commented out old multiplayer scripts and fixed character select input vector

This commit is contained in:
2026-01-09 07:49:38 -05:00
parent 6024cb88e5
commit dc8585b1f0
5 changed files with 43 additions and 45 deletions

View File

@@ -82,10 +82,9 @@ func _process(delta : float) -> void:
selector_wait -= delta selector_wait -= delta
return return
var input_vector : Vector2 var input_vector : Vector2
if Multiplayer.is_host():
input_vector = Input.get_vector("west","east","north","south") input_vector = Input.get_vector("west","east","north","south")
else:
input_vector = Input.get_vector("ui_focus_prev","ui_focus_next","north","south")
var move_dir : Vector2 = Vector2.ZERO var move_dir : Vector2 = Vector2.ZERO
if input_vector.x < 0: if input_vector.x < 0:

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@@ -2,7 +2,7 @@ class_name Level extends Node3D
const pawn_controller = preload("res://templates/pawn_controller.tscn") const pawn_controller = preload("res://templates/pawn_controller.tscn")
const trap_template = preload("res://templates/trap.tscn") const trap_template = preload("res://templates/trap.tscn")
const camera_template = preload("res://templates/camera.tscn") const camera_template = preload("res://templates/pawn_camera.tscn")
const camera_offset = Vector3(0, 10, 5.25) const camera_offset = Vector3(0, 10, 5.25)

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@@ -1,24 +1,24 @@
class_name MultiplayerPC extends PawnController class_name MultiplayerPC extends PawnController
@export var player_id := 1 : #@export var player_id := 1 :
set(id): #set(id):
player_id = id #player_id = id
#
func _enter_tree() -> void: #func _enter_tree() -> void:
print("Player %d adding Controller for %d" % [Multiplayer.id, player_id]) #print("Player %d adding Controller for %d" % [Multiplayer.id, player_id])
##Game.player = self
#pass
#
#func setup(id) -> void:
#name = "Player " + str(id)
#player_id = id
#if Multiplayer.id == id:
#Game.player = self #Game.player = self
pass #
#func _physics_process(delta: float) -> void:
func setup(id) -> void: #var dir = Input.get_vector("west", "east", "north", "south")
name = "Player " + str(id) #dir = Vector3(dir.x, 0, dir.y)
player_id = id #if dir.length_squared() > 0:
if Multiplayer.id == id: #body.look_at(body.global_position - dir)
Game.player = self #velocity = speed * dir
#move_and_slide()
func _physics_process(delta: float) -> void:
var dir = Input.get_vector("west", "east", "north", "south")
dir = Vector3(dir.x, 0, dir.y)
if dir.length_squared() > 0:
body.look_at(body.global_position - dir)
velocity = speed * dir
move_and_slide()

View File

@@ -1,19 +1,19 @@
extends Level extends Level
const pawn_controller_template = preload("res://templates/pawn_controller.tscn") #const pawn_controller_template = preload("res://templates/pawn_controller.tscn")
#
@onready var player_spawner = %Spawner #@onready var player_spawner = %Spawner
func _ready() -> void: #func _ready() -> void:
print("LEVEL LOADING, ID: " + str(Multiplayer.id) + " with " + str(Multiplayer.players.size()) + " keys recognized") #print("LEVEL LOADING, ID: " + str(Multiplayer.id) + " with " + str(Multiplayer.players.size()) + " keys recognized")
Game.level = self #Game.level = self
#
func setup() -> void: #func setup() -> void:
if Multiplayer.is_host(): #if Multiplayer.is_host():
spawn_players() #spawn_players()
#
func spawn_players() -> void: #func spawn_players() -> void:
for key in Game.pawns_selected: #for key in Game.pawns_selected:
var pc : PawnController = pawn_controller_template.instantiate() #var pc : PawnController = pawn_controller_template.instantiate()
var pd = Game.pawns_selected[key] #var pd = Game.pawns_selected[key]
player_spawner.add_pawn(pc, key) #player_spawner.add_pawn(pc, key)
pc.setup(key,pd.starting_traps) #pc.setup(key,pd.starting_traps)

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@@ -9,7 +9,6 @@ enum State {
DEAD DEAD
} }
const camera_template = preload("res://templates/camera.tscn")
const trap_template = preload("res://templates/trap.tscn") const trap_template = preload("res://templates/trap.tscn")
const remove_trap_modal = preload("res://templates/remove_trap_modal.tscn") const remove_trap_modal = preload("res://templates/remove_trap_modal.tscn")
const disarm_trap_modal = preload("res://templates/disarm_trap_modal.tscn") const disarm_trap_modal = preload("res://templates/disarm_trap_modal.tscn")