extends Node var player_master = null var ui = null var alive_players = [] var player var global var control var user_input var bot_weapon var clientPhase = { "0": { "phase_id": 0, "phase_name": "Movement phase", "length": 2, "start_time": null }, "1": { "phase_id": 1, "phase_name": "Weapon adjustment phase", "length": 2, "start_time": null }, "2": { "phase_id": 2, "phase_name": "Bullet simulation phase", "length": 2, "start_time": null }, "3": { "phase_id": 3, "phase_name": "Idle phase", "length": 2, "start_time": null }, "active": null } var activePhaseTracker = null var currentTime = null var gameStart = false func phase_update_global(): currentTime = OS.get_time() if gameStart: if activePhaseTracker != null: if clientPhase[str(activePhaseTracker)]["start_time"] != null: if currentTime["second"] + currentTime["minute"] * 60 - clientPhase[str(activePhaseTracker)]["start_time"]["second"] - clientPhase[str(activePhaseTracker)]["start_time"]["minute"] * 60 > clientPhase[str(activePhaseTracker)]["length"]: if activePhaseTracker == clientPhase.size() - 3: clientPhase[str(activePhaseTracker)]["start_time"] = null activePhaseTracker = 0 else: clientPhase[str(activePhaseTracker)]["start_time"] = null activePhaseTracker += 1 else: clientPhase[str(activePhaseTracker)]["start_time"] = currentTime else: activePhaseTracker = 0 clientPhase["active"] = clientPhase[str(activePhaseTracker)] else: clientPhase["active"] = null activePhaseTracker = null pass func start_game(value) -> void: gameStart = value func get_current_phase(): return clientPhase func set_current_phase(phase) -> void: clientPhase = phase func instance_node_at_location(node: Object, parent: Object, location: Vector2) -> Object: var node_instance = instance_node(node, parent) node_instance.global_position = location return node_instance func instance_node(node: Object, parent: Object) -> Object: var node_instance = node.instance() parent.add_child(node_instance) return node_instance func _process(delta): if alive_players.size() > 1: pass print(alive_players)