More multiplayer stuff.
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@ -85,9 +85,13 @@ func unregister_player(id):
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remote func pre_start_game(spawn_points):
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remote func pre_start_game(spawn_points):
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# Change scene.
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# Change scene.
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var world = load("res://src/levels/TestBox.tscn").instance()
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var world :Node = load("res://src/levels/TestBox.tscn").instance()
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get_tree().get_root().get_node("/root/Main/ViewportContainer/Viewport").add_child(world)
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var ui :Node = load("res://src/ui/HUD.tscn").instance()
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world.set_name("World")
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get_tree().get_root().get_node("/root/Main/ViewportContainer/Viewport").add_child(world)
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get_tree().get_root().get_node("/root/Main/ViewportContainer/Viewport").add_child(ui)
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get_tree().get_root().get_node("/root/Main/ViewportContainer/Viewport/Lobby").hide()
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get_tree().get_root().get_node("/root/Main/ViewportContainer/Viewport/Lobby").hide()
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var player_scene = load("res://src/actors/players/playerE/PlayerE.tscn")
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var player_scene = load("res://src/actors/players/playerE/PlayerE.tscn")
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@ -109,7 +113,7 @@ remote func pre_start_game(spawn_points):
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# # Otherwise set name from peer.
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# # Otherwise set name from peer.
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# player.set_player_name(players[p_id])
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# player.set_player_name(players[p_id])
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world.get_node("/root/Main/ViewportContainer/Viewport/World").add_child(player)
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get_tree().get_root().get_node("/root/Main/ViewportContainer/Viewport").add_child(player)
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#world.get_node("Players").add_child(player)
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#world.get_node("Players").add_child(player)
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# # Set up score.
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# # Set up score.
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@ -28,6 +28,10 @@ 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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# PlayerInfo.player_health = health_component.health
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# PlayerInfo.player_health = health_component.health
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@ -50,39 +54,47 @@ func _ready():
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movement_component.state_stamina_cost = state_stamina_cost
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movement_component.state_stamina_cost = state_stamina_cost
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puppet_pos = position
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#var stamina_recovery :float = 0.0
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#var stamina_recovery :float = 0.0
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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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#PlayerInfo.player_position = global_position.round()
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if is_network_master():
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player_data.player_position = global_position.round()
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#PlayerInfo.player_position = global_position.round()
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# stamina_recovery += delta
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player_data.player_position = global_position.round()
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# if stamina_recovery > 1.0:
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# stamina_recovery += delta
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# stamina_component.recover(1)
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# if stamina_recovery > 1.0:
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# stamina_recovery = 0.0
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# stamina_component.recover(1)
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# #print("recover ", stamina_component.stamina)
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# stamina_recovery = 0.0
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# #print("recover ", 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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#PlayerInfo.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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$Hitbox_Component.damage_amount = 10
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match movement_state_machine.current_state.name:
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"idle":
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if Input.is_action_just_released("switch_primary_item_" + str(player_number)):
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var _selected_item = player_inventory.switch_primary()
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if _selected_item:
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print("Switched Primary item to: ", _selected_item.name)
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elif Input.is_action_just_released("switch_secondary_item_" + str(player_number)):
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var _selected_item = player_inventory.switch_secondary()
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if _selected_item:
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print("Switched Secondary item to: ", _selected_item.name)
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rset("puppet_pos", position)
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else:
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else:
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$Hitbox_Component.damage_amount = 10
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position = puppet_pos
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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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func hit_Receiver(damage):
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func hit_Receiver(damage):
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$Hurtbox_Component.set_hurtbox(false)
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$Hurtbox_Component.set_hurtbox(false)
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