Deleted individual projects

This commit is contained in:
Kristofers Solo
2021-11-08 14:11:12 +02:00
parent 62829b9aea
commit 023a86f226
663 changed files with 22 additions and 6731 deletions

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extends Area2D
var reacted = false
var reactionComplete = true
var state = false
var activeAnimation = "idle"
var playingLoop = true
func _process(delta):
if reacted == true:
playingLoop = false
reactionComplete = false
if state == false:
activeAnimation = "transition_down"
reacted = false
state = true
else:
activeAnimation = "transition_up"
reacted = false
state = false
else:
if reactionComplete == true:
if state == false:
activeAnimation = "idle"
else:
activeAnimation = "idle_down"
if activeAnimation == "transition_down" or activeAnimation == "transition_up":
$trinity_site_level_grass_type_2_animated.play(activeAnimation)
reactionComplete = true
func _on_Area2D_body_entered(body):
if body.is_in_group("Player"):
reacted = true
pass
func _on_Area2D_body_exited(body):
if body.is_in_group("Player"):
reacted = true
pass
func _on_trinity_site_level_grass_type_2_animated_animation_finished():
if reactionComplete == false:
reactionComplete = true
$trinity_site_level_grass_type_2_animated.play(activeAnimation)
pass

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extends KinematicBody2D
export var debugMode = false
var hp = 100 setget set_hp
var player_bullet = load("res://source/entities/bullet/player_bullet.tscn")
var username_text = load("res://source/scenes/OVERLAY/elements/username_text.tscn")
var username setget username_set
var username_text_instance = null
var can_shoot = true
var is_reloading = false
puppet var puppet_hp = 100 setget puppet_hp_set
puppet var puppet_position = Vector2(0, 0) setget puppet_position_set
puppet var puppet_velocity = Vector2()
puppet var puppet_rotation = 0
puppet var puppet_username = "" setget puppet_username_set
puppet var puppet_weapon_position = Vector2()
puppet var puppet_weapon_angle = 0
puppet var puppet_direction = "left"
puppet var puppet_theme = "01"
puppet var puppet_character_states = {}
onready var tween = $Tween
onready var sprite = $player_sprite
onready var reload_timer = $reload_timer
onready var shoot_point = $shoot_point
onready var hit_timer = $hit_timer
# Instance of data pre_processors
var VDIR_preset_pre_processor_instance = preload("res://source/assets/scripts/pre_processors/vdir_pre_processor.gd").new()
var UIN_preset_pre_processor_instance = preload("res://source/assets/scripts/pre_processors/uin_pre_processor.gd").new()
# Local class constants
# Local class variables
var VDIR = {}
var user_input = {}
var user_state = {}
var dimensions = {}
var currentMovementSpeed = 0
var maxMovementSpeed = Vector2(200,400)
var accelerationSpeed = 5
var deccelerationSpeed = 8
var rotationSpeed = 5
var currentRotation = 0
var rotationalHolder = 0
var velocityVDIR = Vector2(0,0)
var characterStates = {"onGround": false, "jumped": false, "faceDirection": true}
var reverseControls = false
var awaitingCollision = false
var direction = "left"
var theme = "01"
var weaponRotationalStep = 2
var weaponPositionalOffset = Vector2(0,0)
var weaponPosition = Vector2(0,0)
var weaponAngle = 0
func _ready():
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-01".texture.get_width() * $"weaponHolder/Player-character-theme-gun-01".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-01".texture.get_height() * $"weaponHolder/Player-character-theme-gun-01".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
$"weaponHolder/Player-character-theme-gun-01".position = weaponPositionalOffset
get_tree().connect("network_peer_connected", self, "_network_peer_connected")
username_text_instance = Global.instance_node_at_location(username_text, PersistentNodes, global_position)
username_text_instance.player_following = self
update_shoot_mode(false)
Global.alive_players.append(self)
yield(get_tree(), "idle_frame")
if get_tree().has_network_peer():
if is_network_master():
Global.player_master = self
print($"weaponHolder/Player-character-theme-gun-01".position)
else:
print($"weaponHolder/Player-character-theme-gun-01".position)
# Allow update process override.
set_process(true)
$player_animated_sprite.play("idle")
func get_user_state():
# Create a dictionary of all variables that relate to clients' active state.
var user_state = {
"global_position": global_transform.origin
}
return user_state
func get_dimensions():
# Create a dictionary of all (required) sizes in regards to the client.
var dimensions = {
"sprite": {
"width":$player_sprite.texture.get_width(),
"height":$player_sprite.texture.get_height(),
"scale":$player_sprite.scale,
},
"collider": {
"shape":$player_collider.get_shape(),
"radius":$player_collider.get_shape().get_radius()
}
}
return dimensions
func process_rotation():
if rotation_degrees > 360 or rotation_degrees < -360: rotation_degrees = 0
var VDIR_ray_positive_y = VDIR["1"]["1"]["ray"]["position"].y - user_state["global_position"].y
var VDIR_ray_negative_y = VDIR["1"]["2"]["ray"]["position"].y - user_state["global_position"].y
var VDIR_ray_positive_x = VDIR["1"]["1"]["ray"]["position"].x - user_state["global_position"].x
var VDIR_ray_negative_x = VDIR["1"]["2"]["ray"]["position"].x - user_state["global_position"].x
var VDIR_ray_offset = sqrt(VDIR_ray_positive_y * VDIR_ray_positive_y + VDIR_ray_positive_x * VDIR_ray_positive_x) - sqrt(VDIR_ray_negative_y * VDIR_ray_negative_y + VDIR_ray_negative_x * VDIR_ray_negative_x)
