One step closer to multiplayer
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@ -19,6 +19,13 @@ onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
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#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
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#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
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onready var movement_state_machine: StateMachine = $Movement_StateMachine
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onready var movement_state_machine: StateMachine = $Movement_StateMachine
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onready var animated_sprite : AnimatedSprite = $AnimatedSprite_StateReceiver
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## Multiplayer Variables
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puppet var puppet_pos = Vector2()
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puppet var puppet_anim_sprite_frame :int
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puppet var puppet_anim_sprite_name :String
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puppet var puppet_transform: Transform2D
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##TODO:
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##TODO:
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# Can't seem to implement the ready and process node functions
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# Can't seem to implement the ready and process node functions
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@ -27,23 +34,42 @@ onready var movement_state_machine: StateMachine = $Movement_StateMachine
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# interfaces for the state machines.
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# interfaces for the state machines.
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func _ready() -> void:
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func _ready() -> void:
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pass
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puppet_anim_sprite_name = animated_sprite.animation
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puppet_anim_sprite_frame = animated_sprite.frame
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puppet_transform = transform
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# if not is_network_master():
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# animated_sprite.set_process(false)
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# animated_sprite.set_physics_process(false)
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#movement_state_machine.init_animated_actor(self)
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#movement_state_machine.init_animated_actor(self)
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#movement_component.attack_function = funcref(self, "attack")
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#movement_component.attack_function = funcref(self, "attack")
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# movement_component.player_number = player_number
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# movement_component.player_number = player_number
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func _process(delta):
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if is_network_master():
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rset("puppet_anim_sprite_name", animated_sprite.animation)
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rset("puppet_anim_sprite_frame", animated_sprite.frame)
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else:
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animated_sprite.animation = puppet_anim_sprite_name
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animated_sprite.frame = puppet_anim_sprite_frame
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if actor_type == "Player":
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if is_network_master():
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movement_component.process_input(event)
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if actor_type == "Player":
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movement_component.process_input(event)
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#movement_state_machine.process_input(event)
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#movement_state_machine.process_input(event)
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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# Input based or polling input is not done in _unhandled_input
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# Input based or polling input is not done in _unhandled_input
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# gives us the ability to turn off polling this way
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# gives us the ability to turn off polling this way
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if actor_type == "Player":
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if is_network_master():
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movement_component.process_physics_input(delta)
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if actor_type == "Player":
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movement_component.process_physics(delta)
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movement_component.process_physics_input(delta)
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movement_component.process_physics(delta)
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rset("puppet_pos", position)
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rset("puppet_transform", transform)
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else:
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position = puppet_pos
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transform = puppet_transform
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#movement_state_machine.process_physics(delta)
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#movement_state_machine.process_physics(delta)
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#
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#
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#func _process(delta: float) -> void:
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#func _process(delta: float) -> void:
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@ -28,9 +28,6 @@ const state_damage_amount :Dictionary = {
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var player_info_index :int
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var player_info_index :int
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var player_data :PlayerData
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var player_data :PlayerData
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## Multiplayer Variables
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puppet var puppet_pos = Vector2()
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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@ -61,38 +58,33 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(delta):
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if is_network_master():
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#PlayerInfo.player_position = global_position.round()
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#PlayerInfo.player_position = global_position.round()
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player_data.player_position = global_position.round()
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player_data.player_position = global_position.round()
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# stamina_recovery += delta
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# stamina_recovery += delta
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# if stamina_recovery > 1.0:
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# if stamina_recovery > 1.0:
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# stamina_component.recover(1)
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# stamina_component.recover(1)
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# stamina_recovery = 0.0
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# stamina_recovery = 0.0
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# #print("recover ", stamina_component.stamina)
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# #print("recover ", stamina_component.stamina)
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#PlayerInfo.player_stamina = stamina_component.stamina
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#PlayerInfo.player_stamina = stamina_component.stamina
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player_data.player_stamina = stamina_component.stamina
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player_data.player_stamina = stamina_component.stamina
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##TODO: well I'm not sure I like this but making a whole state receiver is silly
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##TODO: well I'm not sure I like this but making a whole state receiver is silly
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if state_damage_amount.has(movement_state_machine.current_state.name):
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if state_damage_amount.has(movement_state_machine.current_state.name):
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$Hitbox_Component.damage_amount = state_damage_amount[movement_state_machine.current_state.name]
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$Hitbox_Component.damage_amount = state_damage_amount[movement_state_machine.current_state.name]
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else:
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$Hitbox_Component.damage_amount = 10
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match movement_state_machine.current_state.name:
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"idle":
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if Input.is_action_just_released("switch_primary_item_" + str(player_number)):
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var _selected_item = player_inventory.switch_primary()
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if _selected_item:
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print("Switched Primary item to: ", _selected_item.name)
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elif Input.is_action_just_released("switch_secondary_item_" + str(player_number)):
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var _selected_item = player_inventory.switch_secondary()
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if _selected_item:
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print("Switched Secondary item to: ", _selected_item.name)
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rset("puppet_pos", position)
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else:
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else:
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position = puppet_pos
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$Hitbox_Component.damage_amount = 10
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match movement_state_machine.current_state.name:
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"idle":
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if Input.is_action_just_released("switch_primary_item_" + str(player_number)):
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var _selected_item = player_inventory.switch_primary()
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if _selected_item:
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print("Switched Primary item to: ", _selected_item.name)
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elif Input.is_action_just_released("switch_secondary_item_" + str(player_number)):
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var _selected_item = player_inventory.switch_secondary()
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if _selected_item:
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print("Switched Secondary item to: ", _selected_item.name)
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