Multiplayer now actually semi-funcitonal. Needs enemy spawning and

support for multiple allies, still
This commit is contained in:
Sage Vaillancourt 2018-05-26 04:15:20 -04:00
parent 1de7da63ad
commit 4887754f6b
8 changed files with 695 additions and 28 deletions

288
Area2D.gd Normal file
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@ -0,0 +1,288 @@
extends Area2D
signal update_display # tells parent to update points display
signal refund # will tell parent a refund is occuring, for display
signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
signal ship_speed_upgrade
signal shooting_speed_fully_upgraded
signal ship_speed_fully_upgraded
signal restart_game
signal multiplayer_movement
export (PackedScene) var Laser
################################
#THINGS THAT MAY NEED ADJUSTING
#################################
#Default ship strengths and costs
const BULLET_DELAY_TIER1 = 0.8
const BULLET_DELAY_TIER2 = 0.5
const BULLET_DELAY_TIER3 = 0.2
const BULLET_DELAY_TIER4 = 0.1
const BULLET_DELAY_TIER5 = 0.05
const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
const BULLET_DELAY_MINIMUM = 0.01
const BULLET_DELAY_TIER2_COST = 100
const BULLET_DELAY_TIER3_COST = 200
const BULLET_DELAY_TIER4_COST = 400
const BULLET_DELAY_TIER5_COST = 1000
const SHIP_SPEED_TIER1 = 150
const SHIP_SPEED_TIER2 = 200
const SHIP_SPEED_TIER3 = 300
const SHIP_SPEED_TIER4 = 500
const SHIP_SPEED_TIER5 = 800
const SHIP_SPEED_UPGRADE_DEFAULT = 1500
const SHIP_SPEED_MAXIMUM = 1200
const SHIP_SPEED_TIER2_COST = 200
const SHIP_SPEED_TIER3_COST = 400
const SHIP_SPEED_TIER4_COST = 600
const SHIP_SPEED_TIER5_COST = 800
const STARTING_MONEY = 100
#################################
var screensize
var ship_speed = SHIP_SPEED_TIER1
var ship_speed_tier = 0
var bullet_delay = BULLET_DELAY_TIER1
var bullet_delay_tier = 0
var laser_penetration = 0
var double_laser = false
var ship_value = 0
var refund_percentage = 1
var money = STARTING_MONEY
var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT
func upgradeMenu():
var upgmenu = preload("res://UpgradeMenu.tscn").instance()
add_child(upgmenu)
upgmenu.connect("refund", self, "_refund_button")
upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
upgmenu.connect("ship_speed_upgrade", self, "upgradeShipSpeed_button")
upgmenu.bullet_delay_tier = bullet_delay_tier
upgmenu.ship_speed_tier = ship_speed_tier
get_tree().paused = true
func upgradeShipSpeed_button():
upgradeShipSpeed()
emit_signal("update_display")
get_tree().paused = true
func upgradeBulletDelay_button():
upgradeBulletDelay()
emit_signal("update_display")
get_tree().paused = true
func upgradeBulletDelay():
if (bullet_delay == BULLET_DELAY_TIER1 && money >= BULLET_DELAY_TIER2_COST):
bullet_delay = BULLET_DELAY_TIER2
money -= BULLET_DELAY_TIER2_COST
ship_value += BULLET_DELAY_TIER2_COST
bullet_delay_tier = 1
elif (bullet_delay == BULLET_DELAY_TIER2 && money >= BULLET_DELAY_TIER3_COST):
bullet_delay = BULLET_DELAY_TIER3
money -= BULLET_DELAY_TIER3_COST
ship_value += BULLET_DELAY_TIER3_COST
bullet_delay_tier = 2
elif (bullet_delay == BULLET_DELAY_TIER3 && money >= BULLET_DELAY_TIER4_COST):
bullet_delay = BULLET_DELAY_TIER4
money -= BULLET_DELAY_TIER4_COST
ship_value += BULLET_DELAY_TIER4_COST
bullet_delay_tier = 3
elif (bullet_delay == BULLET_DELAY_TIER4 && money >= BULLET_DELAY_TIER5_COST):
bullet_delay = BULLET_DELAY_TIER5
money -= BULLET_DELAY_TIER5_COST
ship_value += BULLET_DELAY_TIER5_COST
bullet_delay_tier = 4
elif (bullet_delay <= BULLET_DELAY_MINIMUM):
emit_signal("bullet_delay_fully_upgraded")
elif (bullet_delay <= BULLET_DELAY_TIER5 && money >= shooting_speed_upgrade):
bullet_delay = bullet_delay*0.95