if VDIR_ray_offset > 1:
rotation_degrees += VDIR_ray_offset / 10
if VDIR_ray_offset < 1:
rotation_degrees += VDIR_ray_offset / 10
func _process(delta: float) -> void:
if username_text_instance != null:
username_text_instance.name = "username" + name
if $Particles2D.position.x > 0 and direction != "left":
$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
$Particles2D.scale = -$Particles2D.scale
elif $Particles2D.position.x < 0 and direction != "right":
$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
$Particles2D.scale = -$Particles2D.scale
user_input = UIN_preset_pre_processor_instance.update()
user_state = get_user_state()
dimensions = get_dimensions()
VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions)
for vector_type in VDIR:
var v_t = str(vector_type)
for vector in VDIR[v_t]:
var v = str(vector)
if v_t == "1":
var space_state = get_world_2d().direct_space_state
var ray_cast = space_state.intersect_ray((VDIR[v_t][v]["start"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"],(VDIR[v_t][v]["end"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"],[self])
if "position" in ray_cast:
VDIR[v_t][v]["ray"]["position"] = ray_cast.position
VDIR[v_t][v]["ray"]["length"] = sqrt((VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)*(VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)+(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x)*(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x))
VDIR[v_t][v]["ray"]["offset"] = dimensions["collider"]["radius"] - VDIR[v_t][v]["ray"]["length"]
VDIR[v_t][v]["ray"]["collided"] = true
else:
VDIR[v_t][v]["ray"]["position"] = (VDIR[v_t][v]["end"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"]
VDIR[v_t][v]["ray"]["length"] = sqrt((VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)*(VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)+(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x)*(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x))
VDIR[v_t][v]["ray"]["offset"] = dimensions["collider"]["radius"] - VDIR[v_t][v]["ray"]["length"]
VDIR[v_t][v]["ray"]["collided"] = false
update()
process_rotation()
func _physics_process(delta) -> void:
if get_tree().has_network_peer():
if is_network_master() and visible:
if "0" in VDIR:
if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 5:
characterStates["onGround"] = false
else:
characterStates["onGround"] = true
characterStates["jumped"] = false
if characterStates["onGround"] and abs(velocityVDIR.x) < 5:
if rotation_degrees > 90 or rotation_degrees < -90:
reverseControls = true
else:
reverseControls = false
if VDIR["1"]["0"]["ray"]["collided"]:
rotationalHolder = rotation
if characterStates["jumped"] and not VDIR["1"]["0"]["ray"]["collided"]:
awaitingCollision = true
elif characterStates["jumped"] and awaitingCollision and VDIR["1"]["0"]["ray"]["collided"]:
awaitingCollision = false
if velocityVDIR.y < 0: velocityVDIR.y = 0
if user_input["boost"] and not characterStates["jumped"]:
maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 350, accelerationSpeed)
else:
maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 200, accelerationSpeed)
if characterStates["onGround"] and not characterStates["jumped"] and user_input["up"]:
velocityVDIR.y = -maxMovementSpeed.y
characterStates["jumped"] = true
rotationalHolder = rotation
if user_input["left"] and not reverseControls or user_input["right"] and reverseControls:
if velocityVDIR.x > 0:
velocityVDIR.x -= deccelerationSpeed
else:
velocityVDIR.x -= accelerationSpeed
if not characterStates["jumped"]:
direction = "left"
if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
rotation_degrees -= rad2deg(rotationSpeed*delta)
if user_input["right"] and not reverseControls or user_input["left"] and reverseControls:
if velocityVDIR.x < 0:
velocityVDIR.x += deccelerationSpeed
else:
velocityVDIR.x += accelerationSpeed
if not characterStates["jumped"]:
direction = "right"
if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
rotation_degrees += rad2deg(rotationSpeed*delta)
if characterStates["jumped"] and not characterStates["onGround"] and velocityVDIR.y > maxMovementSpeed.x:
if rotation_degrees > rad2deg(rotationalHolder): rotation_degrees -= rotationSpeed / 2
elif rotation_degrees < rad2deg(rotationalHolder): rotation_degrees = move_toward(rotation_degrees, rad2deg(rotationalHolder), rotationSpeed / 2)
if not user_input["right"] and not user_input["left"]:
velocityVDIR.x = move_toward(velocityVDIR.x, 0, deccelerationSpeed)
if velocityVDIR.x != 0 and maxMovementSpeed.x == 200:
$player_animated_sprite.play("move-speed-"+direction+"-"+theme)
elif maxMovementSpeed.x > 200 and not characterStates["jumped"]:
$player_animated_sprite.play("boost-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(true)
else:
$player_animated_sprite.play("idle-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(false)
if not characterStates["onGround"]:
velocityVDIR.y += accelerationSpeed
elif characterStates["onGround"] and velocityVDIR.y > 0:
velocityVDIR.y -= deccelerationSpeed
velocityVDIR = Vector2(clamp(velocityVDIR.x, -maxMovementSpeed.x, maxMovementSpeed.x), clamp(velocityVDIR.y, -maxMovementSpeed.y, maxMovementSpeed.y))
move_and_slide(velocityVDIR.rotated(rotationalHolder))
#if Input.is_action_pressed("input_shoot") and can_shoot and not is_reloading:
# rpc("instance_bullet", get_tree().get_network_unique_id())
# is_reloading = true
# reload_timer.start()
rotate_weapon()
