commented out old multiplayer scripts and fixed character select input vector
This commit is contained in:
@@ -82,10 +82,9 @@ func _process(delta : float) -> void:
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selector_wait -= delta
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selector_wait -= delta
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return
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return
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var input_vector : Vector2
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var input_vector : Vector2
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if Multiplayer.is_host():
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input_vector = Input.get_vector("west","east","north","south")
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input_vector = Input.get_vector("west","east","north","south")
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else:
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input_vector = Input.get_vector("ui_focus_prev","ui_focus_next","north","south")
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var move_dir : Vector2 = Vector2.ZERO
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var move_dir : Vector2 = Vector2.ZERO
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if input_vector.x < 0:
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if input_vector.x < 0:
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@@ -2,7 +2,7 @@ class_name Level extends Node3D
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const pawn_controller = preload("res://templates/pawn_controller.tscn")
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const pawn_controller = preload("res://templates/pawn_controller.tscn")
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const trap_template = preload("res://templates/trap.tscn")
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const trap_template = preload("res://templates/trap.tscn")
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const camera_template = preload("res://templates/camera.tscn")
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const camera_template = preload("res://templates/pawn_camera.tscn")
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const camera_offset = Vector3(0, 10, 5.25)
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const camera_offset = Vector3(0, 10, 5.25)
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@@ -1,24 +1,24 @@
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class_name MultiplayerPC extends PawnController
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class_name MultiplayerPC extends PawnController
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@export var player_id := 1 :
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#@export var player_id := 1 :
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set(id):
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#set(id):
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player_id = id
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#player_id = id
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#
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func _enter_tree() -> void:
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#func _enter_tree() -> void:
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print("Player %d adding Controller for %d" % [Multiplayer.id, player_id])
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#print("Player %d adding Controller for %d" % [Multiplayer.id, player_id])
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#Game.player = self
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##Game.player = self
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pass
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#pass
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#
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func setup(id) -> void:
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#func setup(id) -> void:
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name = "Player " + str(id)
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#name = "Player " + str(id)
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player_id = id
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#player_id = id
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if Multiplayer.id == id:
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#if Multiplayer.id == id:
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Game.player = self
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#Game.player = self
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#
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func _physics_process(delta: float) -> void:
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#func _physics_process(delta: float) -> void:
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var dir = Input.get_vector("west", "east", "north", "south")
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#var dir = Input.get_vector("west", "east", "north", "south")
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dir = Vector3(dir.x, 0, dir.y)
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#dir = Vector3(dir.x, 0, dir.y)
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if dir.length_squared() > 0:
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#if dir.length_squared() > 0:
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body.look_at(body.global_position - dir)
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#body.look_at(body.global_position - dir)
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velocity = speed * dir
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#velocity = speed * dir
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move_and_slide()
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#move_and_slide()
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@@ -1,19 +1,19 @@
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extends Level
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extends Level
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const pawn_controller_template = preload("res://templates/pawn_controller.tscn")
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#const pawn_controller_template = preload("res://templates/pawn_controller.tscn")
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#
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@onready var player_spawner = %Spawner
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#@onready var player_spawner = %Spawner
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func _ready() -> void:
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#func _ready() -> void:
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print("LEVEL LOADING, ID: " + str(Multiplayer.id) + " with " + str(Multiplayer.players.size()) + " keys recognized")
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#print("LEVEL LOADING, ID: " + str(Multiplayer.id) + " with " + str(Multiplayer.players.size()) + " keys recognized")
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Game.level = self
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#Game.level = self
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#
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func setup() -> void:
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#func setup() -> void:
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if Multiplayer.is_host():
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#if Multiplayer.is_host():
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spawn_players()
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#spawn_players()
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#
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func spawn_players() -> void:
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#func spawn_players() -> void:
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for key in Game.pawns_selected:
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#for key in Game.pawns_selected:
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var pc : PawnController = pawn_controller_template.instantiate()
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#var pc : PawnController = pawn_controller_template.instantiate()
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var pd = Game.pawns_selected[key]
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#var pd = Game.pawns_selected[key]
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player_spawner.add_pawn(pc, key)
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#player_spawner.add_pawn(pc, key)
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pc.setup(key,pd.starting_traps)
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#pc.setup(key,pd.starting_traps)
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@@ -9,7 +9,6 @@ enum State {
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DEAD
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DEAD
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}
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}
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const camera_template = preload("res://templates/camera.tscn")
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const trap_template = preload("res://templates/trap.tscn")
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const trap_template = preload("res://templates/trap.tscn")
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const remove_trap_modal = preload("res://templates/remove_trap_modal.tscn")
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const remove_trap_modal = preload("res://templates/remove_trap_modal.tscn")
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const disarm_trap_modal = preload("res://templates/disarm_trap_modal.tscn")
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const disarm_trap_modal = preload("res://templates/disarm_trap_modal.tscn")
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