money -= shooting_speed_upgrade
ship_value += shooting_speed_upgrade
shooting_speed_upgrade *= 1.1
bullet_delay_tier += 1
timer.set_wait_time(bullet_delay)
prints(bullet_delay)
func upgradeShipSpeed():
prints("func upgradeShipSpeed():")
if (ship_speed == SHIP_SPEED_TIER1 && money >= SHIP_SPEED_TIER2_COST):
ship_speed = SHIP_SPEED_TIER2
money -= SHIP_SPEED_TIER2_COST
ship_value += SHIP_SPEED_TIER2_COST
ship_speed_tier = 1
elif (ship_speed == SHIP_SPEED_TIER2 && money >= SHIP_SPEED_TIER3_COST):
ship_speed = SHIP_SPEED_TIER3
money -= SHIP_SPEED_TIER3_COST
ship_value += SHIP_SPEED_TIER3_COST
ship_speed_tier = 2
elif (ship_speed == SHIP_SPEED_TIER3 && money >= SHIP_SPEED_TIER4_COST):
ship_speed = SHIP_SPEED_TIER4
money -= SHIP_SPEED_TIER4_COST
ship_value += SHIP_SPEED_TIER4_COST
ship_speed_tier = 3
elif (ship_speed == SHIP_SPEED_TIER4 && money >= SHIP_SPEED_TIER5_COST):
ship_speed = SHIP_SPEED_TIER5
money -= SHIP_SPEED_TIER5_COST
ship_value += SHIP_SPEED_TIER5_COST
ship_speed_tier = 4
elif (ship_speed >= SHIP_SPEED_MAXIMUM):
emit_signal("ship_speed_fully_upgraded")
elif (ship_speed >= SHIP_SPEED_TIER5 && money >= ship_speed_upgrade):
ship_speed = ship_speed*1.05
money -= ship_speed_upgrade
ship_value += ship_speed_upgrade
ship_speed_upgrade *= 1.1
prints(ship_speed)
func _ready():
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(bullet_delay)
timer.connect("timeout", self, "on_timeout_complete")
add_child(timer)
timer.start()
position.x = 100
position.y = 250
screensize = get_viewport_rect().size
$AnimatedSprite.play()
func _refund_button():
bullet_delay = BULLET_DELAY_TIER1
bullet_delay_tier = 0
timer.set_wait_time(bullet_delay)
ship_speed = SHIP_SPEED_TIER1
shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
money += ship_value*refund_percentage
prints("Refunded ", ship_value*refund_percentage)
ship_value = 0
emit_signal("update_display")
get_tree().paused = true
var timer = null
var can_shoot = false
var shoot_down = false
func on_timeout_complete():
can_shoot = true
#func _unhandled_input(event):
# if (event is InputEventScreenTouch):
# gravity_point = true
# gravity_vec = Vector2(0.5, 0.5)
var x_up = false
var y_up = false
var x_down = false
var y_down = false
func moveto(finger_position):
if (finger_position.x > position.x && finger_position.x < 800):
velocity.x += 1
x_up = true
if position.x > finger_position.x:
velocity.x -= 1
x_down = true
if (finger_position.y - 100 > position.y && finger_position.x < 800):
velocity.y += 1
y_up = true
if (position.y > finger_position.y - 100 && finger_position.x < 800):
velocity.y -= 1
y_down = true
# if (finger_position.x >= 800 && can_shoot):
# shoot()
if get_tree().has_network_peer():
rpc("move_player", get_tree().get_network_unique_id(), position)
remote func move_player(id, position):
prints("PLAYER SAYS:", id, position)
emit_signal("multiplayer_movement", id, position)
var velocity = Vector2() # the player's movement vector
func _process(delta):
velocity = Vector2()
if (Input.is_action_pressed("ui_right") || x_up):
velocity.x += 1
x_up = false
if (Input.is_action_pressed("ui_left") || x_down):
velocity.x -= 1
x_down = false
if (Input.is_action_pressed("ui_down") || y_up):
velocity.y += 1
y_up = false
if (Input.is_action_pressed("ui_up") || y_down):
velocity.y -= 1
y_down = false
if (velocity.length() > 0):
velocity = velocity.normalized() * ship_speed
position += velocity * delta
position.x = clamp(position.x, 0, screensize.x)
position.y = clamp(position.y, 0, screensize.y)
if get_tree().has_network_peer():
rpc("move_player", get_tree().get_network_unique_id(), position)
if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true):
