Fix multiplayer

This commit is contained in:
2023-09-04 07:20:33 -07:00
parent c32bbfe45a
commit c2239d240e
16 changed files with 954 additions and 124 deletions

View File

@@ -1,85 +1,5 @@
using Godot;
using Godot;
public partial class Character : CharacterBody3D
{
[Export]
private PackedScene _fireProjectile;
[Export]
private PackedScene _altFireProjectile;
[Export]
private float _speed = 3.0f;
public bool CanShoot { get; private set; }
private GameManager _gameManager;
public override void _Ready()
{
CanShoot = true;
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
}
public override void _PhysicsProcess(double delta)
{
if (!_gameManager.IsSelectingCharacter)
{
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("exit"))
GetTree().Quit();
if (!_gameManager.IsSelectingCharacter)
{
if (Input.IsActionJustPressed($"p1_fire") && CanShoot)
Fire();
if (Input.IsActionJustPressed($"p1_altfire") && CanShoot)
AltFire();
}
}
private Vector3 CalculateCharacterMovement(double delta)
{
var velocity = Velocity;
var inputDir = Input.GetVector($"p1_left", $"p1_right", $"p1_up", $"p1_down");
var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
return velocity;
}
private async void Fire()
{
var projectile = _fireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
private async void AltFire()
{
var projectile = _altFireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
}
}

79
Scripts/Character1.cs Normal file
View File

@@ -0,0 +1,79 @@
using Godot;
public partial class Character1 : Character
{
[Export]
private PackedScene _fireProjectile;
[Export]
private PackedScene _altFireProjectile;
[Export]
private float _speed = 3.0f;
public bool CanShoot { get; private set; }
private GameManager _gameManager;
public override void _Ready()
{
CanShoot = true;
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
}
public override void _PhysicsProcess(double delta)
{
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("exit"))
GetTree().Quit();
if (Input.IsActionJustPressed($"p1_fire") && CanShoot)
Fire();
if (Input.IsActionJustPressed($"p1_altfire") && CanShoot)
AltFire();
}
private Vector3 CalculateCharacterMovement(double delta)
{
var velocity = Velocity;
var inputDir = Input.GetVector($"p1_left", $"p1_right", $"p1_up", $"p1_down");
var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
return velocity;
}
private async void Fire()
{
var projectile = _fireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
private async void AltFire()
{
var projectile = _altFireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
}

79
Scripts/Character2.cs Normal file
View File

@@ -0,0 +1,79 @@
using Godot;
public partial class Character2 : Character
{
[Export]
private PackedScene _fireProjectile;
[Export]
private PackedScene _altFireProjectile;
[Export]
private float _speed = 3.0f;
public bool CanShoot { get; private set; }
private GameManager _gameManager;
public override void _Ready()
{
CanShoot = true;
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
}
public override void _PhysicsProcess(double delta)
{
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("exit"))
GetTree().Quit();
if (Input.IsActionJustPressed($"p2_fire") && CanShoot)
Fire();
if (Input.IsActionJustPressed($"p2_altfire") && CanShoot)
AltFire();
}
private Vector3 CalculateCharacterMovement(double delta)
{
var velocity = Velocity;
var inputDir = Input.GetVector($"p2_left", $"p2_right", $"p2_up", $"p2_down");
var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
return velocity;
}
private async void Fire()
{
var projectile = _fireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
private async void AltFire()
{
var projectile = _altFireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
}

View File

@@ -7,8 +7,8 @@ public partial class GameManager : Node
{
[Signal]
public delegate void OnGameOverEventHandler();
public bool IsSelectingCharacter = true;
[Signal]
public delegate void ReselectCharacterEventHandler(Player player);
private bool _gameOver = false;
private int _characterIndex = 0;
@@ -40,7 +40,6 @@ public partial class GameManager : Node
public void OnCharacterSelected(Player player)
{
GD.Print("Instancing...");
GD.Print(player.PlayableCharacters.Count());
var selectedCharacter = player.PlayableCharacters[_characterIndex].Instantiate();
player.SelectedCharacter = selectedCharacter as Character;
GetTree().Root.AddChild(player.SelectedCharacter);
@@ -52,15 +51,15 @@ public partial class GameManager : Node
player.PlayableCharacters.Remove(player.PlayableCharacters.ElementAt(_characterIndex));
player.SelectedCharacter?.QueueFree();
_characterIndex = 0;
if (player.PlayableCharacters.Count() > 0)
EmitSignal(SignalName.ReselectCharacter, player);
}
public void SetGameOver(bool isGameOver)
{
_gameOver = isGameOver;
if (isGameOver)
{
EmitSignal(SignalName.OnGameOver);
}
}
public bool IsGameOver => _gameOver;

