Little warmer. Remote projectiles.

This commit is contained in:
Dustin 2025-04-20 15:27:24 -07:00
parent 67b228e60f
commit 6dc98d7993
2 changed files with 35 additions and 12 deletions

View File

@ -82,10 +82,21 @@ 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())
func instance_on_peer_players(_scene :Resource, _node_path :NodePath, _global_position :Vector2 , _as_toplevel = true):
print ("Scene Path: ", _scene.resource_path,
" Instance At: ", _node_path,
" Position : ", _global_position)
var new_scene = _scene.instance()
rpc("load_scene_on_all_clients", _scene.resource_path, _node_path, _global_position, _as_toplevel)
remotesync func load_scene_on_all_clients(_scene :String, _node_path :NodePath, _global_position :Vector2 , _as_toplevel = true):
print ( "-- Remote Scene Call -- \n",
" Scene Path: ", _scene,
" Instance At: ", _node_path,
" Position : ", _global_position)
var new_scene = load(_scene).instance()
var _caller_id = get_tree().get_rpc_sender_id()
new_scene.set_network_master(_caller_id)
@ -94,13 +105,13 @@ remote func load_scene_on_all_clients(_scene :PackedScene, _node_path :NodePath,
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 )
# 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
# if new_scene.get_network_master() == _caller_id:
# return new_scene
# else:
# return null
remote func pre_start_game(spawn_points):
# Change scene.

View File

@ -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 :PackedScene
export var scene_path :Resource
export var pew_cooldown_time :float = 1.0
const BULLET_VELOCITY = 350
@ -49,7 +49,7 @@ func shoot(direction = 1):
if not timer.is_stopped():
return false
#var bullet = loaded_scene.instance()
var bullet = NetworkManager.load_scene_on_all_clients(loaded_scene, self.get_path(), global_position , true)
var bullet = NetworkManager.instance_on_peer_players(loaded_scene, self.get_path(), global_position , true)
# if (direction > 0):
# bullet.global_position = global_position
# else:
@ -61,9 +61,21 @@ func shoot(direction = 1):
#bullet.linear_velocity = Vector2(direction * BULLET_VELOCITY, 0)
bullet.set_as_toplevel(true)
#bullet.set_as_toplevel(true)
# add_child(bullet)
# sound_shoot.play()
timer.start()
return true
#var bomb_name = String(get_name()) + str(bomb_index)
#var bomb_pos = position
#rpc("setup_bomb", bomb_name, bomb_pos, get_tree().get_network_unique_id())
remotesync func setup_bomb(bomb_name, pos, by_who):
var bomb = loaded_scene.instance()
bomb.set_name(bomb_name) # Ensure unique name for the bomb
bomb.position = pos
bomb.from_player = by_who
# No need to set network master to bomb, will be owned by server by default
get_node("../..").add_child(bomb)