shoot()
if (Input.is_action_pressed("ui_reset") && can_shoot == true):
upgradeMenu()
var x_up = false
var y_up = false
var x_down = false
var y_down = false
func _on_Player_body_entered(body):
prints("hit")
func shootDown():
shoot_down = true
func shootUp():
shoot_down = false
func shoot():
var laser = Laser.instance()
get_node("../").add_child(laser)
laser.current_pen = laser_penetration
laser.position.y = position.y - 27
laser.position.x = position.x + 46
#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
#Would allow for more simple additions in the future
if double_laser == true:
var laser2 = Laser.instance()
get_node("../").add_child(laser2)
laser2.position.y = position.y + 28
laser2.position.x = position.x + 46
laser2.current_pen = laser_penetration
can_shoot = false
timer.start()
func gameOver():
var gameover = preload("res://GameOver.tscn").instance()
add_child(gameover)
gameover.connect("restart", self, "restart_game")
# gameover.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
get_tree().paused = true
func restart_game():
_refund_button()
get_tree().paused = false
money = STARTING_MONEY
emit_signal("restart_game")

13
Main.gd
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@ -43,6 +43,10 @@ func _process(delta):
get_tree().quit() get_tree().quit()
updatePoints() updatePoints()
if get_tree().has_network_peer():
if !get_tree().is_network_server():
$BaddieTimer.stop()
if (touchy_feely && (abs(touchy_feely.position.x - $Player.position.x) > 1)): if (touchy_feely && (abs(touchy_feely.position.x - $Player.position.x) > 1)):
if (touchy_feely.position.x < 800): if (touchy_feely.position.x < 800):
$Player.moveto(touchy_feely.position) $Player.moveto(touchy_feely.position)
@ -135,4 +139,11 @@ func _input(event):
$Player.position.y = event.position.y - 100 $Player.position.y = event.position.y - 100
prints(event.index) prints(event.index)
else: else:
touchy_shooty = true touchy_shooty = true
func _on_Player_multiplayer_movement(id, position, is_shooting):
prints("Multiplayer movement for", id, "to", position)
$OtherPlayer.visible = true
$OtherPlayer.position = position
if is_shooting:
$OtherPlayer.shoot()

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@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=2] [gd_scene load_steps=12 format=2]
[ext_resource path="res://Main.gd" type="Script" id=1] [ext_resource path="res://Main.gd" type="Script" id=1]
[ext_resource path="res://Bad1.tscn" type="PackedScene" id=2] [ext_resource path="res://Bad1.tscn" type="PackedScene" id=2]
@ -8,6 +8,7 @@
[ext_resource path="res://Player.tscn" type="PackedScene" id=6] [ext_resource path="res://Player.tscn" type="PackedScene" id=6]
[ext_resource path="res://Mothership.tscn" type="PackedScene" id=7] [ext_resource path="res://Mothership.tscn" type="PackedScene" id=7]
[ext_resource path="res://art/interface/pause.png" type="Texture" id=8] [ext_resource path="res://art/interface/pause.png" type="Texture" id=8]
[ext_resource path="res://OtherPlayer.tscn" type="PackedScene" id=9]
[sub_resource type="ImageTexture" id=1] [sub_resource type="ImageTexture" id=1]
@ -166,8 +167,15 @@ scale = Vector2( 0.199771, 0.199771 )
frames = SubResource( 2 ) frames = SubResource( 2 )
animation = "default" animation = "default"
[node name="OtherPlayer" parent="." index="9" instance=ExtResource( 9 )]
visible = false
_sections_unfolded = [ "Transform", "Visibility" ]
[connection signal="body_entered" from="Player" to="Player" method="_on_Player_body_entered"] [connection signal="body_entered" from="Player" to="Player" method="_on_Player_body_entered"]