View File

@@ -10,4 +10,6 @@ public partial class Player : Node3D
public Array<PackedScene> PlayableCharacters;
public Character SelectedCharacter;
public bool IsSelectingCharacter = true;
}

View File

@@ -13,7 +13,7 @@ public partial class StageGUI : Control
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
}
public void OnCharacterSelect()
public void OnCharacterSelect(Player player)
{
if (_gameManager.IsGameOver)
return;
@@ -21,30 +21,71 @@ public partial class StageGUI : Control
var wheel1 = GetNode<TextureRect>("CharacterSelect/Wheel");
var wheel2 = GetNode<TextureRect>("CharacterSelect/Wheel2");
wheel1.FocusMode = FocusModeEnum.All;
wheel1.GrabFocus();
wheel1.Visible = true;
_gameManager.IsSelectingCharacter = true;
if (player == _gameManager.Players.ElementAt(0))
{
wheel1.FocusMode = FocusModeEnum.All;
wheel1.GrabFocus();
wheel1.Visible = true;
}
else if (player == _gameManager.Players.ElementAt(1))
{
wheel2.FocusMode = FocusModeEnum.All;
wheel2.GrabFocus();
wheel2.Visible = true;
}
player.IsSelectingCharacter = true;
}
public override void _Process(double delta)
{
var wheel1 = GetNode<TextureRect>("CharacterSelect/Wheel");
if (wheel1.HasFocus())
var playersCurrentlySelecting = _gameManager.Players.Where(x => x.IsSelectingCharacter);
foreach (var player in playersCurrentlySelecting)
{
if (Input.IsActionJustPressed("p1_right"))
_gameManager.SetToNextCharacter(_gameManager.Players.ElementAt(0));
if (Input.IsActionJustPressed("p1_left"))
_gameManager.SetToPreviousCharacter(_gameManager.Players.ElementAt(0));
if (Input.IsActionJustPressed("p1_fire"))
if (player == _gameManager.Players.ElementAt(0))
{
GD.Print("Selected character");
wheel1.ReleaseFocus();
wheel1.Hide();
_gameManager.IsSelectingCharacter = false;
EmitSignal(SignalName.OnCharacterSelectionMade, _gameManager.Players.ElementAt(0));
if (Input.IsActionJustPressed("p1_right"))
_gameManager.SetToNextCharacter(_gameManager.Players.ElementAt(0));
if (Input.IsActionJustPressed("p1_left"))
_gameManager.SetToPreviousCharacter(_gameManager.Players.ElementAt(0));
if (Input.IsActionJustPressed("p1_fire"))
{
GD.Print("Selected character");
_gameManager.Players.ElementAt(0).IsSelectingCharacter = false;
var wheel1 = GetNode<TextureRect>("CharacterSelect/Wheel");
wheel1.Hide();
EmitSignal(SignalName.OnCharacterSelectionMade, _gameManager.Players.ElementAt(0));
}
}
if (player == _gameManager.Players.ElementAt(1))
{
if (Input.IsActionJustPressed("p2_right"))
_gameManager.SetToNextCharacter(_gameManager.Players.ElementAt(1));
if (Input.IsActionJustPressed("p2_left"))
_gameManager.SetToPreviousCharacter(_gameManager.Players.ElementAt(1));
if (Input.IsActionJustPressed("p2_fire"))
{
GD.Print("Selected character");
_gameManager.Players.ElementAt(1).IsSelectingCharacter = false;
var wheel2 = GetNode<TextureRect>("CharacterSelect/Wheel2");
wheel2.Hide();
EmitSignal(SignalName.OnCharacterSelectionMade, _gameManager.Players.ElementAt(1));
}
}
}
}
private void OnFirstPlayerCharacterSelect()
{
var player = _gameManager.Players.ElementAt(0);
OnCharacterSelect(player);
}
private void OnSecondPlayerCharacterSelect()
{
var player = _gameManager.Players.ElementAt(1);
OnCharacterSelect(player);
}
}