broken ass code'
This commit is contained in:
parent
a88607a316
commit
c3e5073011
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@ -0,0 +1,19 @@
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extends Control
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@onready var level := Level.find_level(self)
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const personal_msg_1 := "You're not it, run!"
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const personal_msg_2 := "You're it, run!"
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func get_player() -> Player:
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return owner.get_parent()
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func _ready():
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level.state_enter_tagger_change.connect(tagger_change)
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func tagger_change(next: Player):
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if get_player() == next:
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$Label.text = personal_msg_2
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else:
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$Label.text = personal_msg_1
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@ -1,6 +1,7 @@
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[gd_scene load_steps=3 format=3 uid="uid://brgqf2ebuyhuy"]
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[gd_scene load_steps=4 format=3 uid="uid://brgqf2ebuyhuy"]
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[ext_resource type="Script" path="res://camera/camera.gd" id="1_veqr4"]
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[ext_resource type="Script" path="res://camera/camera.gd" id="1_veqr4"]
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[ext_resource type="Script" path="res://camera/PersonalUI.gd" id="2_u54jc"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_5lewf"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_5lewf"]
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@ -16,3 +17,26 @@ margin = 0.5
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[node name="Camera3D" type="Camera3D" parent="SpringArm3D"]
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[node name="Camera3D" type="Camera3D" parent="SpringArm3D"]
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unique_name_in_owner = true
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unique_name_in_owner = true
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[node name="PersonalUI" type="Control" parent="."]
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layout_mode = 3
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anchors_preset = 12
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_top = -126.0
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grow_horizontal = 2
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grow_vertical = 0
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size_flags_vertical = 8
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script = ExtResource("2_u54jc")
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[node name="Label" type="Label" parent="PersonalUI"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -20.0
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offset_right = 20.0
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offset_bottom = 23.0
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grow_horizontal = 2
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theme_override_colors/font_color = Color(1, 0, 0, 1)
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@ -14,4 +14,6 @@ func spawn_player(owner_id: int):
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return player
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return player
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func despawn_player(owner_id: int):
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func despawn_player(owner_id: int):
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get_node(spawn_path).get_node(str(owner_id)).queue_free()
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var node := get_node(spawn_path).get_node(str(owner_id))
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node.queue_free()
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await node.tree_exited
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@ -9,6 +9,7 @@ enum GameState {
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}
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}
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var game_state: GameState = GameState.WAITING
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var game_state: GameState = GameState.WAITING
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var safe_player: Player
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var game_tagger: Player
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var game_tagger: Player
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signal state_change(old: GameState, new: GameState)
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signal state_change(old: GameState, new: GameState)
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@ -19,13 +20,18 @@ signal state_leave_tagger_ungrounded
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signal state_enter_tagger_change(new_tagger: Player)
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signal state_enter_tagger_change(new_tagger: Player)
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signal state_leave_tagger_change
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signal state_leave_tagger_change
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const MIN_PLAYERS := 2
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const MIN_PLAYERS := 3
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const global_msg_1 := "Waiting for at least {min_players} players to join"
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const global_msg_1 := "Waiting for at least {min_players} players to join"
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const global_msg_2 := "Game is starting soon, {tagger_username} is it!"
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const global_msg_2 := "Game is starting soon, {tagger_username} is it!"
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const global_msg_3 := "{tagger_username} is it! Run!"
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const global_msg_3 := "{tagger_username} is it! Run!"
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const global_msg_4 := "{old_tagger_username} caught {tagger_username}!"
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const global_msg_4 := "{old_tagger_username} caught {tagger_username}!"
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const global_msg_5 := "{old_tagger_username} left. {tagger_username} is now it!"
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const global_msg_5 := "{old_tagger_username} left. {tagger_username} is now it!"