[connection signal="multiplayer_movement" from="Player" to="." method="_on_Player_multiplayer_movement"]
[connection signal="restart_game" from="Player" to="Mothership" method="_on_Player_restart_game"] [connection signal="restart_game" from="Player" to="Mothership" method="_on_Player_restart_game"]
[connection signal="restart_game" from="Player" to="." method="_on_Player_restart_game"] [connection signal="restart_game" from="Player" to="." method="_on_Player_restart_game"]

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@ -20,7 +20,7 @@ height = 1.0
ascent = 0.0 ascent = 0.0
distance_field = false distance_field = false
[node name="Networking" type="Node" index="0"] [node name="Networking" type="Node"]
pause_mode = 2 pause_mode = 2
script = ExtResource( 1 ) script = ExtResource( 1 )

180
OtherPlayer.gd Normal file
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@ -0,0 +1,180 @@
extends Area2D
signal update_display # tells parent to update points display
signal refund # will tell parent a refund is occuring, for display
signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
signal ship_speed_upgrade
signal shooting_speed_fully_upgraded
signal ship_speed_fully_upgraded
signal restart_game
signal multiplayer_movement
export (PackedScene) var Laser
################################
#THINGS THAT MAY NEED ADJUSTING
#################################
#Default ship strengths and costs
const BULLET_DELAY_TIER1 = 0.8
const BULLET_DELAY_TIER2 = 0.5
const BULLET_DELAY_TIER3 = 0.2
const BULLET_DELAY_TIER4 = 0.1
const BULLET_DELAY_TIER5 = 0.05
const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
const BULLET_DELAY_MINIMUM = 0.01
const BULLET_DELAY_TIER2_COST = 100
const BULLET_DELAY_TIER3_COST = 200
const BULLET_DELAY_TIER4_COST = 400
const BULLET_DELAY_TIER5_COST = 1000
const SHIP_SPEED_TIER1 = 150
const SHIP_SPEED_TIER2 = 200
const SHIP_SPEED_TIER3 = 300
const SHIP_SPEED_TIER4 = 500
const SHIP_SPEED_TIER5 = 800
const SHIP_SPEED_UPGRADE_DEFAULT = 1500
const SHIP_SPEED_MAXIMUM = 1200
const SHIP_SPEED_TIER2_COST = 200
const SHIP_SPEED_TIER3_COST = 400
const SHIP_SPEED_TIER4_COST = 600
const SHIP_SPEED_TIER5_COST = 800
const STARTING_MONEY = 100
#################################
var screensize
var ship_speed = SHIP_SPEED_TIER1
var ship_speed_tier = 0
var bullet_delay = BULLET_DELAY_TIER1
var bullet_delay_tier = 0
var laser_penetration = 0
var double_laser = false
var ship_value = 0
var refund_percentage = 1
var money = STARTING_MONEY
var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT
func _ready():
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(bullet_delay)
timer.connect("timeout", self, "on_timeout_complete")
add_child(timer)
timer.start()
position.x = 100
position.y = 250
screensize = get_viewport_rect().size
$AnimatedSprite.play()
var timer = null
var can_shoot = false
var shoot_down = false
func on_timeout_complete():
can_shoot = true
#func _unhandled_input(event):
# if (event is InputEventScreenTouch):
# gravity_point = true
# gravity_vec = Vector2(0.5, 0.5)
var x_up = false
var y_up = false
var x_down = false
var y_down = false
func moveto(finger_position):
if (finger_position.x > position.x && finger_position.x < 800):
velocity.x += 1
x_up = true
if position.x > finger_position.x:
velocity.x -= 1
x_down = true
if (finger_position.y - 100 > position.y && finger_position.x < 800):
velocity.y += 1
y_up = true
if (position.y > finger_position.y - 100 && finger_position.x < 800):
velocity.y -= 1
y_down = true
# if (finger_position.x >= 800 && can_shoot):
# shoot()
if get_tree().has_network_peer():
rpc("move_player", get_tree().get_network_unique_id(), position)
remote func move_player(id, position):
