Removed code as Kroppec asked

This commit is contained in:
Kristofers Solo 2021-11-11 17:36:23 +02:00
parent d0a4e15a47
commit df6a8cdaa0
3 changed files with 1 additions and 44 deletions

View File

@ -405,7 +405,6 @@ sync func hit_by_damager(damage):
sync func enable() -> void: sync func enable() -> void:
direction = "left"
hp = 100 hp = 100
can_shoot = false can_shoot = false
update_shoot_mode(false) update_shoot_mode(false)
@ -422,9 +421,6 @@ sync func enable() -> void:
if not Global.alive_players.has(self): if not Global.alive_players.has(self):
Global.alive_players.append(self) Global.alive_players.append(self)
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
sync func destroy() -> void: sync func destroy() -> void:
username_text_instance.visible = false username_text_instance.visible = false

View File

@ -3,51 +3,12 @@ extends Node2D
var current_spawn_location_instance_number = 1 var current_spawn_location_instance_number = 1
var current_player_location_instance_number = null 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: func _ready() -> void:
get_tree().connect("network_peer_disconnected", self, "_player_disconnected") get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
if get_tree().is_network_server(): if get_tree().is_network_server():
setup_player_positions() 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"]
#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")
# 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.")
# 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.")
# 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.")
pass
if gameControllerStates["singleplayer"]:
# Do not interrupt user input -> only request checking for victory.
#print("Singleplayer mode selected, awaiting game result.")
pass
func setup_player_positions() -> void: func setup_player_positions() -> void:
for player in PersistentNodes.get_children(): for player in PersistentNodes.get_children():

View File

@ -1,7 +1,7 @@
extends CanvasLayer extends CanvasLayer
# if 0, then singleplayer will work, if 1, then multiplayer only # if 0, then singleplayer will work, if 1, then multiplayer only
var winner_amount = 1 var winner_amount = 0
onready var win_timer = $Control/winner/win_timer onready var win_timer = $Control/winner/win_timer
onready var winner = $Control/winner onready var winner = $Control/winner