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@rpc("any_peer", "reliable", "call_local")
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func push_global_message(msg: String):
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%GlobalMessage.text = msg
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print(msg)
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func set_tagger_grounded(v: bool):
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func set_tagger_grounded(v: bool):
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if v and game_state == GameState.TAGGER_CHANGE:
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if v and game_state == GameState.TAGGER_CHANGE:
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_change_state(GameState.TAGGER_GROUNDED)
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_change_state(GameState.TAGGER_GROUNDED)
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@ -40,12 +46,14 @@ func set_tagger_grounded(v: bool):
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func not_enough_players() -> bool:
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func not_enough_players() -> bool:
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if %Players.get_children().size() < MIN_PLAYERS:
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if %Players.get_children().size() < MIN_PLAYERS:
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game_tagger = null
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_change_state(GameState.WAITING)
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_change_state(GameState.WAITING)
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%GlobalMessage.text = global_msg_1.format({"min_players": MIN_PLAYERS})
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push_global_message.rpc(global_msg_1.format({"min_players": MIN_PLAYERS}))
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return true
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return true
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return false
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return false
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func change_to_random_tagger():
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func change_to_random_tagger():
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safe_player = null
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game_tagger = %Players.get_children().pick_random()
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game_tagger = %Players.get_children().pick_random()
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_change_state(GameState.TAGGER_CHANGE)
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_change_state(GameState.TAGGER_CHANGE)
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@ -55,19 +63,32 @@ func tagger_left_game():
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var old_tagger_username := game_tagger.username
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var old_tagger_username := game_tagger.username
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change_to_random_tagger()
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change_to_random_tagger()
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var tagger_username := game_tagger.username
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var tagger_username := game_tagger.username
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%GlobalMessage.text = global_msg_5.format({
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push_global_message.rpc(global_msg_5.format({
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"old_tagger_username": old_tagger_username,
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"old_tagger_username": old_tagger_username,
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"tagger_username": tagger_username})
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"tagger_username": tagger_username}))
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func set_tagger(who: Player):
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func set_tagger(who: Player):
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if game_state == GameState.WAITING:
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safe_player = game_tagger
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return
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game_tagger.tree_exiting.disconnect(tagger_left_game)
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who.tree_exiting.connect(tagger_left_game)
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game_tagger = who
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game_tagger = who
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_change_state(GameState.TAGGER_CHANGE)
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_change_state(GameState.TAGGER_CHANGE)
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func _change_state(new_state: GameState):
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func _change_state(new_state: GameState):
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var id := -1
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if game_tagger != null:
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id = game_tagger.get_multiplayer_authority()
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var safe_player_id := -1
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if safe_player != null:
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safe_player_id = safe_player.get_multiplayer_authority()
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_change_state_full.rpc(new_state, id, safe_player_id)
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@rpc("any_peer", "reliable", "call_local")
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func _change_state_full(new_state: GameState, new_tagger_id: int, new_safe_player_id: int):
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game_tagger = null
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safe_player = null
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if new_tagger_id != -1:
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game_tagger = find_player_by_id(new_tagger_id)
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if new_safe_player_id != -1:
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safe_player = find_player_by_id(new_safe_player_id)
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if game_state == new_state:
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if game_state == new_state:
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return
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return
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if new_state == GameState.WAITING:
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if new_state == GameState.WAITING:
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@ -90,21 +111,65 @@ func _change_state(new_state: GameState):
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if old_state == GameState.TAGGER_CHANGE:
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if old_state == GameState.TAGGER_CHANGE:
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state_leave_tagger_change.emit()
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state_leave_tagger_change.emit()
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func tagging_possible(_tagger: Player, tagee: Player) -> bool:
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if game_state != GameState.TAGGER_GROUNDED and game_state != GameState.TAGGER_UNGROUNDED:
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return false
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return safe_player != tagee
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func _ready():
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func _ready():
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# Hacky way to start level without going though multiplayer screens
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# Hacky way to start level without going though multiplayer screens
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if get_parent() == get_tree().root:
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if get_parent() == get_tree().root:
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%PlayerSpawner.spawn(multiplayer.get_unique_id())
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%PlayerSpawner.spawn(multiplayer.get_unique_id())
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func player_ground(v: bool, player: Player):
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if game_tagger == player:
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set_tagger_grounded(v)
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func player_tag(who: Player, player: Player):
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if not tagging_possible(player, who) or game_tagger != player:
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return
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var old_tagger_username := game_tagger.username
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var tagger_username := player.username
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push_global_message.rpc(global_msg_4.format({
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"old_tagger_username": old_tagger_username,
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"tagger_username": tagger_username}))
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set_tagger(who)
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func start_game():
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change_to_random_tagger()
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push_global_message.rpc(global_msg_3.format({"tagger_username" : game_tagger.username}))
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# Called from the server
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# Called from the server
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func server_add_player(id: int):
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func server_add_player(id: int):
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%PlayerSpawner.spawn(id)
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%PlayerSpawner.spawn(id)
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if not not_enough_players() and game_state == GameState.WAITING:
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start_game()
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func server_remove_player(id: int):
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func server_remove_player(id: int):
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%PlayerSpawner.despawn_player(id)
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var player := find_player_by_id(id)
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var tagger_left := (game_tagger == player)
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await %PlayerSpawner.despawn_player(id)
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if not_enough_players():
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return
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if tagger_left:
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tagger_left_game()
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func client_add_player(player: Player):
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if not player.is_multiplayer_authority():
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return
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player.ground.connect(player_ground.bind(player))
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player.tag.connect(player_tag.bind(player))
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func client_remove_player(_node):