else:
rotation = lerp_angle(rotation, puppet_rotation, delta * 8)
#rotation = puppet_rotation
$"weaponHolder/Player-character-theme-gun-01".position = puppet_weapon_position
weaponAngle = puppet_weapon_angle
direction = puppet_direction
if velocityVDIR.x != 0 and maxMovementSpeed.x == 200:
$player_animated_sprite.play("move-speed-"+direction+"-"+theme)
elif maxMovementSpeed.x > 200 and not characterStates["jumped"]:
$player_animated_sprite.play("boost-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(true)
else:
$player_animated_sprite.play("idle-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(false)
rotate_weapon()
if not tween.is_active():
pass
if hp <= 0:
if get_tree().is_network_server():
rpc("destroy")
func _draw():
if debugMode:
for vector_type in VDIR:
var v_t = str(vector_type)
for vector in VDIR[v_t]:
var v = str(vector)
if v_t == "1":
draw_line(VDIR[v_t][v]["start"] - user_state["global_position"],(VDIR[v_t][v]["ray"]["position"] - user_state["global_position"]).rotated(-rotation),Color(255,255,255,1),1)
func lerp_angle(from, to, weight):
return from + short_angle_dist(from, to) * weight
func short_angle_dist(from, to):
var max_angle = PI * 2
var difference = fmod(to - from, max_angle)
return fmod(2 * difference, max_angle) - difference
func puppet_position_set(new_value) -> void:
puppet_position = new_value
tween.interpolate_property(self, "global_position", global_position, puppet_position, 0.1)
tween.start()
func set_hp(new_value):
hp = new_value
if get_tree().has_network_peer():
if is_network_master():
rset("puppet_hp", hp)
func puppet_hp_set(new_value):
puppet_hp = new_value
if get_tree().has_network_peer():
if not is_network_master():
hp = puppet_hp
func username_set(new_value) -> void:
username = new_value
if is_network_master() and username_text_instance != null:
username_text_instance.text = username
rset("puppet_username", username)
func puppet_username_set(new_value) -> void:
puppet_username = new_value
if not is_network_master() and username_text_instance != null:
username_text_instance.text = puppet_username
func _network_peer_connected(id) -> void:
rset_id(id, "puppet_username", username)
func _on_network_tick_rate_timeout():
if get_tree().has_network_peer():
if is_network_master():
rset_unreliable("puppet_position", global_position)
rset_unreliable("puppet_rotation", rotation)
rset_unreliable("puppet_weapon_position", weaponPosition)
rset_unreliable("puppet_weapon_angle", weaponAngle)
rset_unreliable("puppet_direction", direction)
#rset_unreliable("puppet_character_states", characterStates)
sync func instance_bullet(id):
var player_bullet_instance = Global.instance_node_at_location(player_bullet, PersistentNodes, shoot_point.global_position)
player_bullet_instance.name = "Bullet" + name + str(Network.networked_object_name_index)
player_bullet_instance.set_network_master(id)
player_bullet_instance.player_rotation = rotation
player_bullet_instance.player_owner = id
Network.networked_object_name_index += 1
sync func update_position(pos):
global_position = pos
puppet_position = pos
func update_shoot_mode(shoot_mode):
can_shoot = shoot_mode
func _on_reload_timer_timeout():
is_reloading = false
func _on_hit_timer_timeout():
modulate = Color(1, 1, 1, 1)
func _on_hitbox_area_entered(area):
if get_tree().is_network_server():
if area.is_in_group("Player_damager") and area.get_parent().player_owner != int(name):
rpc("hit_by_damager", area.get_parent().damage)
area.get_parent().rpc("destroy")
sync func hit_by_damager(damage):
hp -= damage
modulate = Color(5, 5, 5, 1)
hit_timer.start()
sync func enable() -> void:
hp = 100
can_shoot = false
update_shoot_mode(false)
username_text_instance.visible = true
visible = true
$player_collider.disabled = false
$hitbox/CollisionShape2D.disabled = false
if get_tree().has_network_peer():
if is_network_master():
Global.player_master = self
if not Global.alive_players.has(self):
Global.alive_players.append(self)
sync func destroy() -> void:
username_text_instance.visible = false
visible = false
$player_collider.disabled = true
$hitbox/CollisionShape2D.disabled = true
Global.alive_players.erase(self)
if get_tree().has_network_peer():
if is_network_master():
Global.player_master = null
func _exit_tree() -> void:
Global.alive_players.erase(self)
if get_tree().has_network_peer():
if is_network_master():
Global.player_master = null
func rotate_weapon():
weaponPosition = $"weaponHolder/Player-character-theme-gun-01".position
weaponPosition -= Vector2(weaponPositionalOffset.x,0).rotated(deg2rad(weaponAngle)) + Vector2(0,weaponPositionalOffset.y)
if user_input["r_inc"]:
weaponAngle += weaponRotationalStep
if user_input["r_dec"]:
weaponAngle -= weaponRotationalStep
if direction == "right":
if weaponAngle + weaponRotationalStep < 87.5:
weaponAngle = 180 - weaponAngle
weaponAngle = clamp(weaponAngle, 87.5,180)
$"weaponHolder/Player-character-theme-gun-01".flip_v = true
elif direction == "left":
if weaponAngle - weaponRotationalStep > 92.5:
weaponAngle = abs(weaponAngle - 180)
weaponAngle = clamp(weaponAngle, 0, 92.5)
$"weaponHolder/Player-character-theme-gun-01".flip_v = false
weaponPosition += Vector2(weaponPositionalOffset.x,0).rotated(deg2rad(weaponAngle)) + Vector2(0,weaponPositionalOffset.y)
$"weaponHolder/Player-character-theme-gun-01".position = weaponPosition
$"weaponHolder/Player-character-theme-gun-01".rotation_degrees = weaponAngle

