Renamed a bunch of player stuff to pawn stuff and implemented extensive work on getting single-address 'netplay' code working. Not sure if I've created issues with single player but in theory it should all transfer across as if the player is simply always the host.

This commit is contained in:
2026-01-08 07:15:20 -05:00
parent 9fe376e27e
commit ec02685065
69 changed files with 1525 additions and 708 deletions

View File

@@ -44,7 +44,7 @@ var disarm_icons : Array[TextureButton]
var disarm_buttons : Array[int]
var progress : int
var disarming : bool
var failed : bool
var difficulty : int = 1
func _process(delta: float) -> void:
@@ -73,15 +73,11 @@ func try_advance(btn : int) -> void:
disarm_icons[progress].button_pressed = true
progress += 1
if progress >= len(disarm_buttons):
Game.player.close_modal()
Game.oneshot(success_sound)
Game.level.disarm_trap(square)
succeed()
else:
Game.oneshot(progress_sound)
else:
Game.player.close_modal()
Game.oneshot(fail_sound)
Game.level.activate_trap(square)
fail()
func button_pressed(event : InputEventAction) -> void:
@@ -97,8 +93,21 @@ func button_pressed(event : InputEventAction) -> void:
Game.player.close_modal()
_: return
func _on_timer_timeout() -> void:
func fail() -> void:
if failed:
return
failed = true
Game.player.close_modal()
Game.oneshot(fail_sound)
Game.level.activate_trap(square)
func succeed() -> void:
Game.player.close_modal()
Game.oneshot(success_sound)
Game.level.disarm_trap(square)
func _on_trap_failed() -> void:
fail()
func _on_trap_removed(type : Trap.Type) -> void:
Game.player.close_modal()