mirror of
https://github.com/kristoferssolo/FuncIt.git
synced 2025-10-21 19:30:35 +00:00
Merge branch 'master' into client-sync
This commit is contained in:
commit
5c5c602235
@ -9,7 +9,7 @@ var gameTimer = 0
|
||||
|
||||
func _ready() -> void:
|
||||
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
|
||||
|
||||
|
||||
if get_tree().is_network_server():
|
||||
setup_player_positions()
|
||||
|
||||
@ -19,29 +19,35 @@ func _process(delta):
|
||||
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
|
||||
#gameControllerStates["allowMove"] = true
|
||||
#gameControllerStates["activePlayer"] = gameControllerStates["players"]
|
||||
#gameControllerStates["waiting"] = false
|
||||
#gameTimer = 0
|
||||
pass
|
||||
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")
|
||||
#print("Awaiting player input and processing it to adjust location and rotation")
|
||||
# DO FOR EACH PLAYER - ONE AFTER THE OTHER
|
||||
pass
|
||||
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.")
|
||||
#print("Awaiting player input and processing it to adjust aim.")
|
||||
# DO FOR EACH PLAYER - AT THE SAME TIME
|
||||
pass
|
||||
if gameControllerStates["allowShoot"]:
|
||||
# Enable function locking feature and prepare for shooting phase -- simulatingEnvironment = true
|
||||
print("Awaiting player function confirmation.")
|
||||
#print("Awaiting player function confirmation.")
|
||||
# DO FOR EACH PLAYER - AT THE SAME TIME
|
||||
pass
|
||||
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.")
|
||||
#print("Game result: undetermined, returning to move phase.")
|
||||
pass
|
||||
if gameControllerStates["singleplayer"]:
|
||||
# Do not interrupt user input -> only request checking for victory.
|
||||
print("Singleplayer mode selected, awaiting game result.")
|
||||
#print("Singleplayer mode selected, awaiting game result.")
|
||||
pass
|
||||
|
||||
func setup_player_positions() -> void:
|
||||
for player in PersistentNodes.get_children():
|
||||
|
||||
Loading…
Reference in New Issue
Block a user