extends Control const pawns : Array[PawnBaseData] = [ preload("res://data/pawns/van_reily.tres"), preload("res://data/pawns/lou_riche.tres"), preload("res://data/pawns/tico.tres"), preload("res://data/pawns/john_bishous.tres"), preload("res://data/pawns/abdoll_relin.tres"), preload("res://data/pawns/tenrou_ugetsu.tres") ] const p_colors : Array[Color] = [ Color.ROYAL_BLUE, Color.RED ] const selector_template = preload("res://templates/pawn_selector.tscn") @onready var pawn_displays : Array[PawnDisplay] = [ %P1PawnDisplay, %P2PawnDisplay ] var selector_wait : float = 0 var selected : int = -1 var selectors : Dictionary[int,PawnSelector] = {} var displays : Dictionary[int, PawnDisplay] = {} @onready var selector_start : Control = %SelectorStart @onready var switch_sound : AudioStreamPlayer = %SwitchSound @onready var select_sound : AudioStreamPlayer = %SelectSound func _ready() -> void: Multiplayer.waiting = true var plist if Game.is_multiplayer(): plist = Multiplayer.players.values() for i in range(Game.num_players): displays[plist[i]] = pawn_displays[i] change_display(plist[i], 0) else: displays[1] = pawn_displays[0] change_display(1, 0) Multiplayer.all_ready.connect(add_selector, CONNECT_ONE_SHOT) Multiplayer.set_player_ready.rpc(Multiplayer.id) #Set up each pawn on bottom #Highlight P1 pawn as 0 func add_selector() -> void: spawn_selector.rpc_id(1, Multiplayer.id) @rpc("call_local","any_peer","reliable") func spawn_selector(peer_id) -> void: var selector = selector_template.instantiate() selector.setup(peer_id, p_colors[0] if Multiplayer.is_host() else p_colors[1]) selector.name = selector.name + str(peer_id) selector_start.add_child(selector) selector.set_multiplayer_authority(peer_id) #print("Character select spawned selector %s for player %d" % [selector.name, Multiplayer.id]) func _process(delta : float) -> void: if !selectors.has(Multiplayer.id): return var locked = true var pawns_selected : Dictionary[int, PawnBaseData] = {} for selector : PawnSelector in selectors.values(): if !selector.selected: locked = false else: pawns_selected[selector.player_id] = pawns[selector.selection] if locked: Game.start_level(pawns_selected) if selectors[Multiplayer.id].selected != false: return var selector = selectors[Multiplayer.id] if Input.is_action_just_pressed("ui_accept"): lock_selector.rpc(selector.player_id) if selector_wait > 0: selector_wait -= delta return var input_vector : Vector2 input_vector = Input.get_vector("west","east","north","south") var move_dir : Vector2 = Vector2.ZERO if input_vector.x < 0: move_dir.x -= 1 if input_vector.x > 0: move_dir.x += 1 if move_dir.x != 0: move_selector.rpc(selector.player_id, wrapi(selector.selection + sign(move_dir.x),0, len(pawns))) selector_wait = 0.25 @rpc("any_peer","call_local","reliable") func move_selector(peer_id : int, selection : int) -> void: var selector : PawnSelector = selectors[peer_id] selector.selection = selection change_display(peer_id, selector.selection) var v = Vector2(175 * selector.selection, 0) selector.position = Vector2(175 * selector.selection, 0) switch_sound.play() @rpc("any_peer","call_local","reliable") func lock_selector(peer_id : int) -> void: var selector : PawnSelector = selectors[peer_id] selector.selected = true selector.play_animation("selected") select_sound.play() func change_display(player : int, selection: int) -> void: var pd : PawnDisplay = displays[player] pd.set_pawn_name(pawns[selection].name) pd.set_portrait(pawns[selection].portrait) pd.set_traps(pawns[selection].starting_traps) func _on_selector_start_child_entered_tree(node: Node) -> void: selectors[node.player_id] = node func _on_selector_spawner_spawned(node: Node) -> void: selectors[node.player_id] = node