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

@@ -1,14 +1,19 @@
extends Node3D
extends Level
const pawn_controller_template = preload("res://templates/pawn_controller.tscn")
const multiplayer_pc_template = preload("res://templates/multiplayer_pc.tscn")
const camera_template = preload("res://templates/camera.tscn")
@onready var player_spawner = %Spawner
func _ready() -> void:
print("LEVEL LOADING, ID: " + str(Multiplayer.id) + " with " + str(Multiplayer.players.size()) + " keys recognized")
if Multiplayer.is_server():
for key in Multiplayer.players.values():
var pc = multiplayer_pc_template.instantiate()
player_spawner.add_player(pc, key)
pc.setup(key)
var camera = camera_template.instantiate()
add_child(camera)
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)