Merge branch 'master' into client-sync

This commit is contained in:
Kristofers Solo
2021-11-10 15:44:44 +02:00
37 changed files with 655 additions and 271 deletions

View File

@@ -67,19 +67,6 @@ var weaponAngle = 0
var particleTexture = ImageTexture.new()
var particleImage = Image.new()
func equip_weapon():
if Input.is_action_just_pressed("line"):
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-na1".texture.get_width() * $"weaponHolder/Player-character-theme-gun-na1".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-na1".texture.get_height() * $"weaponHolder/Player-character-theme-gun-na1".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
if Input.is_action_just_pressed("sine"):
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-na2".texture.get_width() * $"weaponHolder/Player-character-theme-gun-na2".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-na2".texture.get_height() * $"weaponHolder/Player-character-theme-gun-na2".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
if Input.is_action_just_pressed("parab"):
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-na3".texture.get_width() * $"weaponHolder/Player-character-theme-gun-na3".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-na3".texture.get_height() * $"weaponHolder/Player-character-theme-gun-na3".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
if Input.is_action_just_pressed("hyper"):
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-na4".texture.get_width() * $"weaponHolder/Player-character-theme-gun-na4".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-na4".texture.get_height() * $"weaponHolder/Player-character-theme-gun-na4".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
$"weaponHolder/Player-character-theme-gun".position = weaponPositionalOffset
pass
func _ready():
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-na3".texture.get_width() * $"weaponHolder/Player-character-theme-gun-na3".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-na3".texture.get_height() * $"weaponHolder/Player-character-theme-gun-na3".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
$"weaponHolder/Player-character-theme-gun".position = weaponPositionalOffset
@@ -137,8 +124,8 @@ func process_rotation():
func _process(delta: float) -> void:
$"weaponHolder/Player-character-theme-gun".play(theme)
#particleImage.load("res://source/assets/sprites/character/player/theme/" + theme + "/na/Player-character-theme-particle-"+theme+".png")
#particleTexture.create_from_image(particleImage)
particleImage.load("res://source/assets/sprites/character/player/theme/" + theme + "/na/Player-character-theme-particle-"+theme+".png")
particleTexture.create_from_image(particleImage)
$Particles2D.texture = particleTexture
if username_text_instance != null:
username_text_instance.name = "username" + name

View File

@@ -3,6 +3,9 @@ extends Node2D
var current_spawn_location_instance_number = 1
var current_player_location_instance_number = null
var gameControllerStates = {"singleplayer": false, "waiting": true, "allowMove": false, "allowShoot": false, "allowAim": false, "allowInput": false, "allowMenu": true, "simulatingEnvironment": false, "players": {}, "activePlayer": null}
var activePlayerIndicator = "0"
var gameTimer = 0
func _ready() -> void:
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
@@ -10,6 +13,35 @@ func _ready() -> void:
if get_tree().is_network_server():
setup_player_positions()
func _process(delta):
gameTimer += delta
if not gameControllerStates["singleplayer"]:
if gameControllerStates["waiting"] and gameControllerStates["players"] != {} and not gameControllerStates["simulatingEnvironment"]:
if gameTimer > 5:
# Wait for tanks to fall to the ground
gameControllerStates["allowMove"] = true
gameControllerStates["activePlayer"] = gameControllerStates["players"][activePlayerIndicator]
gameControllerStates["waiting"] = false
gameTimer = 0
if gameControllerStates["allowMove"]:
# Get the active player and allow their inputs to have effect.
print("Awaiting player input and processing it to adjust location and rotation")
# DO FOR EACH PLAYER - ONE AFTER THE OTHER
if gameControllerStates["allowAim"] and gameControllerStates["allowInput"]:
# Get the active player and allow their input into adjusting function.
print("Awaiting player input and processing it to adjust aim.")
# DO FOR EACH PLAYER - AT THE SAME TIME
if gameControllerStates["allowShooot"]:
# Enable function locking feature and prepare for shooting phase -- simulatingEnvironment = true
print("Awaiting player function confirmation.")
# DO FOR EACH PLAYER - AT THE SAME TIME
if gameControllerStates["simulatingEnvironment"]:
# Ignore player input, request player weapons to fire the bullets and account for the damages.
# Reset the cycle back to the move stage if neither player won the game.
print("Game result: undetermined, returning to move phase.")
if gameControllerStates["singleplayer"]:
# Do not interrupt user input -> only request checking for victory.
print("Singleplayer mode selected, awaiting game result.")
func setup_player_positions() -> void:
for player in PersistentNodes.get_children():

View File

@@ -1,4 +1,4 @@
extends Area2D
extends Sprite
var velocity = Vector2()
var speed = 1
@@ -9,7 +9,7 @@ var gravitile = 5
func follow_hyperbolic_trajectory():
velocity.x = gravitile * time
velocity.y = 1/time
velocity.y = 1 / time
func _process(delta):
@@ -18,7 +18,7 @@ func _process(delta):
position += velocity * speed * delta
func _on_Bullet_body_entered(body):
func _on_hitbox_body_entered(body):
if body.is_in_group("mobs"):
body.queue_free()
queue_free()

View File

@@ -1,4 +1,4 @@
extends Area2D
extends Sprite
export var speed = 100
var velocity = Vector2()
@@ -34,7 +34,7 @@ func _process(delta):
position += velocity * speed * delta
func _on_Bullet_body_entered(body):
func _on_hitbox_body_entered(body):
if body.is_in_group("mobs"):
body.queue_free()
queue_free()

View File

@@ -12,5 +12,5 @@ func shoot():
func _process(delta):
if Input.is_action_just_pressed("shoot"):
if Input.is_action_just_pressed("input_shoot"):
shoot()

View File

@@ -18,7 +18,7 @@ func _process(delta):
position += velocity * speed * delta
func _on_Bullet_body_entered(body):
func _on_hitbox_body_entered(body):
if body.is_in_group("mobs"):
body.queue_free()
queue_free()

View File

@@ -1,20 +1,33 @@
extends StaticBody2D
onready var bullet_env = preload("res://source/entities/shooting/Sine_Trajectory/Sine_Env.tscn")
var velocity = Vector2(1, 0)
var shooting_speed = 200
extends Line2D
export var speed = 100
var velocity = Vector2(0, 0)
var dot_position = Vector2(0, 0)
var dot_array:PoolVector2Array = []
func shoot():
var bullet = bullet_env.instance()
get_parent().get_parent().get_parent().add_child(bullet)
bullet.global_position = $Position2D.global_position
bullet.global_rotation = $Position2D.global_rotation
pass
var time = 0
export var amplitude = 4
export var frequency = 5
var maxpoints = 15
func follow_sine_trajectory(time):
for x in range(maxpoints):
velocity.y = amplitude * cos(time * frequency)
velocity.x = 5
dot_position += velocity
dot_array.append(dot_position)
return dot_array
func construct_a_line():
clear_points()
for x in range(maxpoints):
add_point(follow_sine_trajectory(x))
pass
func _process(delta):
if Input.is_action_just_pressed("input_shoot"):
shoot()
time += delta
self.points = follow_sine_trajectory(time)
pass

View File

@@ -18,7 +18,7 @@ func _process(delta):
position += velocity * speed * delta
func _on_Bullet_body_entered(body):
func _on_hitbox_body_entered(body):
if body.is_in_group("mobs"):
body.queue_free()
queue_free()

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