start Multiplayer

This commit is contained in:
2023-01-15 23:59:12 +01:00
parent 5cfc0839f7
commit 1ef5d54d6c
11 changed files with 209 additions and 255 deletions

View File

@@ -2,6 +2,9 @@ extends CharacterBody3D
const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
@onready var label : Label = $CanvasLayer/Label
@onready var synchroniser = $Networking/MultiplayerSynchronizer
@onready var body : Node3D = $Body
@onready var head : Node3D = $Body/Head
@onready var cam : Camera3D = $Body/Head/Camera3D
@@ -26,9 +29,21 @@ const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
var floor_snap := Vector3.ZERO
func _ready():
synchroniser.set_multiplayer_authority(str(name).to_int())
cam.current = is_local_authority()
func is_local_authority():
return synchroniser.get_multiplayer_authority() == multiplayer.get_unique_id()
func _process(_delta):
if not is_local_authority():
return
label.text = "H Velocity: %3.2f" % [Vector2(velocity.x, velocity.z).length()]
label.text += "\nV Velocity: %3.2f" % [velocity.y]
label.text += "\nOn floor: %s" % is_on_floor()
func get_move_direction() -> Vector3:
var input_dir := Vector2(
Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward"),
Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
@@ -36,18 +51,21 @@ func get_move_direction() -> Vector3:
return input_dir.x * body.global_transform.basis.z + input_dir.y * body.global_transform.basis.x
func _input(event):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion:
rotate_look(event.relative * 0.001 * mouse_sensitivity)
if is_local_authority():
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion:
rotate_look(event.relative * 0.001 * mouse_sensitivity)
func rotate_look(amount : Vector2) -> void:
body.rotation.y -= amount.x
head.rotation.x = clamp(head.rotation.x - amount.y, -PI * 0.5, PI * 0.5)
func _physics_process(delta):
if !is_local_authority():
move_and_slide()
return
var was_on_floor : bool = is_on_floor()
var h_target_dir : Vector3 = get_move_direction()
@@ -79,7 +97,6 @@ func _physics_process(delta):
elif was_on_floor and !is_on_floor():
floor_snap = Vector3.ZERO
func accelerate(delta : float, p_target_dir : Vector3, p_target_speed : float, p_accel : float):
var current_speed : float = velocity.dot(p_target_dir)
var add_speed : float = p_target_speed - current_speed
@@ -87,7 +104,6 @@ func accelerate(delta : float, p_target_dir : Vector3, p_target_speed : float, p
var accel_speed : float = min(add_speed, p_accel * delta * p_target_speed)
velocity += p_target_dir * accel_speed
func apply_friction(delta : float):
#var vec : Vector3 = velocity

View File

@@ -47,7 +47,7 @@ func init():
can_shoot = true
InitialPos(DRAW_TIME, DRAW_TIME)
func InitialPos(draw_time, ready_time):
tween = create_tween()