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extends Sprite
var gravitile = 5
var velocity = Vector2(1, 0)
var player_rotation
export(int) var speed = 1400
export(int) var damage = 25
puppet var puppet_position setget puppet_position_set
puppet var puppet_velocity = Vector2(0, 0)
puppet var puppet_rotation = 0
onready var initial_position = global_position
var player_owner = 0
func _ready() -> void:
visible = false
yield(get_tree(), "idle_frame")
if get_tree().has_network_peer():
if is_network_master():
velocity = velocity.rotated(player_rotation)
rotation = player_rotation
rset("puppet_velocity", velocity)
rset("puppet_rotation", rotation)
rset("puppet_position", global_position)
visible = true
func _process(delta: float) -> void:
if get_tree().has_network_peer():
if is_network_master():
global_position += velocity * speed * delta
else:
rotation = puppet_rotation
global_position += puppet_velocity * speed * delta
func puppet_position_set(new_value) -> void:
puppet_position = new_value
global_position = puppet_position
sync func destroy() -> void:
queue_free()
func _on_Destroy_timer_timeout():
if get_tree().has_network_peer():
if get_tree().is_network_server():
rpc("destroy")

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extends CollisionShape2D
onready var playerSpriteNAHeight = get_parent().get_child(2).texture.get_height() * get_parent().get_child(2).scale.y
onready var playerSpriteNAWidth = get_parent().get_child(2).texture.get_width() * get_parent().get_child(2).scale.x
func _ready():
var expectedColliderShape = CircleShape2D.new()
set_shape(expectedColliderShape)
var colliderRadius = playerSpriteNAHeight / 2
expectedColliderShape.set_radius(colliderRadius)
pass

