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https://github.com/kristoferssolo/FuncIt.git
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game#4 commit
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11
Game #4/code/global.gd
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11
Game #4/code/global.gd
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extends Node
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func instance_node_at_location(node: Object, parent: Object, location: Vector2) -> Object:
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var node_instance = instance_node(node, parent)
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node_instance.global_position = location
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return node_instance
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func instance_node(node: Object, parent: Object) -> Object:
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var node_instance = node.instance()
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parent.add_child(node_instance)
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return node_instance
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41
Game #4/code/network.gd
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41
Game #4/code/network.gd
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extends Node
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const DEFAULT_PORT = 28960
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const MAX_CLIENTS = 3
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var server = null
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var client = null
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var ip_address = ""
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func _ready() -> void:
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if OS.get_name() == "Windows":
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ip_address = IP.get_local_addresses()[3]
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elif OS.get_name() == "Android":
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ip_address = IP.get_local_addresses()[0]
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else:
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ip_address = IP.get_local_addresses()[3]
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for ip in IP.get_local_addresses():
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if ip.begins_with("192.168.") and not ip.ends_with(".1"):
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ip_address = ip
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get_tree().connect("connected_to_server", self, "_connected_to_server")
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get_tree().connect("server_disconnected", self, "_server_disconnected")
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func create_server() -> void:
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server = NetworkedMultiplayerENet.new()
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server.create_server(DEFAULT_PORT, MAX_CLIENTS)
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get_tree().set_network_peer(server)
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func join_server() -> void:
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client = NetworkedMultiplayerENet.new()
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client.create_client(ip_address, DEFAULT_PORT)
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get_tree().set_network_peer(client)
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func _connected_to_server() -> void:
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print("Successfully connected to the server")
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func _server_disconnected() -> void:
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print("Disconnected from the server")
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49
Game #4/code/network_setup.gd
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49
Game #4/code/network_setup.gd
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extends Control
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var player = load("res://scenes/player.tscn")
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onready var multiplayer_config_ui = $multiplayer_configure
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onready var server_ip_address = $multiplayer_configure/server_ip_address
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onready var device_ip_address = $CanvasLayer/device_ip_address
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func _ready():
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get_tree().connect("network_peer_connected", self, "_player_connected")
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get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
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get_tree().connect("connected_to_server", self, "_connected_to_server")
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device_ip_address.text = Network.ip_address
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func _player_connected(id) -> void:
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print("Player " + str(id) + " has connected")
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instance_player(id)
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func _player_disconnected(id) -> void:
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print("Player " + str(id) + " has disconnected")
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if Players.has_node(str(id)):
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Players.get_node(str(id)).queue_free()
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func _on_create_server_pressed():
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multiplayer_config_ui.hide()
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Network.create_server()
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instance_player(get_tree().get_network_unique_id())
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func _on_join_server_pressed():
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if server_ip_address.text != "":
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multiplayer_config_ui.hide()
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Network.ip_address = server_ip_address.text
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Network.join_server()
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func _connected_to_server() -> void:
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yield(get_tree().create_timer(0.1), "timeout")
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instance_player(get_tree().get_network_unique_id())
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func instance_player(id) -> void:
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var player_instance = Global.instance_node_at_location(player, Players, Vector2(rand_range(0, 1920), rand_range(0, 1080)))
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player_instance.name = str(id)
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player_instance.set_network_master(id)
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88
Game #4/code/player.gd
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88
Game #4/code/player.gd
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extends KinematicBody2D
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const JUMP_FORCE = 500
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const GRAVITY = 700
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const MAX_SPEED = 10000
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var speed = 15
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var velocity = Vector2()
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var fly = false
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puppet var puppet_position = Vector2(0, 0) setget puppet_position_set
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puppet var puppet_velocity = Vector2()
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puppet var puppet_rotaion = 0
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onready var tween = $Tween
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func _physics_process(delta):
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if is_network_master():
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mode_switch(delta)
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screen_wrap()
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func mode_switch(delta):
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if Input.is_action_just_pressed("mode_switch") and fly == false:
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fly = true
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elif Input.is_action_just_pressed("mode_switch") and fly == true:
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fly = false
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if fly == false:
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movement(delta)
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elif fly == true:
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flying()
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func movement(delta):
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if Input.is_action_just_pressed("stop"):
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velocity.x = 0
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velocity.y = 0
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if Input.is_action_pressed("move_left"):
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if velocity.x > -MAX_SPEED:
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velocity.x -= speed
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elif Input.is_action_pressed("move_right"):
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if velocity.x < MAX_SPEED:
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velocity.x += speed
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if !Input.is_action_pressed("move_left") and !Input.is_action_pressed("move_right") and is_on_floor():
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velocity.x = 0
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velocity.y += GRAVITY * delta
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if Input.is_action_pressed("jump") and is_on_floor():
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velocity.y -= JUMP_FORCE
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velocity = move_and_slide(velocity, Vector2.UP)
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func flying():
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speed = 1000
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var velocity = Vector2()
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if Input.is_action_pressed("move_right"):
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velocity.x += 1
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if Input.is_action_pressed("move_left"):
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velocity.x -= 1
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if Input.is_action_pressed("move_down"):
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velocity.y += 1
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if Input.is_action_pressed("move_up"):
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velocity.y -= 1
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velocity = velocity.normalized() * speed
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velocity = move_and_slide(velocity)
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print(velocity)
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func screen_wrap():
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if position.x <= -10:
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position.x = get_viewport_rect().size.x
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if position.x >= get_viewport_rect().size.x + 10:
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position.x = 0
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func puppet_position_set(new_value) -> void:
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puppet_position = new_value
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tween.inturpolate_polarity(self, "global_position", global_position, puppet_position, 0.1)
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tween.start()
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func _on_network_tick_rate_timeout():
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if is_network_master():
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rset_unreliable("puppet_position", global_position)
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rset_unreliable("puppet_velocity", velocity)
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