) collision_visibility_area.set_collision_mask_value(2, true) collision_visibility_area.set_collision_mask_value(3, true) + collision_visibility_area.set_collision_mask_value(4, true) + collision_visibility_area.set_collision_mask_value(8, true) collision_visibility_area.colliding_color = Color(1, 0, 0, 0.5) collision_visibility_area.not_colliding_color = Color(0, 1, 0, 0.25) + if Client.current_stage.has_method("get_builder_collision_masks"): + for idx in Client.current_stage.get_builder_collision_masks(): + collision_visibility_area.set_collision_mask_value(idx, true) + var shape = RectangleShape2D.new() shape.size = Vector2(tile_size - Vector2i(1, 1)) var cshape = CollisionShape2D.new() @@ -56,7 +62,7 @@ func _ready(): func _draw(): draw_circle( - Client.stage.map.tile_set.tile_size, + Client.current_stage.map.tile_set.tile_size, 8 + instance.attack_range, Color(1, 1, 1, 0.75), false, @@ -66,7 +72,7 @@ func _draw(): func _process(_delta): previous_position = global_position - global_position = get_global_mouse_position().snapped(Client.stage.map.tile_set.tile_size) - Vector2(16,16) + global_position = get_global_mouse_position().snapped(Client.current_stage.map.tile_set.tile_size) - Vector2(16,16) if global_position != previous_position: queue_redraw() @@ -82,6 +88,10 @@ func can_build(): if area.get_overlapping_bodies().size() > 0: return false + + + if Client.current_stage.has_method("can_build"): + return Client.current_stage.can_build() return true diff --git a/Game/States/Build/StateBuild.gd b/Game/States/Build/StateBuild.gd index f16ee3d..dee5084 100644 --- a/Game/States/Build/StateBuild.gd +++ b/Game/States/Build/StateBuild.gd @@ -18,13 +18,15 @@ func _state_input(event: InputEvent): if current_builder_element and current_builder_element.can_build(): var placed_tower = current_builder_element.element.instantiate() as Tower + + placed_tower.global_position = current_builder_element.global_position placed_tower.attack_range = [ - Client.stage.map.tile_set.tile_size.x * 2, - Client.stage.map.tile_set.tile_size.x * 3, - Client.stage.map.tile_set.tile_size.x * 4, + Client.current_stage.map.tile_set.tile_size.x * 2, + Client.current_stage.map.tile_set.tile_size.x * 3, + Client.current_stage.map.tile_set.tile_size.x * 4, ].pick_random() - Client.place_tower(placed_tower, current_builder_element.global_position) + Client.place_tower(placed_tower) if not Input.is_action_pressed("builder_tower_place_keep"): current_builder_element.queue_free() diff --git a/Game/States/Build/build_grid.gd b/Game/States/Build/build_grid.gd index 6fd93aa..766c79b 100644 --- a/Game/States/Build/build_grid.gd +++ b/Game/States/Build/build_grid.gd @@ -2,20 +2,20 @@ extends Node2D func _draw(): - var area = Client.stage.map.get_used_rect() - var cell_size = Client.stage.map.tile_set.tile_size - var offset = Client.stage.map.position + var area = Client.current_stage.map.get_used_rect() + var cell_size = Client.current_stage.map.tile_set.tile_size + var offset = area.position for row in range(0, area.size.y + 1): draw_line( - Vector2(offset.x, offset.y + row * cell_size.y), - Vector2(offset.x + area.size.x * cell_size.x, offset.y + row * cell_size.y), + Vector2(offset.x * cell_size.x, offset.y + row * cell_size.y), + Vector2(offset.x * cell_size.x + area.size.x * cell_size.x, offset.y + row * cell_size.y), Color(1, 1, 1, 0.25), 1.0 ) for column in range(0, area.size.x + 1): draw_line( - Vector2(offset.x + column * cell_size.x, offset.y), - Vector2(offset.x + column * cell_size.x, offset.y + area.size.y * cell_size.y), + Vector2(offset.x * cell_size.x + column * cell_size.x, offset.y), + Vector2(offset.x * cell_size.x + column * cell_size.x, offset.y + area.size.y * cell_size.y), Color(1, 1, 1, 0.25), 1.0 ) |