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11 Commits

16 changed files with 305 additions and 67 deletions

19
camera/PersonalUI.gd Normal file
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@ -0,0 +1,19 @@
extends Control
@onready var level := Level.find_level(self)
const personal_msg_1 := "You're not it, run!"
const personal_msg_2 := "You're it, run!"
func get_player() -> Player:
return owner.get_parent()
func _ready():
level.state_enter_tagger_change.connect(tagger_change)
func tagger_change(next: Player):
if get_player() == next:
$Label.text = personal_msg_2
else:
$Label.text = personal_msg_1

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@ -1,6 +1,9 @@
[gd_scene load_steps=2 format=3 uid="uid://brgqf2ebuyhuy"]
[gd_scene load_steps=4 format=3 uid="uid://brgqf2ebuyhuy"]
[ext_resource type="Script" path="res://camera/camera.gd" id="1_veqr4"]
[ext_resource type="Script" path="res://camera/PersonalUI.gd" id="2_u54jc"]
[sub_resource type="SphereShape3D" id="SphereShape3D_5lewf"]
[node name="Camera" type="Node3D"]
script = ExtResource("1_veqr4")
@ -8,8 +11,32 @@ script = ExtResource("1_veqr4")
[node name="SpringArm3D" type="SpringArm3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 2)
shape = SubResource("SphereShape3D_5lewf")
spring_length = 2.0
margin = 0.5
[node name="Camera3D" type="Camera3D" parent="SpringArm3D"]
unique_name_in_owner = true
[node name="PersonalUI" type="Control" parent="."]
layout_mode = 3
anchors_preset = 12
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = -126.0
grow_horizontal = 2
grow_vertical = 0
size_flags_vertical = 8
script = ExtResource("2_u54jc")
[node name="Label" type="Label" parent="PersonalUI"]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -20.0
offset_right = 20.0
offset_bottom = 23.0
grow_horizontal = 2
theme_override_colors/font_color = Color(1, 0, 0, 1)

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@ -6,9 +6,14 @@ func _ready():
func spawn_player(owner_id: int):
var player := preload("res://player/player.tscn").instantiate()
player.name = str(owner_id)
player.set_multiplayer_authority(owner_id)
if multiplayer.get_unique_id() == owner_id:
var camera := preload("res://camera/camera.tscn").instantiate()
player.add_child(camera)
return player
func despawn_player(owner_id: int):
var node := get_node(spawn_path).get_node(str(owner_id))
node.queue_free()
await node.tree_exited

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@ -1,4 +0,0 @@
extends StaticBody3D
func grounded(src: Player):
src._is_grounded = true

