Integrating Connection UI. Removing what is not needed from templates.
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@ -1,6 +1,5 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://src/World.tscn" type="PackedScene" id=1]
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[ext_resource path="res://src/ui/scene_transition.tscn" type="PackedScene" id=4]
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[ext_resource path="res://src/Main.gd" type="Script" id=7]
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[ext_resource path="res://src/ui/lobby.tscn" type="PackedScene" id=9]
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@ -38,5 +37,3 @@ render_target_update_mode = 3
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[node name="Lobby" parent="ViewportContainer/Viewport" instance=ExtResource( 9 )]
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[node name="SceneTransition" parent="ViewportContainer/Viewport" instance=ExtResource( 4 )]
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[node name="World" parent="ViewportContainer/Viewport" instance=ExtResource( 1 )]
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@ -38,16 +38,16 @@ func change_level(_level_name :String, _position_name :String):
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var new_level = load("res://src/levels/" + _level_name + ".tscn" ).instance()
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#print (get_tree().get_root().get_children())
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for l in get_node("/root/Main/ViewportContainer/Viewport").get_children():
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for l in get_node("/root/Main/ViewportContainer/Viewport/World").get_children():
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#print (get_node("/root/Main").get_children())
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if l is Level:
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camera_guide.disable_tracking()
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SceneTransition.transition_dissolve("foo")
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yield(SceneTransition,"done")
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print(l)
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get_node("/root/Main/ViewportContainer/Viewport").remove_child(l)
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get_node("/root/Main/ViewportContainer/Viewport").add_child(new_level)
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get_node("/root/Main/ViewportContainer/Viewport").move_child(new_level,1)
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get_node("/root/Main/ViewportContainer/Viewport/World").remove_child(l)
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get_node("/root/Main/ViewportContainer/Viewport/World").add_child(new_level)
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get_node("/root/Main/ViewportContainer/Viewport/World").move_child(new_level,1)
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##TODO: Probably set start position
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if new_level.entrances.has(_position_name):
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player_start_position = new_level.entrances[_position_name].transform.origin
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@ -101,14 +101,15 @@ remote func pre_start_game(spawn_points):
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#player.position=spawn_pos
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player.set_network_master(p_id) #set unique id as master.
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if p_id == get_tree().get_network_unique_id():
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# If node for this peer id, set name.
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player.set_player_name(player_name)
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else:
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# Otherwise set name from peer.
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player.set_player_name(players[p_id])
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# We don't yet use a player name like a node yet
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# if p_id == get_tree().get_network_unique_id():
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# # If node for this peer id, set name.
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# player.set_player_name(player_name)
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# else:
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# # Otherwise set name from peer.
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# player.set_player_name(players[p_id])
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world.get_node("/root/Main/ViewportContainer/Viewport").add_child(player)
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world.get_node("/root/Main/ViewportContainer/Viewport/World").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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@ -179,9 +180,9 @@ func begin_game():
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func end_game():
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if has_node("/root/World"): # Game is in progress.
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if has_node("/root/Main/ViewportContainer/Viewport/World"): # Game is in progress.
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# End it
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get_node("/root/World").queue_free()
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get_node("/root/Main/ViewportContainer/Viewport/World").queue_free()
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emit_signal("game_ended")
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players.clear()
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