View File

@@ -1,22 +1,22 @@
extends Node3D
const CONFIG_PATH = "weapons.cfg"
signal shoot
var state = 0
@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
@export var player_root : CharacterBody3D
@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
#@onready var crosshair = $Crosshair
var ALL_WEAPONS = {}
var weapons = []
var current_weapon = 0
var current_weapon_index = 0
var current_weapon = null
var mouse_mov : Vector3
var sway_lerp = 5
func _ready():
get_tree().get_current_scene().ready.connect(init)
get_tree().get_current_scene().game_loaded.connect(init)
func init():
var config = Runtimeloader.loadConfig(CONFIG_PATH) as ConfigFile
@@ -24,7 +24,98 @@ func init():
return
Init_Config(config)
ChangeWeapon(0)
var init_config = get_tree().get_current_scene().init_config
for w_name in init_config.get_value("PLAYER", "starting_weapons"):
GiveWeapon(w_name)
func GiveWeapon(weapon_name):
if weapon_name in ALL_WEAPONS and not ALL_WEAPONS[weapon_name] in weapons:
weapons.append(ALL_WEAPONS[weapon_name])
ChangeWeapon(posmod(current_weapon_index, weapons.size()))
func TakeWeapon(weapon_name):
if weapon_name in ALL_WEAPONS and ALL_WEAPONS[weapon_name] in weapons:
weapons.erase(ALL_WEAPONS[weapon_name])
ChangeWeapon(posmod(current_weapon_index, weapons.size()))
func _input(event):
if event is InputEventMouseMotion:
mouse_mov.y = clampf(-event.relative.x, -0.1, 0.1)
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
func _unhandled_input(_event):
if(weapons.size() == 0):
return
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
ChangeWeapon(posmod((current_weapon_index + 1),weapons.size()))
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
ChangeWeapon(posmod(current_weapon_index - 1,weapons.size()))
if Input.is_action_just_pressed("reload"):
current_weapon.Reload()
func ChangeWeapon(i):
if(current_weapon):
current_weapon.hide()
if(weapons.size() == 0):
current_weapon = null
return
current_weapon_index = i
current_weapon = weapons[current_weapon_index]
current_weapon.show()
current_weapon.init()
raycast.target_position.z = -current_weapon.RAY_LEN
var time = 0
func _process(delta):
if(current_weapon == null):
return
if Input.is_action_pressed("shoot") && current_weapon.Shoot():
if(current_weapon.HITSCAN):
HitScan()
else:
Projectile()
if Input.is_action_just_released("shoot"):
current_weapon.Release()
#SWAY
if mouse_mov != null && mouse_mov.length() > 0:
current_weapon.MODEL.rotation = current_weapon.MODEL.rotation.lerp(mouse_mov, sway_lerp * delta)
mouse_mov = Vector3.ZERO
else:
current_weapon.MODEL.rotation = current_weapon.MODEL.rotation.lerp(Vector3.ZERO, sway_lerp * delta)
#BOB
if player_root.velocity.length() > 0:
time += delta
var bobOscillate = sin(time * 4 * (2 * PI)) * 0.01
position.y = bobOscillate
bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
position.x = bobOscillate
func HitScan():
if(raycast.is_colliding()):
var target = raycast.get_collider()
print_debug("Hit target ", target.name, " with ", current_weapon.name, " ",current_weapon_index, ". Dealt damage ", current_weapon.DAMAGE)
if(raycast.get_collision_mask_value(10)):
if(target is Hitable):
target.Hit(current_weapon.DAMAGE)
func Projectile():
pass
func Init_Config(config):
for weapon in config.get_sections():
@@ -71,71 +162,4 @@ func Init_Config(config):
root.RELOAD_ANGULAR_MOMENTUM = config.get_value(weapon, "RELOAD_ANGULAR_MOMENTUM")
root.RELOAD_TIME = config.get_value(weapon, "RELOAD_TIME")
weapons.append(root)
func _input(event):
if event is InputEventMouseMotion:
mouse_mov.y = clampf(-event.relative.x, -0.1, 0.1)
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
func _unhandled_input(_event):
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
ChangeWeapon((current_weapon + 1) % weapons.size())
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
ChangeWeapon((current_weapon - 1) % weapons.size())
if Input.is_action_just_pressed("reload"):
weapons[current_weapon].Reload()
func ChangeWeapon(i):
weapons[current_weapon].hide()
current_weapon = i
weapons[current_weapon].show()
weapons[current_weapon].init()
raycast.target_position.z = -weapons[current_weapon].RAY_LEN
var time = 0
func _process(delta):
if Input.is_action_pressed("shoot") && weapons[current_weapon].Shoot():
shoot.emit(0.20, 0.15)
if(weapons[current_weapon].HITSCAN):
HitScan()
else:
Projectile()
if Input.is_action_just_released("shoot"):
weapons[current_weapon].Release()
#SWAY
if mouse_mov != null && mouse_mov.length() > 0:
weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(mouse_mov, sway_lerp * delta)
mouse_mov = Vector3.ZERO
else:
weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(Vector3.ZERO, sway_lerp * delta)
#BOB
if player_root.velocity.length() > 0:
time += delta
var bobOscillate = sin(time * 4 * (2 * PI)) * 0.01
position.y = bobOscillate
bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
position.x = bobOscillate
func HitScan():
if(raycast.is_colliding()):
var target = raycast.get_collider()
print_debug("Hit target ", target.name, " with ", weapons[current_weapon].MODEL.name, " ",current_weapon, ". Dealt damage ", weapons[current_weapon].DAMAGE)
if(raycast.get_collision_mask_value(10)):
if(target is Hitable):
target.Hit(weapons[current_weapon].DAMAGE)
func Projectile():
pass
ALL_WEAPONS[root.name] = root