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extends Node
var inputState = {}
func _init() -> void:
inputState = {
"right": false,
"left": false,
"up": false,
"down": false,
"debug": false,
"enter": false,
"r_inc": false,
"r_dec": false
}
pass
func update():
inputState = {
"right": Input.is_action_pressed("input_right"),
"left": Input.is_action_pressed("input_left"),
"up": Input.is_action_pressed("input_up"),
"down": Input.is_action_pressed("input_down"),
"debug": Input.is_action_pressed("input_debug"),
"boost": Input.is_action_pressed("input_shift"),
"enter": Input.is_action_pressed("input_enter"),
"r_inc": Input.is_action_pressed("rotation_increase"),
"r_dec": Input.is_action_pressed("rotation_decrease")
}
return inputState

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extends Node
var VDIR = {}
func update(userState, userDimensions):
var bSP = 0
var bHO = userDimensions["sprite"]["width"] / 2 * userDimensions["sprite"]["scale"].x
var bVVO = userDimensions["sprite"]["height"] * userDimensions["sprite"]["scale"].y
var spHO = userDimensions["collider"]["radius"]
VDIR = {
"0": {
"0": {
"start": Vector2(bSP, bSP),
"end": Vector2(bSP, bVVO),
"ray": {"position": Vector2(bSP, bVVO), "length": bVVO, "offset": bVVO - spHO, "collided": false}
},
"1": {
"start": Vector2(spHO, bSP),
"end": Vector2(spHO, bVVO),
"ray": {"position": Vector2(spHO, bVVO), "length": bVVO, "offset": bVVO - spHO, "collided": false}
},
"2": {
"start": Vector2(-spHO, bSP),
"end": Vector2(-spHO, bVVO),
"ray": {"position": Vector2(-spHO, bVVO), "length": bVVO, "offset": bVVO - spHO, "collided": false}
}
},
"1": {
"0": {
"start": Vector2(bSP, bSP) + userState["global_position"],
"end": Vector2(bSP, bVVO) + userState["global_position"],
"ray": {"position": Vector2(bSP, bVVO) + userState["global_position"], "length": bVVO, "offset": bVVO - spHO, "collided": false}
},
"1": {
"start": Vector2(spHO, bSP) + userState["global_position"],
"end": Vector2(spHO, bVVO) + userState["global_position"],
"ray": {"position": Vector2(spHO, bVVO) + userState["global_position"], "length": bVVO, "offset": bVVO - spHO, "collided": false}
},
"2": {
"start": Vector2(-spHO, bSP) + userState["global_position"],
"end": Vector2(-spHO, bVVO) + userState["global_position"],
"ray": {"position": Vector2(-spHO, bVVO) + userState["global_position"], "length": bVVO, "offset": bVVO - spHO, "collided": false}
}
}
}
return VDIR

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extends Node
var player_master = null
var ui = null
var alive_players = []
func instance_node_at_location(node: Object, parent: Object, location: Vector2) -> Object:
var node_instance = instance_node(node, parent)
node_instance.global_position = location
return node_instance
func instance_node(node: Object, parent: Object) -> Object:
var node_instance = node.instance()
parent.add_child(node_instance)
return node_instance

