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
return
var input_vector : Vector2
if Multiplayer.is_host():
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
if input_vector.x < 0:

View File

@@ -2,7 +2,7 @@ class_name Level extends Node3D
const pawn_controller = preload("res://templates/pawn_controller.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)

View File

@@ -1,24 +1,24 @@
class_name MultiplayerPC extends PawnController
@export var player_id := 1 :
set(id):
player_id = id
func _enter_tree() -> void:
print("Player %d adding Controller for %d" % [Multiplayer.id, player_id])
#@export var player_id := 1 :
#set(id):
#player_id = id
#
#func _enter_tree() -> void:
#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
pass
func setup(id) -> void:
name = "Player " + str(id)
player_id = id
if Multiplayer.id == id:
Game.player = self
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()
#
#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
const pawn_controller_template = preload("res://templates/pawn_controller.tscn")
@onready var player_spawner = %Spawner
func _ready() -> void:
print("LEVEL LOADING, ID: " + str(Multiplayer.id) + " with " + str(Multiplayer.players.size()) + " keys recognized")
Game.level = self
func setup() -> void:
if Multiplayer.is_host():
spawn_players()
func spawn_players() -> void:
for key in Game.pawns_selected:
var pc : PawnController = pawn_controller_template.instantiate()
var pd = Game.pawns_selected[key]
player_spawner.add_pawn(pc, key)
pc.setup(key,pd.starting_traps)
#const pawn_controller_template = preload("res://templates/pawn_controller.tscn")
#
#@onready var player_spawner = %Spawner
#func _ready() -> void:
#print("LEVEL LOADING, ID: " + str(Multiplayer.id) + " with " + str(Multiplayer.players.size()) + " keys recognized")
#Game.level = self
#
#func setup() -> void:
#if Multiplayer.is_host():
#spawn_players()
#
#func spawn_players() -> void:
#for key in Game.pawns_selected:
#var pc : PawnController = pawn_controller_template.instantiate()
#var pd = Game.pawns_selected[key]
#player_spawner.add_pawn(pc, key)
#pc.setup(key,pd.starting_traps)

View File

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