Files
net-gunner/scripts/character_select.gd

129 lines
3.8 KiB
GDScript

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