Compare commits
No commits in common. "9283a3263f42c5324f4dc92e6054d871d4dc5196" and "8a29cc5be3686a0e9cd6049b0c364bcd9200e2b1" have entirely different histories.
9283a3263f
...
8a29cc5be3
|
|
@ -19,13 +19,6 @@ onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
|
||||||
#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
|
#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
|
||||||
onready var movement_state_machine: StateMachine = $Movement_StateMachine
|
onready var movement_state_machine: StateMachine = $Movement_StateMachine
|
||||||
|
|
||||||
onready var animated_sprite : AnimatedSprite = $AnimatedSprite_StateReceiver
|
|
||||||
|
|
||||||
## Multiplayer Variables
|
|
||||||
puppet var puppet_pos = Vector2()
|
|
||||||
puppet var puppet_anim_sprite_frame :int
|
|
||||||
puppet var puppet_anim_sprite_name :String
|
|
||||||
puppet var puppet_transform: Transform2D
|
|
||||||
|
|
||||||
##TODO:
|
##TODO:
|
||||||
# Can't seem to implement the ready and process node functions
|
# Can't seem to implement the ready and process node functions
|
||||||
|
|
@ -34,43 +27,23 @@ puppet var puppet_transform: Transform2D
|
||||||
# interfaces for the state machines.
|
# interfaces for the state machines.
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
puppet_anim_sprite_name = animated_sprite.animation
|
pass
|
||||||
puppet_anim_sprite_frame = animated_sprite.frame
|
|
||||||
puppet_transform = transform
|
|
||||||
## Disable Process and Physics on puppets
|
|
||||||
if not is_network_master():
|
|
||||||
animated_sprite.set_process(false)
|
|
||||||
animated_sprite.set_physics_process(false)
|
|
||||||
#movement_state_machine.init_animated_actor(self)
|
#movement_state_machine.init_animated_actor(self)
|
||||||
#movement_component.attack_function = funcref(self, "attack")
|
#movement_component.attack_function = funcref(self, "attack")
|
||||||
# movement_component.player_number = player_number
|
# movement_component.player_number = player_number
|
||||||
|
|
||||||
func _process(delta):
|
|
||||||
if is_network_master():
|
|
||||||
rset("puppet_anim_sprite_name", animated_sprite.animation)
|
|
||||||
rset("puppet_anim_sprite_frame", animated_sprite.frame)
|
|
||||||
else:
|
|
||||||
animated_sprite.animation = puppet_anim_sprite_name
|
|
||||||
animated_sprite.frame = puppet_anim_sprite_frame
|
|
||||||
|
|
||||||
func _unhandled_input(event: InputEvent) -> void:
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
if is_network_master():
|
if actor_type == "Player":
|
||||||
if actor_type == "Player":
|
movement_component.process_input(event)
|
||||||
movement_component.process_input(event)
|
|
||||||
#movement_state_machine.process_input(event)
|
#movement_state_machine.process_input(event)
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
# Input based or polling input is not done in _unhandled_input
|
# Input based or polling input is not done in _unhandled_input
|
||||||
# gives us the ability to turn off polling this way
|
# gives us the ability to turn off polling this way
|
||||||
if is_network_master():
|
if actor_type == "Player":
|
||||||
if actor_type == "Player":
|
movement_component.process_physics_input(delta)
|
||||||
movement_component.process_physics_input(delta)
|
movement_component.process_physics(delta)
|
||||||
movement_component.process_physics(delta)
|
|
||||||
rset("puppet_pos", position)
|
|
||||||
rset("puppet_transform", transform)
|
|
||||||
else:
|
|
||||||
position = puppet_pos
|
|
||||||
transform = puppet_transform
|
|
||||||
#movement_state_machine.process_physics(delta)
|
#movement_state_machine.process_physics(delta)
|
||||||
#
|
#
|
||||||
#func _process(delta: float) -> void:
|
#func _process(delta: float) -> void:
|
||||||
|
|
|
||||||
|
|
@ -28,6 +28,9 @@ const state_damage_amount :Dictionary = {
|
||||||
var player_info_index :int
|
var player_info_index :int
|
||||||
var player_data :PlayerData
|
var player_data :PlayerData
|
||||||
|
|
||||||
|
## Multiplayer Variables
|
||||||
|
puppet var puppet_pos = Vector2()
|
||||||
|
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready():
|
func _ready():
|
||||||
|
|
@ -35,17 +38,13 @@ func _ready():
|
||||||
PlayerInfo.player_inventory = player_inventory
|
PlayerInfo.player_inventory = player_inventory
|
||||||
# PlayerInfo.player_stamina = stamina_component.stamina
|
# PlayerInfo.player_stamina = stamina_component.stamina
|
||||||
|
|
||||||
# I think we only want to do this for network master players now
|
player_info_index = PlayerInfo.register_player()
|
||||||
if is_network_master():
|
print ("Registered as player: ", player_info_index)
|
||||||
player_info_index = PlayerInfo.register_player()
|
player_data = PlayerInfo.get_player_data(player_info_index)
|
||||||
print ("Registered as player: ", player_info_index)
|
PlayerInfo.get_player_data(player_info_index).player_health = health_component.health
|
||||||
player_data = PlayerInfo.get_player_data(player_info_index)
|
print ("My health is: ", player_data.player_health)
|
||||||
PlayerInfo.get_player_data(player_info_index).player_health = health_component.health
|
player_data.player_inventory = player_inventory
|
||||||
print ("My health is: ", player_data.player_health)
|
player_data.player_stamina = stamina_component.stamina
|
||||||
player_data.player_inventory = player_inventory
|
|
||||||
player_data.player_stamina = stamina_component.stamina
|
|
||||||
else:
|
|
||||||
$Hurtbox_Component.hurtbox_entered_function = ''
|
|
||||||
|
|
||||||
# Set initial player position in world.
|
# Set initial player position in world.
|
||||||
global_position = LevelInfo.player_start_position
|
global_position = LevelInfo.player_start_position
|
||||||
|
|
@ -55,6 +54,9 @@ func _ready():
|
||||||
|
|
||||||
movement_component.state_stamina_cost = state_stamina_cost
|
movement_component.state_stamina_cost = state_stamina_cost
|
||||||
|
|
||||||
|
puppet_pos = position
|
||||||
|
|
||||||
|
|
||||||
#var stamina_recovery :float = 0.0
|
#var stamina_recovery :float = 0.0
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
|
|
@ -88,6 +90,10 @@ func _process(delta):
|
||||||
if _selected_item:
|
if _selected_item:
|
||||||
print("Switched Secondary item to: ", _selected_item.name)
|
print("Switched Secondary item to: ", _selected_item.name)
|
||||||
|
|
||||||
|
rset("puppet_pos", position)
|
||||||
|
else:
|
||||||
|
position = puppet_pos
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func hit_Receiver(damage):
|
func hit_Receiver(damage):
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user