prints("PLAYER SAYS:", id, position)
emit_signal("multiplayer_movement", id, position)
var velocity = Vector2() # the player's movement vector
func _process(delta):
velocity = Vector2()
if (Input.is_action_pressed("ui_right") || x_up):
velocity.x += 1
x_up = false
if (Input.is_action_pressed("ui_left") || x_down):
velocity.x -= 1
x_down = false
if (Input.is_action_pressed("ui_down") || y_up):
velocity.y += 1
y_up = false
if (Input.is_action_pressed("ui_up") || y_down):
velocity.y -= 1
y_down = false
if (velocity.length() > 0):
velocity = velocity.normalized() * ship_speed
position += velocity * delta
position.x = clamp(position.x, 0, screensize.x)
position.y = clamp(position.y, 0, screensize.y)
if get_tree().has_network_peer():
rpc("move_player", get_tree().get_network_unique_id(), position)
if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true):
shoot()
if (Input.is_action_pressed("ui_reset") && can_shoot == true):
upgradeMenu()
var x_up = false
var y_up = false
var x_down = false
var y_down = false
func _on_Player_body_entered(body):
prints("hit")
func shootDown():
shoot_down = true
func shootUp():
shoot_down = false
func shoot():
var laser = Laser.instance()
get_node("../").add_child(laser)
laser.current_pen = laser_penetration
laser.position.y = position.y - 27
laser.position.x = position.x + 46
#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
#Would allow for more simple additions in the future
if double_laser == true:
var laser2 = Laser.instance()
get_node("../").add_child(laser2)
laser2.position.y = position.y + 28
laser2.position.x = position.x + 46
laser2.current_pen = laser_penetration
can_shoot = false
timer.start()

171
OtherPlayer.tscn Normal file
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@ -0,0 +1,171 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Laser.tscn" type="PackedScene" id=1]
[ext_resource path="res://art/player/Rocket1.png" type="Texture" id=2]
[ext_resource path="res://art/player/Rocket2.png" type="Texture" id=3]
[sub_resource type="GDScript" id=3]
script/source = "extends Area2D
signal update_display # tells parent to update points display
signal refund # will tell parent a refund is occuring, for display
signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
signal ship_speed_upgrade
signal shooting_speed_fully_upgraded
signal ship_speed_fully_upgraded
signal restart_game
signal multiplayer_movement
export (PackedScene) var Laser
################################
#THINGS THAT MAY NEED ADJUSTING
#################################
#Default ship strengths and costs
const BULLET_DELAY_TIER1 = 0.8
const BULLET_DELAY_TIER2 = 0.5
const BULLET_DELAY_TIER3 = 0.2
const BULLET_DELAY_TIER4 = 0.1
const BULLET_DELAY_TIER5 = 0.05
const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
const BULLET_DELAY_MINIMUM = 0.01
const BULLET_DELAY_TIER2_COST = 100
const BULLET_DELAY_TIER3_COST = 200
const BULLET_DELAY_TIER4_COST = 400
const BULLET_DELAY_TIER5_COST = 1000
const SHIP_SPEED_TIER1 = 150
const SHIP_SPEED_TIER2 = 200
const SHIP_SPEED_TIER3 = 300
const SHIP_SPEED_TIER4 = 500
const SHIP_SPEED_TIER5 = 800
const SHIP_SPEED_UPGRADE_DEFAULT = 1500
const SHIP_SPEED_MAXIMUM = 1200
const SHIP_SPEED_TIER2_COST = 200
const SHIP_SPEED_TIER3_COST = 400
const SHIP_SPEED_TIER4_COST = 600
const SHIP_SPEED_TIER5_COST = 800
const STARTING_MONEY = 100
#################################
var screensize
var ship_speed = SHIP_SPEED_TIER1
var ship_speed_tier = 0
var bullet_delay = BULLET_DELAY_TIER1
var bullet_delay_tier = 0
var laser_penetration = 0
var double_laser = false
var ship_value = 0
var refund_percentage = 1
var money = STARTING_MONEY
