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https://github.com/kristoferssolo/FuncIt.git
synced 2025-10-21 19:30:35 +00:00
Removed code as Kroppec asked
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@ -405,7 +405,6 @@ sync func hit_by_damager(damage):
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sync func enable() -> void:
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sync func enable() -> void:
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direction = "left"
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hp = 100
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hp = 100
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can_shoot = false
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can_shoot = false
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update_shoot_mode(false)
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update_shoot_mode(false)
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@ -421,9 +420,6 @@ sync func enable() -> void:
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if not Global.alive_players.has(self):
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if not Global.alive_players.has(self):
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Global.alive_players.append(self)
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Global.alive_players.append(self)
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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)
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$"weaponHolder/Player-character-theme-gun".position = weaponPositionalOffset
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sync func destroy() -> void:
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sync func destroy() -> void:
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@ -3,51 +3,12 @@ extends Node2D
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var current_spawn_location_instance_number = 1
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var current_spawn_location_instance_number = 1
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var current_player_location_instance_number = null
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var current_player_location_instance_number = null
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var gameControllerStates = {"singleplayer": false, "waiting": true, "allowMove": false, "allowShoot": false, "allowAim": false, "allowInput": false, "allowMenu": true, "simulatingEnvironment": false, "players": {}, "activePlayer": null}
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var activePlayerIndicator = "0"
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var gameTimer = 0
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func _ready() -> void:
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func _ready() -> void:
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get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
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get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
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if get_tree().is_network_server():
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if get_tree().is_network_server():
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setup_player_positions()
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setup_player_positions()
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func _process(delta):
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gameTimer += delta
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if not gameControllerStates["singleplayer"]:
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if gameControllerStates["waiting"] and gameControllerStates["players"] != {} and not gameControllerStates["simulatingEnvironment"]:
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if gameTimer > 5:
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# Wait for tanks to fall to the ground
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#gameControllerStates["allowMove"] = true
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#gameControllerStates["activePlayer"] = gameControllerStates["players"]
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#gameControllerStates["waiting"] = false
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#gameTimer = 0
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pass
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if gameControllerStates["allowMove"]:
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# Get the active player and allow their inputs to have effect.
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#print("Awaiting player input and processing it to adjust location and rotation")
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# DO FOR EACH PLAYER - ONE AFTER THE OTHER
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pass
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if gameControllerStates["allowAim"] and gameControllerStates["allowInput"]:
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# Get the active player and allow their input into adjusting function.
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#print("Awaiting player input and processing it to adjust aim.")
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# DO FOR EACH PLAYER - AT THE SAME TIME
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pass
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if gameControllerStates["allowShoot"]:
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# Enable function locking feature and prepare for shooting phase -- simulatingEnvironment = true
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#print("Awaiting player function confirmation.")
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# DO FOR EACH PLAYER - AT THE SAME TIME
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pass
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if gameControllerStates["simulatingEnvironment"]:
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# Ignore player input, request player weapons to fire the bullets and account for the damages.
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# Reset the cycle back to the move stage if neither player won the game.
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#print("Game result: undetermined, returning to move phase.")
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pass
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if gameControllerStates["singleplayer"]:
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# Do not interrupt user input -> only request checking for victory.
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#print("Singleplayer mode selected, awaiting game result.")
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pass
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func setup_player_positions() -> void:
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func setup_player_positions() -> void:
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for player in PersistentNodes.get_children():
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for player in PersistentNodes.get_children():
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@ -1,7 +1,7 @@
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extends CanvasLayer
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extends CanvasLayer
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# if 0, then singleplayer will work, if 1, then multiplayer only
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# if 0, then singleplayer will work, if 1, then multiplayer only
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var winner_amount = 1
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var winner_amount = 0
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onready var win_timer = $Control/winner/win_timer
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onready var win_timer = $Control/winner/win_timer
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onready var winner = $Control/winner
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onready var winner = $Control/winner
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