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@ -19,6 +19,18 @@ signal state_leave_tagger_ungrounded
signal state_enter_tagger_change(new_tagger: Player)
signal state_leave_tagger_change
const MIN_PLAYERS := 2
const global_msg_1 := "Waiting for at least {min_players} players to join"
const global_msg_2 := "Game is starting soon, {tagger_username} is it!"
const global_msg_3 := "{tagger_username} is it! Run!"
const global_msg_4 := "{old_tagger_username} caught {tagger_username}!"
const global_msg_5 := "{old_tagger_username} left. {tagger_username} is now it!"
@rpc("any_peer", "reliable", "call_local")
func push_global_message(msg: String):
%GlobalMessage.text = msg
print(msg)
func set_tagger_grounded(v: bool):
if v and game_state == GameState.TAGGER_CHANGE:
_change_state(GameState.TAGGER_GROUNDED)
@ -30,13 +42,44 @@ func set_tagger_grounded(v: bool):
if v and game_state == GameState.TAGGER_UNGROUNDED:
_change_state(GameState.TAGGER_GROUNDED)
func set_tagger(who: Player):
if game_state == GameState.WAITING:
func not_enough_players() -> bool:
if %Players.get_children().size() < MIN_PLAYERS:
game_tagger = null
_change_state(GameState.WAITING)
push_global_message.rpc(global_msg_1.format({"min_players": MIN_PLAYERS}))
return true
return false
func change_to_random_tagger():
game_tagger = %Players.get_children().pick_random()
_change_state(GameState.TAGGER_CHANGE)
func tagger_left_game():
if not_enough_players():
return
var old_tagger_username := game_tagger.username
change_to_random_tagger()
var tagger_username := game_tagger.username
push_global_message.rpc(global_msg_5.format({
"old_tagger_username": old_tagger_username,
"tagger_username": tagger_username}))
func set_tagger(who: Player):
game_tagger = who
_change_state(GameState.TAGGER_CHANGE)
func _change_state(new_state: GameState):
var id := -1
if game_tagger != null:
id = game_tagger.get_multiplayer_authority()
_change_state_full.rpc(new_state, id)
@rpc("any_peer", "reliable", "call_local")
func _change_state_full(new_state: GameState, new_tagger_id: int):
game_tagger = null
if new_tagger_id != -1:
game_tagger = find_player_by_id(new_tagger_id)
if game_state == new_state:
return
if new_state == GameState.WAITING:
@ -59,18 +102,72 @@ func _change_state(new_state: GameState):
if old_state == GameState.TAGGER_CHANGE:
state_leave_tagger_change.emit()
func tagging_possible(_tagger: Player, tagee: Player) -> bool:
if game_state != GameState.TAGGER_GROUNDED and game_state != GameState.TAGGER_UNGROUNDED:
return false
return true
func _ready():
# Hacky way to start level without going though multiplayer screens
if get_parent() == get_tree().root:
%PlayerSpawner.spawn(multiplayer.get_unique_id())
func player_ground(v: bool, player: Player):
if game_tagger == player:
set_tagger_grounded(v)
func teleport(who: Player):
if not who.is_multiplayer_authority():
push_error("Don't have the authority to teleport")
return
who.position = Vector3.ZERO
func player_tag(who: Player, player: Player):
if not tagging_possible(player, who) or game_tagger != player:
return
var old_tagger_username := game_tagger.username
var tagger_username := player.username
push_global_message.rpc(global_msg_4.format({
"old_tagger_username": old_tagger_username,
"tagger_username": tagger_username}))
teleport(player)
set_tagger(who)
func start_game():
change_to_random_tagger()
push_global_message.rpc(global_msg_3.format({"tagger_username" : game_tagger.username}))
# Called from the server
func server_add_player(id: int):
%PlayerSpawner.spawn(id)
if not not_enough_players() and game_state == GameState.WAITING:
start_game()
func server_remove_player(id: int):
var player := find_player_by_id(id)
var tagger_left := (game_tagger == player)
await %PlayerSpawner.despawn_player(id)
if not_enough_players():
return
if tagger_left:
tagger_left_game()
func client_add_player(player: Player):
if not player.is_multiplayer_authority():
return
player.ground.connect(player_ground.bind(player))
player.tag.connect(player_tag.bind(player))
func client_remove_player(_node):
pass
static func find_level(node: Node) -> Level:
while not (node is Level):
node = node.get_parent()
return node
func find_player_by_id(id: int) -> Player:
return %Players.get_node(str(id))

