Remote scene instantiation for projectiles WIP

This commit is contained in:
Dustin 2025-04-20 14:03:30 -07:00
parent 590e786d83
commit 67b228e60f
4 changed files with 31 additions and 13 deletions

View File

@ -69,7 +69,6 @@ func _connected_fail():
get_tree().set_network_peer(null) # Remove peer
emit_signal("connection_failed")
# Lobby management functions.
remote func register_player(new_player_name):
@ -83,6 +82,25 @@ func unregister_player(id):
players.erase(id)
emit_signal("player_list_changed")
remote func load_scene_on_all_clients(_scene :PackedScene, _node_path :NodePath, _global_position :Vector2 , _as_toplevel = true):
print("did I not get called others: ", players.size())
var new_scene = _scene.instance()
var _caller_id = get_tree().get_rpc_sender_id()
new_scene.set_network_master(_caller_id)
new_scene.set_as_toplevel(_as_toplevel)
new_scene.global_position = _global_position
get_node(_node_path).add_child(new_scene)
for _player in players:
rpc_id(_player, "load_scene_on_all_clients", _scene, _node_path, _global_position, _as_toplevel )
if new_scene.get_network_master() == _caller_id:
return new_scene
else:
return null
remote func pre_start_game(spawn_points):
# Change scene.
@ -164,6 +182,8 @@ func join_game(ip, new_player_name):
func get_player_list():
return players.values()
func get_player_ids():
return players.keys()
func get_player_name():
return player_name

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@ -22,5 +22,7 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _process(delta):
debug_text = ''
for _player_id in NetworkManager.get_player_ids():
debug_text += str(_player_id) + '\n'

View File

@ -34,11 +34,6 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://lib/classes/collision_shape2D_state_receiver.gd"
}, {
"base": "",
"class": "GitAPI",
"language": "NativeScript",
"path": "res://addons/godot-git-plugin/git_api.gdns"
}, {
"base": "Node",
"class": "HealthComponent",
"language": "GDScript",
@ -160,7 +155,6 @@ _global_script_class_icons={
"AudioStreamPlayer_StateReceiver": "",
"CameraGuide": "",
"CollisionShape2D_StateReceiver": "",
"GitAPI": "",
"HealthComponent": "",
"HealthPickup": "",
"Interactable": "",

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@ -2,7 +2,7 @@ extends Position2D
## Represents a weapon that spawns and shoots bullets.
## The Cooldown timer controls the cooldown duration between shots.
export var scene_path :Resource
export var scene_path :PackedScene
export var pew_cooldown_time :float = 1.0
const BULLET_VELOCITY = 350
@ -48,19 +48,21 @@ func shoot(direction = 1):
# position.x = position.x * direction #shifting position before fire was unreliable
if not timer.is_stopped():
return false
var bullet = loaded_scene.instance()
#var bullet = loaded_scene.instance()
var bullet = NetworkManager.load_scene_on_all_clients(loaded_scene, self.get_path(), global_position , true)
# if (direction > 0):
# bullet.global_position = global_position
# else:
# bullet.global_position = global_position - Vector2(position.x * 2, 0)
if bullet is Projectile:
bullet.global_position = global_position
print ("i'm a projectile")
# bullet.global_position = global_position
bullet.direction_normal = normal_vector
#bullet.linear_velocity = Vector2(direction * BULLET_VELOCITY, 0)
bullet.set_as_toplevel(true)
add_child(bullet)
# add_child(bullet)
# sound_shoot.play()
timer.start()
return true