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extends Node
const DEFAULT_PORT = 28414
const MAX_CLIENTS = 4
var server = null
var client = null
var ip_address = ""
var current_player_username = ""
var client_connected_to_server = false
var networked_object_name_index = 0 setget networked_object_name_index_set
puppet var puppet_networked_object_name_index = 0 setget puppet_networked_object_name_index_set
onready var client_connection_timeout_timer = Timer.new()
func _ready() -> void:
add_child(client_connection_timeout_timer)
client_connection_timeout_timer.wait_time = 600 # 10 min
client_connection_timeout_timer.one_shot = true
client_connection_timeout_timer.connect("timeout", self, "_client_connection_timeout")
if OS.get_name() == "Windows":
ip_address = IP.get_local_addresses()[3]
elif OS.get_name() == "Android":
ip_address = IP.get_local_addresses()[0]
else:
ip_address = IP.get_local_addresses()[3]
for ip in IP.get_local_addresses():
if ip.begins_with("192.168.") and not ip.ends_with(".1"):
ip_address = ip
get_tree().connect("connected_to_server", self, "_connected_to_server")
get_tree().connect("server_disconnected", self, "_server_disconnected")
get_tree().connect("connection_failed", self, "_connection_failed")
func create_server() -> void:
server = NetworkedMultiplayerENet.new()
server.create_server(DEFAULT_PORT, MAX_CLIENTS)
get_tree().set_network_peer(server)
Global.instance_node(load("res://source/scenes/GUI/server_handlers/server_advertiser.tscn"), get_tree().current_scene)
func join_server() -> void:
client = NetworkedMultiplayerENet.new()
client.create_client(ip_address, DEFAULT_PORT)
get_tree().set_network_peer(client)
client_connection_timeout_timer.start()
func reset_network_connection() -> void:
if get_tree().has_network_peer():
get_tree().network_peer = null
func _connected_to_server() -> void:
print("Successfully connected to the server")
func _server_disconnected() -> void:
print("Disconnected from the server")
for child in PersistentNodes.get_children():
if child.is_in_group("Net"):
child.queue_free()
reset_network_connection()
if Global.ui != null:
var prompt = Global.instance_node(load("res://source/scenes/OVERLAY/elements/simple_prompt.tscn"), Global.ui)
prompt.set_text("Disconnected from server")
func _client_connection_timeout():
if client_connected_to_server == false:
print("Client has been timed out")
for child in PersistentNodes.get_children():
if child.is_in_group("Net"):
child.queue_free()
reset_network_connection()
var connection_timeout_prompt = Global.instance_node(load("res://source/scenes/OVERLAY/elements/simple_prompt.tscn"), get_tree().current_scene)
connection_timeout_prompt.set_text("Connection timed out")
func _connection_failed():
for child in PersistentNodes.get_children():
if child.is_in_group("Net"):
child.queue_free()
reset_network_connection()
if Global.ui != null:
var prompt = Global.instance_node(load("res://source/scenes/OVERLAY/elements/simple_prompt.tscn"), Global.ui)
prompt.set_text("Connection failed")
func puppet_networked_object_name_index_set(new_value):
networked_object_name_index = new_value
func networked_object_name_index_set(new_value):
networked_object_name_index = new_value
if get_tree().is_network_server():
rset("puppet_networked_object_name_index", networked_object_name_index)

