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9283a3263f
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| 0248be637d |
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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 +34,43 @@ 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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## Disable Process and Physics on puppets
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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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@ -38,13 +35,17 @@ func _ready():
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PlayerInfo.player_inventory = player_inventory
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PlayerInfo.player_inventory = player_inventory
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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_info_index = PlayerInfo.register_player()
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# I think we only want to do this for network master players now
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print ("Registered as player: ", player_info_index)
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if is_network_master():
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player_data = PlayerInfo.get_player_data(player_info_index)
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player_info_index = PlayerInfo.register_player()
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PlayerInfo.get_player_data(player_info_index).player_health = health_component.health
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print ("Registered as player: ", player_info_index)
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print ("My health is: ", player_data.player_health)
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player_data = PlayerInfo.get_player_data(player_info_index)
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player_data.player_inventory = player_inventory
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PlayerInfo.get_player_data(player_info_index).player_health = health_component.health
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player_data.player_stamina = stamina_component.stamina
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print ("My health is: ", player_data.player_health)
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player_data.player_inventory = player_inventory
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player_data.player_stamina = stamina_component.stamina
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else:
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$Hurtbox_Component.hurtbox_entered_function = ''
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# Set initial player position in world.
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# Set initial player position in world.
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global_position = LevelInfo.player_start_position
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global_position = LevelInfo.player_start_position
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@ -53,9 +54,6 @@ func _ready():
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player_inventory.select_primary(punch_item)
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player_inventory.select_primary(punch_item)
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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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@ -90,10 +88,6 @@ func _process(delta):
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if _selected_item:
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if _selected_item:
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print("Switched Secondary item to: ", _selected_item.name)
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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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position = puppet_pos
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func hit_Receiver(damage):
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func hit_Receiver(damage):
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