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pass
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static func find_level(node: Node) -> Level:
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static func find_level(node: Node) -> Level:
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while not (node is Level):
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while not (node is Level):
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node = node.get_parent()
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node = node.get_parent()
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return node
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return node
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func find_player_by_id(id: int) -> Player:
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return %Players.get_node(str(id))
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@ -15,9 +15,6 @@ size = Vector2(100, 100)
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size = Vector3(100, 100, 1)
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size = Vector3(100, 100, 1)
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_285vp"]
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_285vp"]
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properties/0/path = NodePath("SharedUI/SharedMessage:text")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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[node name="level" instance=ExtResource("1_s37in")]
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[node name="level" instance=ExtResource("1_s37in")]
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script = ExtResource("2_s1bx6")
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script = ExtResource("2_s1bx6")
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@ -92,8 +89,12 @@ unique_name_in_owner = true
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layout_mode = 2
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layout_mode = 2
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offset_right = 1152.0
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offset_right = 1152.0
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offset_bottom = 23.0
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offset_bottom = 23.0
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theme_override_colors/font_color = Color(1, 0, 0, 1)
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text = "Waiting for at least 2 players to join"
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text = "Waiting for at least 2 players to join"
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horizontal_alignment = 1
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horizontal_alignment = 1
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." index="10"]
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." index="10"]
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replication_config = SubResource("SceneReplicationConfig_285vp")
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replication_config = SubResource("SceneReplicationConfig_285vp")
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[connection signal="despawned" from="PlayerSpawner" to="." method="client_remove_player"]
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[connection signal="spawned" from="PlayerSpawner" to="." method="client_add_player"]
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@ -12,12 +12,23 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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# Set by camera child, switch to signals if becomes too spaghetti
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# Set by camera child, switch to signals if becomes too spaghetti
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var movement_dir: Vector2 = Vector2.ZERO
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var movement_dir: Vector2 = Vector2.ZERO
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# Signals fire continously every frame they're true
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signal tag(player: Player)
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signal ground(v: bool)
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func _process(_delta):
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ground.emit(is_on_ground())
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var player := get_first_bumper()
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if player != null:
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tag.emit(player)
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# Using signals to maintain a list of currently colliding players because it simplifies
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# Using signals to maintain a list of currently colliding players because it simplifies
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# Memory management substantially since nodes are not GC'd
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# Memory management substantially since nodes are not GC'd
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# Connected nodes are the colliding nodes
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# Connected nodes are the colliding nodes
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signal is_bumping(src: Player)
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signal check_bumping(src: Player)
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var _is_grounded := false
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var _is_grounded := false
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signal is_grounded
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signal check_grounded
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func _ready():
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func _ready():
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if username == "":
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if username == "":
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@ -25,7 +36,7 @@ func _ready():
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func is_on_ground() -> bool:
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func is_on_ground() -> bool:
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_is_grounded = false
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_is_grounded = false
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is_grounded.emit(self)
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check_grounded.emit(self)
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var v := _is_grounded
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var v := _is_grounded
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_is_grounded = false
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_is_grounded = false
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return v
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return v
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@ -55,7 +66,7 @@ func _bump_check(src: Player):
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func get_first_bumper() -> Player:
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func get_first_bumper() -> Player:
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_first_bumper = null
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_first_bumper = null
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is_bumping.emit(self)
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check_bumping.emit(self)
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var player := _first_bumper
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var player := _first_bumper
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_first_bumper = null
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_first_bumper = null
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return player
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return player
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@ -64,26 +75,26 @@ func _on_tag_detection_area_entered(area):
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if not (area.get_parent() is Player):
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if not (area.get_parent() is Player):
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return
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return
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var _other_player: Player = area.get_parent()
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var _other_player: Player = area.get_parent()
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if is_bumping.is_connected(_bump_check):
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if check_bumping.is_connected(_bump_check):
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return
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return
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is_bumping.connect(_bump_check)
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check_bumping.connect(_bump_check)
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func _on_tag_detection_area_exited(area):
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func _on_tag_detection_area_exited(area):
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if not (area.get_parent() is Player):
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if not (area.get_parent() is Player):
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return
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return
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var _other_player: Player = area.get_parent()
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var _other_player: Player = area.get_parent()
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if not is_bumping.is_connected(_bump_check):
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if not check_bumping.is_connected(_bump_check):
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return
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return
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is_bumping.disconnect(_bump_check)
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check_bumping.disconnect(_bump_check)
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func _on_tag_detection_body_entered(body):
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func _on_tag_detection_body_entered(body):
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if "grounded" in body:
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if "grounded" in body:
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if not is_grounded.is_connected(body.grounded):
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if not check_grounded.is_connected(body.grounded):
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is_grounded.connect(body.grounded)
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check_grounded.connect(body.grounded)
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func _on_tag_detection_body_exited(body):
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func _on_tag_detection_body_exited(body):
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if "grounded" in body:
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if "grounded" in body:
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if is_grounded.is_connected(body.grounded):
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if check_grounded.is_connected(body.grounded):
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is_grounded.disconnect(body.grounded)
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check_grounded.disconnect(body.grounded)
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