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extends Control
var player = load("res://source/entities/player/player_node.tscn")
var current_spawn_location_instance_number = 1
var current_player_for_spawn_location_number = null
var mode
onready var multiplayer_config_ui = $multiplayer_configure
onready var username_text_edit = $multiplayer_configure/username/username_text_edit
onready var username = $multiplayer_configure/username
onready var device_ip_address = $UI/device_ip_address
onready var start_game = $UI/start_game
onready var background_lobby = $background_lobby
onready var text = $UI/text
func _ready() -> void:
username.hide()
background_lobby.hide()
device_ip_address.hide()
text.hide()
get_tree().connect("network_peer_connected", self, "_player_connected")
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
get_tree().connect("connected_to_server", self, "_connected_to_server")
device_ip_address.text = Network.ip_address
if get_tree().network_peer != null:
multiplayer_config_ui.hide()
background_lobby.show()
device_ip_address.show()
text.show()
current_spawn_location_instance_number = 1
for player in PersistentNodes.get_children():
if player.is_in_group("Player"):
for spawn_location in $spawn_locations.get_children():
if int(spawn_location.name) == current_spawn_location_instance_number and current_player_for_spawn_location_number != player:
player.rpc("update_position", spawn_location.global_position)
player.rpc("enable")
current_spawn_location_instance_number += 1
current_player_for_spawn_location_number = player
else:
start_game.hide()
func _process(_delta: float) -> void:
if Input.is_action_just_pressed("esc") and username.is_visible_in_tree():
username.hide()
if get_tree().network_peer != null:
if get_tree().get_network_connected_peers().size() >= 0 and get_tree().is_network_server():
start_game.show()
else:
start_game.hide()
func _player_connected(id) -> void:
print("Player " + str(id) + " has connected")
instance_player(id)
func _player_disconnected(id) -> void:
print("Player " + str(id) + " has disconnected")
if PersistentNodes.has_node(str(id)):
PersistentNodes.get_node(str(id)).username_text_instance.queue_free()
PersistentNodes.get_node(str(id)).queue_free()
func _on_create_server_pressed():
username.show()
username_text_edit.call_deferred("grab_focus")
mode = "create"
func _on_join_server_pressed():
username.show()
username_text_edit.call_deferred("grab_focus")
mode = "join"
func _connected_to_server() -> void:
yield(get_tree().create_timer(0.1), "timeout")
device_ip_address.show()
background_lobby.show()
text.show()
instance_player(get_tree().get_network_unique_id())
func instance_player(id) -> void:
var player_instance = Global.instance_node_at_location(player, PersistentNodes, get_node("spawn_locations/" + str(current_spawn_location_instance_number)).global_position)
player_instance.name = str(id)
player_instance.set_network_master(id)
player_instance.username = username_text_edit.text
current_spawn_location_instance_number += 1
func _on_start_game_pressed():
rpc("switch_to_game")
sync func switch_to_game() -> void:
for child in PersistentNodes.get_children():
if child.is_in_group("Player"):
child.update_shoot_mode(true)
get_tree().change_scene("res://source/levels/trinity_site/trinity_site_level.tscn")
func _on_confirm_pressed():
if mode == "create":
if username_text_edit.text != "":
Network.current_player_username = username_text_edit.text
multiplayer_config_ui.hide()
device_ip_address.show()
background_lobby.show()
text.show()
Network.create_server()
instance_player(get_tree().get_network_unique_id())
elif mode == "join":
if username_text_edit.text != "":
multiplayer_config_ui.hide()
#username_text_edit.hide()
Global.instance_node(load("res://source/scenes/GUI/server_handlers/server_browser.tscn"), self)
func _on_return_pressed():
get_tree().change_scene("res://source/scenes/GUI/main_menu.tscn")

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extends Node
export (float) var broadcast_interval = 1.0
var server_info = {"name": "LAN Game"}
var socket_udp
var broadcast_timer = Timer.new()
var broadcast_port = Network.DEFAULT_PORT
func _enter_tree():
broadcast_timer.wait_time = broadcast_interval
broadcast_timer.one_shot = false
broadcast_timer.autostart = true
if get_tree().is_network_server():
add_child(broadcast_timer)
broadcast_timer.connect("timeout", self, "broadcast")
socket_udp = PacketPeerUDP.new()
socket_udp.set_broadcast_enabled(true)
socket_udp.set_dest_address('255.255.255.255', broadcast_port)
func broadcast():
server_info.name = Network.current_player_username
var packet_message = to_json(server_info)
var packet = packet_message.to_ascii()
socket_udp.put_packet(packet)
func _exit_tree():
broadcast_timer.stop()
if socket_udp != null:
socket_udp.close()

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extends Control
onready var server_listener = $server_listener
onready var server_ip_text_edit = $background_panel/server_ip_text_edit
onready var server_container = $controls/background_panel/VBoxContainer
onready var manual_setup_button = $controls/manual_setup/Label
onready var background_panel = $background_panel
func _ready() -> void:
background_panel.hide()
func _process(delta):
if Input.is_action_just_pressed("esc") and background_panel.is_visible_in_tree():
background_panel.hide()
func _on_server_listener_new_server(serverInfo):
var server_node = Global.instance_node(load("res://source/scenes/GUI/server_handlers/server_display.tscn"), server_container)
server_node.text = "%s - %s" % [serverInfo.ip, serverInfo.name]
server_node.ip_address = str(serverInfo.ip)
func _on_server_listener_remove_server(serverIp):
for serverNode in server_container.get_children():
if serverNode.is_in_group("Server_display"):
if serverNode.ip_address == serverIp:
serverNode.queue_free()
break
func _on_manual_setup_pressed():
background_panel.show()
server_ip_text_edit.call_deferred("grab_focus")
func _on_join_server_pressed():
if server_ip_text_edit.text != "":
Network.ip_address = server_ip_text_edit.text
hide()
Network.join_server()
func _on_return_pressed():
get_tree().reload_current_scene()

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extends Label
var ip_address = ""
func _on_join_button_pressed():
Network.ip_address = ip_address
Network.join_server()
get_parent().get_parent().get_parent().get_parent().queue_free()