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@ -1,9 +1,8 @@
[gd_scene load_steps=12 format=3 uid="uid://b00brfkibo5cj"]
[gd_scene load_steps=13 format=3 uid="uid://b00brfkibo5cj"]
[ext_resource type="PackedScene" uid="uid://bq654gwim6col" path="res://level/level.glb" id="1_s37in"]
[ext_resource type="Environment" uid="uid://covjrwmk4rplw" path="res://level/world_environment.tres" id="2_ptkl6"]
[ext_resource type="Script" path="res://level/level.gd" id="2_s1bx6"]
[ext_resource type="Script" path="res://level/StaticBody3D.gd" id="4_6rwm2"]
[ext_resource type="Script" path="res://addons/smoother/smoother.gd" id="5_2tyle"]
[ext_resource type="Script" path="res://level/PlayerSpawner.gd" id="6_7ww0m"]
[ext_resource type="MeshLibrary" uid="uid://cgh6y5j8wgi36" path="res://level/mesh_library/level_mesh_library.glb" id="6_d34iv"]
@ -18,6 +17,11 @@ size = Vector3(2, 0.1, 2)
size = Vector2(100, 100)
[sub_resource type="BoxShape3D" id="BoxShape3D_m3lo5"]
size = Vector3(100, 100, 1)
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_285vp"]
[sub_resource type="BoxShape3D" id="BoxShape3D_0y3ka"]
[node name="level" instance=ExtResource("1_s37in")]
script = ExtResource("2_s1bx6")
@ -33,7 +37,6 @@ transform = Transform3D(25.5862, 0, 0, 0, 25.5862, 0, 0, 0, 25.5862, 0.00464344,
visible = false
[node name="StaticBody3D" type="StaticBody3D" parent="Plane" index="0" groups=["ground"]]
script = ExtResource("4_6rwm2")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Plane/StaticBody3D" index="0"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0)
@ -48,7 +51,7 @@ visible = false
[node name="Players" type="Node3D" parent="." index="3"]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 11.4823, 12, 16.4239)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.78702, 68.686, -4.61699)
[node name="PlayerSpawner" type="MultiplayerSpawner" parent="." index="4"]
unique_name_in_owner = true
@ -78,7 +81,7 @@ data = {
}
metadata/_editor_floor_ = Vector3(0, 2, 0)
[node name="MeshInstance3D" type="MeshInstance3D" parent="." index="8"]
[node name="MeshInstance3D" type="MeshInstance3D" parent="." index="8" groups=["ground"]]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0.001, 0, 0)
mesh = SubResource("QuadMesh_8lqeb")
skeleton = NodePath("../Cube")
@ -86,5 +89,29 @@ skeleton = NodePath("../Cube")
[node name="StaticBody3D" type="StaticBody3D" parent="MeshInstance3D" index="0"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="MeshInstance3D/StaticBody3D" index="0"]
transform = Transform3D(100, 0, 0, 0, 100, 0, 0, 0, 1, 0, 0, -0.5)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5)
shape = SubResource("BoxShape3D_m3lo5")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." index="9"]
replication_config = SubResource("SceneReplicationConfig_285vp")
[node name="SharedUI" type="Control" parent="." index="10"]
layout_mode = 3
anchors_preset = 0
offset_right = 40.0
offset_bottom = 40.0
[node name="GlobalMessage" type="Label" parent="SharedUI" index="0"]
unique_name_in_owner = true
layout_mode = 0
offset_right = 40.0
offset_bottom = 23.0
[node name="Ground" type="Area3D" parent="." index="11" groups=["ground"]]
transform = Transform3D(9, 0, 0, 0, 9, 0, 0, 0, 9, 4.85232, 7.93442, -4.42363)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground" index="0"]
shape = SubResource("BoxShape3D_0y3ka")
[connection signal="despawned" from="PlayerSpawner" to="." method="client_remove_player"]
[connection signal="spawned" from="PlayerSpawner" to="." method="client_add_player"]

