FuncIt/source/assets/scripts/server_handlers/trinity_site_level_playground.gd

65 lines
2.3 KiB
GDScript

extends Node2D
var current_spawn_location_instance_number = 1
var current_player_location_instance_number = null
var globalActivePhase = null
var timer = 0
var finishedMovementZone = false
var finishedJumpZone = false
var finishedAiming = false
func _ready() -> void:
# warning-ignore:return_value_discarded
$controls.modulate[3] = 0
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
if get_tree().is_network_server():
setup_player_positions()
func setup_player_positions() -> void:
for player in PersistentNodes.get_children():
if player.is_in_group("Player"):
for spawn_location in $spawn_locations.get_children():
if int(spawn_location.name) == current_spawn_location_instance_number and current_player_location_instance_number != player:
player.rpc("update_position", spawn_location.global_position)
current_spawn_location_instance_number += 1
current_player_location_instance_number = player
func _player_disconnected(id) -> void:
if PersistentNodes.has_node(str(id)):
PersistentNodes.get_node(str(id)).username_text_instance.queue_free()
PersistentNodes.get_node(str(id)).health_bar_instance.queue_free()
PersistentNodes.get_node(str(id)).queue_free()
func _process(delta):
timer += delta
begin_tutorial()
func begin_tutorial():
# Reset initial setup
if timer < 2:
finishedJumpZone = false
finishedMovementZone = false
# Request to start tutorial.
# Show a movement target to test ( A / D / SHIFT )
if not finishedMovementZone: $simpleTargetZone_basic.show()
else: $simpleTargetZone_basic.hide()
if not finishedJumpZone and finishedMovementZone: $simpleTargetZone_jump.show()
else: $simpleTargetZone_jump.hide()
if finishedJumpZone and finishedMovementZone and $controls.modulate[3] < 1: $controls.modulate[3] += 0.1
# Show a movement target to test ( Jump )
# Show a shooting target to test ( Aiming )
# After target destroyed request permission to move on to menu.
# Remove player before moving on. !!!!!!!!!!!
if finishedMovementZone and finishedJumpZone and finishedAiming and timer > 2: get_tree().change_scene("res://source/scenes/GUI/main_menu.tscn")
func _on_simpleTargetZone_jump_zone_entered():
finishedJumpZone = true
func _on_simpleTargetZone_basic_zone_entered():
finishedMovementZone = true