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extends Node
signal new_server
signal remove_server
var cleanup_timer = Timer.new()
var socket_udp = PacketPeerUDP.new()
var listen_port = Network.DEFAULT_PORT
var known_servers = {}
export (int) var server_cleanup_threshold = 3
func _init():
cleanup_timer.wait_time = server_cleanup_threshold
cleanup_timer.one_shot = false
cleanup_timer.autostart = true
cleanup_timer.connect("timeout", self, 'cleanup')
add_child(cleanup_timer)
func _ready():
known_servers.clear()
if socket_udp.listen(listen_port) != OK:
print("GameServer LAN service: Error listening port: " + str(listen_port))
else:
print("GameServer LAN service: Llistening port: " + str(listen_port))
func _process(delta):
if socket_udp.get_available_packet_count() > 0:
var server_ip = socket_udp.get_packet_ip()
var server_port = socket_udp.get_packet_port()
var array_bytes = socket_udp.get_packet()
if server_ip != '' and server_port > 0:
if not known_servers.has(server_ip):
var serverMessage = array_bytes.get_string_from_ascii()
var gameInfo = parse_json(serverMessage)
gameInfo.ip = server_ip
gameInfo.lastSeen = OS.get_unix_time()
known_servers[server_ip] = gameInfo
emit_signal("new_server", gameInfo)
print(socket_udp.get_packet_ip())
else:
var gameInfo = known_servers[server_ip]
gameInfo.lastSeen = OS.get_unix_time()
func cleanup():
var now = OS.get_unix_time()
for server_ip in known_servers:
var serverInfo = known_servers[server_ip]
if (now - serverInfo.lastSeen) > server_cleanup_threshold:
known_servers.erase(server_ip)
print("Remove old server: %s" % server_ip)
emit_signal("remove_server", server_ip)
func _exit_tree():
socket_udp.close()

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extends Node2D
var current_spawn_location_instance_number = 1
var current_player_location_instance_number = null
func _ready() -> void:
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
if get_tree().is_network_server():
setup_player_positions()
func setup_player_positions() -> void:
for player in PersistentNodes.get_children():
if player.is_in_group("Player"):
for spawn_location in $spawn_locations.get_children():
if int(spawn_location.name) == current_spawn_location_instance_number and current_player_location_instance_number != player:
player.rpc("update_position", spawn_location.global_position)
current_spawn_location_instance_number += 1
current_player_location_instance_number = player
func _player_disconnected(id) -> void:
if PersistentNodes.has_node(str(id)):
PersistentNodes.get_node(str(id)).username_text_instance.queue_free()
PersistentNodes.get_node(str(id)).queue_free()

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extends StaticBody2D
func _process(delta):
if $"trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 01/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 025".rotation_degrees < -58:
$"trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 01/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 025".rotation_degrees = 0
$"trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 01/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 025".rotation_degrees += -0.01
pass

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extends CanvasLayer
func _ready() -> void:
Global.ui = self
func _exit_tree() -> void:
Global.ui = null

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extends CanvasLayer
# if 0, then singleplayer will work, if 1, then multiplayer only
var winner_amount = 0
onready var win_timer = $Control/winner/win_timer
onready var winner = $Control/winner
func _ready() -> void:
winner.hide()
func _process(delta: float) -> void:
if Global.alive_players.size() <= winner_amount and get_tree().has_network_peer():
if Global.alive_players[0].name == str(get_tree().get_network_unique_id()):
winner.show()
if win_timer.time_left <= 0:
win_timer.start()

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extends Control
func _on_play_pressed():
#get_tree().change_scene("res://source/levels/trinity_site/trinity_site_level.tscn")
pass
func _on_LAN_party_pressed():
get_tree().change_scene("res://source/scenes/GUI/network_setup.tscn")
func _on_exit_pressed():
get_tree().quit()
func _on_fullscreen_pressed():
OS.window_fullscreen = !OS.window_fullscreen

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extends Control
func _on_ok_pressed():
get_tree().change_scene("res://source/scenes/GUI/main_menu.tscn")
func set_text(text) -> void:
$Label.text = text

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extends Node2D
var player_following = null
var text = "" setget text_set
onready var label = $Label
func _process(delta: float) -> void:
if player_following != null:
global_position = player_following.global_position
func text_set(new_text) -> void:
text = new_text
label.text = text

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extends Label
sync func return_to_lobby():
get_tree().change_scene("res://source/scenes/GUI/network_setup.tscn")
func _on_win_timer_timeout():
if get_tree().is_network_server():
rpc("return_to_lobby")

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