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@ -5,29 +5,40 @@ class_name Player
@export var SPEED = 5.0
@export var JUMP_VELOCITY = 4.5
var username: String = ""
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
# Set by camera child, switch to signals if becomes too spaghetti
var movement_dir: Vector2 = Vector2.ZERO
# Using signals to maintain a list of currently colliding players because it simplifies
# Memory management substantially since nodes are not GC'd
# Connected nodes are the colliding nodes
signal is_bumping(src: Player)
var _is_grounded := false
signal is_grounded
# Signals fire continously every frame they're true
signal tag(player: Player)
signal ground(v: bool)
func _process(_delta):
ground.emit(is_on_ground())
var player := get_first_tagging()
if player != null:
print("tag")
tag.emit(player)
# Signals being abused as weak hashsets
# Never emit
signal player_tagging_hashset
signal ground_touching_hashset
func _ready():
if username == "":
username = "Player " + name
$Sphere.set_instance_shader_parameter("color", Color.DARK_ORANGE)
func is_on_ground() -> bool:
_is_grounded = false
is_grounded.emit()
var v := _is_grounded
_is_grounded = false
return v
return player_tagging_hashset.get_connections().size() > 0
func _physics_process(delta):
print(is_on_ground())
if not is_on_floor():
velocity.y -= gravity * delta
@ -43,44 +54,39 @@ func _physics_process(delta):
move_and_slide()
var _first_bumper: Player = null
func id():
return self
func _bump_check(src: Player):
if src._first_bumper == null:
src._first_bumper = self
func get_first_bumper() -> Player:
_first_bumper = null
is_bumping.emit(self)
var player := _first_bumper
_first_bumper = null
return player
func get_first_tagging() -> Player:
var connections := player_tagging_hashset.get_connections()
if connections.size() == 0:
return null
return connections[0]["callable"].call()
func _on_tag_detection_area_entered(area):
if not (area.get_parent() is Player):
if not (area.get_parent() is Player) or area.get_parent() == self:
return
var _other_player: Player = area.get_parent()
if is_bumping.is_connected(_bump_check):
var other_player: Player = area.get_parent()
if player_tagging_hashset.is_connected(other_player.id):
return
is_bumping.connect(_bump_check)
player_tagging_hashset.connect(other_player.id)
func _on_tag_detection_area_exited(area):
if not (area.get_parent() is Player):
if not (area.get_parent() is Player) or area.get_parent() == self:
return
var _other_player: Player = area.get_parent()
if not is_bumping.is_connected(_bump_check):
var other_player: Player = area.get_parent()
if not player_tagging_hashset.is_connected(other_player.id):
return
is_bumping.disconnect(_bump_check)
player_tagging_hashset.disconnect(other_player.id)
func _on_tag_detection_body_entered(body):
if body.is_in_group("ground"):
print("fuck")
if not is_grounded.is_connected(body.grounded):
is_grounded.connect(body.grounded)
func _on_ground_detection_node_entered(node: Node):
if node.is_in_group("ground"):
if not ground_touching_hashset.is_connected(node.get_tree):
ground_touching_hashset.connect(node.get_tree)
func _on_tag_detection_body_exited(body):
if body.is_in_group("ground"):
if is_grounded.is_connected(body.grounded):
is_grounded.disconnect(body.grounded)
func _on_ground_detection_node_exited(node: Node):
if node.is_in_group("ground"):
if ground_touching_hashset.is_connected(node.get_tree):
ground_touching_hashset.disconnect(node.get_tree)

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@ -29,6 +29,13 @@ animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
import_script/path=""
_subresources={}
_subresources={
"materials": {
"skin": {
"use_external/enabled": true,
"use_external/path": "res://player/player_color.tres"
}
}
}
gltf/naming_version=1
gltf/embedded_image_handling=1

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@ -26,13 +26,20 @@ replication_config = SubResource("SceneReplicationConfig_u4bmc")
shape = SubResource("SphereShape3D_t1htn")
[node name="TagDetection" type="Area3D" parent="." index="3"]
collision_layer = 8388608
collision_mask = 8388608
collision_layer = 8388609
collision_mask = 8388609
[node name="CollisionShape3D" type="CollisionShape3D" parent="TagDetection" index="0"]
shape = SubResource("SphereShape3D_ylark")
[node name="GroundDetection" type="Area3D" parent="." index="4"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="GroundDetection" index="0"]
shape = SubResource("SphereShape3D_ylark")
[connection signal="area_entered" from="TagDetection" to="." method="_on_tag_detection_area_entered"]
[connection signal="area_exited" from="TagDetection" to="." method="_on_tag_detection_area_exited"]
[connection signal="body_entered" from="TagDetection" to="." method="_on_tag_detection_body_entered"]
[connection signal="body_exited" from="TagDetection" to="." method="_on_tag_detection_body_exited"]
[connection signal="area_entered" from="GroundDetection" to="." method="_on_ground_detection_node_entered"]
[connection signal="area_exited" from="GroundDetection" to="." method="_on_ground_detection_node_exited"]
[connection signal="body_entered" from="GroundDetection" to="." method="_on_ground_detection_node_entered"]
[connection signal="body_exited" from="GroundDetection" to="." method="_on_ground_detection_node_exited"]

