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https://github.com/kristoferssolo/FuncIt.git
synced 2025-10-21 19:30:35 +00:00
[Medium] Implement phases
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parent
a3b67d7203
commit
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@ -146,15 +146,15 @@ func process_rotation():
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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user_input = UIN_preset_pre_processor_instance.update()
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enter_phase_limits()
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if get_tree().is_network_server():
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if get_tree().is_network_server():
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Global.phase_update_global()
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Global.phase_update_global()
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clientPhase = Global.get_current_phase()
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clientPhase = Global.get_current_phase()
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print("MASTER:",clientPhase)
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else:
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else:
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if puppet_phase != null:
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if puppet_phase != null:
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clientPhase = puppet_phase
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clientPhase = puppet_phase
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Global.set_current_phase(clientPhase)
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Global.set_current_phase(clientPhase)
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print("SLAVE:",clientPhase)
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$"weaponHolder/Player-character-theme-gun".play(theme)
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$"weaponHolder/Player-character-theme-gun".play(theme)
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particleImage.load("res://source/assets/sprites/character/player/theme/" + theme + "/na/Player-character-theme-particle-"+theme+".png")
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particleImage.load("res://source/assets/sprites/character/player/theme/" + theme + "/na/Player-character-theme-particle-"+theme+".png")
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particleTexture.create_from_image(particleImage)
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particleTexture.create_from_image(particleImage)
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@ -167,7 +167,6 @@ func _process(delta: float) -> void:
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elif $Particles2D.position.x < 0 and direction != "right":
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elif $Particles2D.position.x < 0 and direction != "right":
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$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
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$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
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$Particles2D.scale = -$Particles2D.scale
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$Particles2D.scale = -$Particles2D.scale
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user_input = UIN_preset_pre_processor_instance.update()
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user_state = get_user_state()
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user_state = get_user_state()
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dimensions = get_dimensions()
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dimensions = get_dimensions()
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VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions)
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VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions)
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@ -261,7 +260,7 @@ func _physics_process(delta) -> void:
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rotate_weapon()
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rotate_weapon()
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choose_trajectory()
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choose_trajectory()
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enable_trajectory_line(trajectory_line)
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enable_trajectory_line(trajectory_line)
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if Input.is_action_just_released("input_shoot") and can_shoot and not is_reloading:
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if user_input["shoot"] and can_shoot and not is_reloading:
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rpc("shoot", trajectory, get_tree().get_network_unique_id())
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rpc("shoot", trajectory, get_tree().get_network_unique_id())
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is_reloading = true
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is_reloading = true
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reload_timer.start()
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reload_timer.start()
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@ -480,5 +479,30 @@ func rotate_weapon():
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$"weaponHolder/Player-character-theme-gun".rotation_degrees = weaponAngle
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$"weaponHolder/Player-character-theme-gun".rotation_degrees = weaponAngle
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pass
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pass
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func enter_phase_limits():
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if clientPhase != null and clientPhase["active"] != null:
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if clientPhase["active"]["phase_id"] == 0:
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user_input["r_inc"] = false
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user_input["r_dec"] = false
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user_input["shoot"] = false
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elif clientPhase["active"]["phase_id"] == 1:
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user_input["left"] = false
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user_input["right"] = false
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user_input["up"] = false
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user_input["down"] = false
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user_input["shoot"] = false
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elif clientPhase["active"]["phase_id"] == 2:
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user_input["left"] = false
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user_input["right"] = false
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user_input["up"] = false
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user_input["down"] = false
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user_input["r_inc"] = false
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user_input["r_dec"] = false
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else:
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user_input["left"] = false
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user_input["right"] = false
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user_input["up"] = false
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user_input["down"] = false
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user_input["r_inc"] = false
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user_input["r_dec"] = false
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user_input["shoot"] = false
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@ -11,7 +11,8 @@ func _init() -> void:
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"debug": false,
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"debug": false,
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"enter": false,
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"enter": false,
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"r_inc": false,
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"r_inc": false,
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"r_dec": false
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"r_dec": false,
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"shoot": false
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}
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}
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pass
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pass
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@ -25,6 +26,7 @@ func update():
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"boost": Input.is_action_pressed("input_shift"),
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"boost": Input.is_action_pressed("input_shift"),
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"enter": Input.is_action_pressed("input_enter"),
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"enter": Input.is_action_pressed("input_enter"),
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"r_inc": Input.is_action_pressed("rotation_increase"),
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"r_inc": Input.is_action_pressed("rotation_increase"),
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"r_dec": Input.is_action_pressed("rotation_decrease")
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"r_dec": Input.is_action_pressed("rotation_decrease"),
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"shoot": Input.is_action_pressed("input_shoot")
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}
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}
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return inputState
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return inputState
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@ -6,21 +6,25 @@ var alive_players = []
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var clientPhase = {
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var clientPhase = {
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"0": {
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"0": {
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"phase_id": 0,
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"phase_name": "Movement phase",
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"phase_name": "Movement phase",
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"length": 2,
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"length": 2,
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"start_time": null
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"start_time": null
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},
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},
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"1": {
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"1": {
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"phase_id": 1,
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"phase_name": "Weapon adjustment phase",
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"phase_name": "Weapon adjustment phase",
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"length": 2,
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"length": 2,
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"start_time": null
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"start_time": null
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},
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},
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"2": {
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"2": {
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"phase_id": 2,
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"phase_name": "Bullet simulation phase",
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"phase_name": "Bullet simulation phase",
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"length": 2,
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"length": 2,
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"start_time": null
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"start_time": null
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},
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},
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"3": {
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"3": {
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"phase_id": 3,
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"phase_name": "Idle phase",
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"phase_name": "Idle phase",
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"length": 2,
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"length": 2,
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"start_time": null
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"start_time": null
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@ -37,7 +41,7 @@ func phase_update_global():
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if activePhaseTracker != null:
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if activePhaseTracker != null:
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if clientPhase[str(activePhaseTracker)]["start_time"] != null:
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if clientPhase[str(activePhaseTracker)]["start_time"] != null:
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if currentTime["second"] + currentTime["minute"] * 60 - clientPhase[str(activePhaseTracker)]["start_time"]["second"] - clientPhase[str(activePhaseTracker)]["start_time"]["minute"] * 60 > clientPhase[str(activePhaseTracker)]["length"]:
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if currentTime["second"] + currentTime["minute"] * 60 - clientPhase[str(activePhaseTracker)]["start_time"]["second"] - clientPhase[str(activePhaseTracker)]["start_time"]["minute"] * 60 > clientPhase[str(activePhaseTracker)]["length"]:
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if activePhaseTracker == clientPhase.size - 1:
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if activePhaseTracker == clientPhase.size() - 2:
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clientPhase[str(activePhaseTracker)]["start_time"] = null
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clientPhase[str(activePhaseTracker)]["start_time"] = null
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activePhaseTracker = 0
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activePhaseTracker = 0
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else:
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else:
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