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@ -0,0 +1,8 @@
shader_type spatial;
instance uniform vec3 color : source_color;
void fragment() {
ALBEDO = color;
// Called for every pixel the material is visible on.
}

7
player/player_color.tres Normal file
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@ -0,0 +1,7 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://k5oba64lxvnw"]
[ext_resource type="Shader" path="res://player/player_color.gdshader" id="1_mfu2j"]
[resource]
render_priority = 0
shader = ExtResource("1_mfu2j")

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@ -39,7 +39,11 @@ FmodManager="*res://addons/fmod/FmodManager.gd"
[editor_plugins]
enabled=PackedStringArray("res://addons/fmod/plugin.cfg", "res://addons/godot_gltf2meshlib-6391ec247cc04f5fe89243b24fad68bc2ed2a96b/addons/gltf2meshlib/plugin.cfg")
enabled=PackedStringArray("res://addons/godot_gltf2meshlib-6391ec247cc04f5fe89243b24fad68bc2ed2a96b/addons/gltf2meshlib/plugin.cfg")
[filesystem]
import/fbx/enabled=false
[input]

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@ -1,3 +1,5 @@
# Runs server side per game
extends Node
var port: int
@ -10,7 +12,12 @@ func _ready():
peer.create_server(port, MAX_CLIENTS)
m.multiplayer_peer = peer
m.peer_connected.connect(peer_connected)
m.peer_disconnected.connect(peer_disconnected)
func peer_connected(id: int):
print("Client " + str(id) + "connected to lobby " + str(get_path()))
$level.server_add_player(id)
func peer_disconnected(id: int):
print("Client " + str(id) + "disconnected to lobby " + str(get_path()))
$level.server_remove_player(id)

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@ -6,8 +6,8 @@ signal join_lobby(addr: String, port: int)
func add(port: int):
var lobby_button := preload("res://server/lobby_list_entry.tscn").instantiate()
var addr := "127.0.0.1"
var peer := (multiplayer.multiplayer_peer as ENetMultiplayerPeer).get_peer(1)
if peer != null:
if not multiplayer.is_server():
var peer := (multiplayer.multiplayer_peer as ENetMultiplayerPeer).get_peer(1)
addr = peer.get_remote_address()
lobby_button.address = addr
lobby_button.port = port

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@ -1,4 +1,3 @@
Two types of servers / clients
One for lobby management and one for actual game
server.gd and client_lobbies.gd handle the former
and lobby.gd and client.gd handle the latter
server.gd and client_lobbies.gd handle lobby management
and lobby.gd and client.gd handle the actual game

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@ -1,8 +1,30 @@
[gd_scene load_steps=2 format=3 uid="uid://3ksclx7iiepo"]
[gd_scene load_steps=3 format=3 uid="uid://3ksclx7iiepo"]
[sub_resource type="GDScript" id="GDScript_tqnee"]
script/source = "extends Node3D
var stuff := Dictionary()
signal more_stuff
func _ready():
var v := Node.new()
stuff[v] = null
more_stuff.connect(v.get_tree)
v.free()
await Engine.get_main_loop().process_frame
print(stuff.keys())
print(more_stuff.get_connections())
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
"
[sub_resource type="MeshLibrary" id="MeshLibrary_8y7oa"]
[node name="Foo" type="Node3D"]
script = SubResource("GDScript_tqnee")
[node name="GridMap" type="GridMap" parent="."]
mesh_library = SubResource("MeshLibrary_8y7oa")