var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT
func _ready():
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(bullet_delay)
timer.connect(\"timeout\", self, \"on_timeout_complete\")
add_child(timer)
timer.start()
position.x = 100
position.y = 250
screensize = get_viewport_rect().size
$AnimatedSprite.play()
var timer = null
var can_shoot = false
var shoot_down = false
func on_timeout_complete():
can_shoot = true
#func _unhandled_input(event):
# if (event is InputEventScreenTouch):
# gravity_point = true
# gravity_vec = Vector2(0.5, 0.5)
var x_up = false
var y_up = false
var x_down = false
var y_down = false
func _process(delta):
pass
func shoot():
if can_shoot:
var laser = Laser.instance()
get_node(\"../\").add_child(laser)
laser.current_pen = laser_penetration
laser.position.y = position.y - 27
laser.position.x = position.x + 46
#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
#Would allow for more simple additions in the future
if double_laser == true:
var laser2 = Laser.instance()
get_node(\"../\").add_child(laser2)
laser2.position.y = position.y + 28
laser2.position.x = position.x + 46
laser2.current_pen = laser_penetration
can_shoot = false
timer.start()"
_sections_unfolded = [ "Resource" ]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": "default",
"speed": 15.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
custom_solver_bias = 0.0
radius = 12.8998
height = 40.4125
[node name="OtherPlayer" type="Area2D"]
input_pickable = true
gravity_point = true
gravity_vec = Vector2( 10, 10 )
gravity = 1000.0
linear_damp = 0.1
angular_damp = 1.0
collision_layer = 29
collision_mask = 29
audio_bus_override = false
audio_bus_name = "Master"
script = SubResource( 3 )
Laser = ExtResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
position = Vector2( 1.01175, 7.07602 )
scale = Vector2( 0.2, 0.2 )
frames = SubResource( 1 )
animation = "default"
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
position = Vector2( 45.5518, -3.09424 )
shape = SubResource( 2 )

View File

@ -8,6 +8,7 @@ signal ship_speed_upgrade
signal shooting_speed_fully_upgraded signal shooting_speed_fully_upgraded
signal ship_speed_fully_upgraded signal ship_speed_fully_upgraded
signal restart_game signal restart_game
signal multiplayer_movement
export (PackedScene) var Laser export (PackedScene) var Laser
@ -187,6 +188,8 @@ var y_up = false
var x_down = false var x_down = false
var y_down = false var y_down = false
var is_shooting
func moveto(finger_position): func moveto(finger_position):
if (finger_position.x > position.x && finger_position.x < 800): if (finger_position.x > position.x && finger_position.x < 800):
velocity.x += 1 velocity.x += 1
@ -202,12 +205,11 @@ func moveto(finger_position):
y_down = true y_down = true
# if (finger_position.x >= 800 && can_shoot): # if (finger_position.x >= 800 && can_shoot):
# shoot() # shoot()
if get_tree().has_network_peer(): # if get_tree().has_network_peer():
rpc("move_player", get_tree().get_network_unique_id(), position) # rpc("move_player", get_tree().get_network_unique_id(), position, ~can_shoot)
#remote func move_player(id, position): remote func move_player(id, position, is_shooting):
# prints("PLAYER SAYS:", id, position) emit_signal("multiplayer_movement", id, position, is_shooting)
# pass
var velocity = Vector2() # the player's movement vector var velocity = Vector2() # the player's movement vector
@ -231,8 +233,14 @@ func _process(delta):
position += velocity * delta position += velocity * delta
position.x = clamp(position.x, 0, screensize.x) position.x = clamp(position.x, 0, screensize.x)
position.y = clamp(position.y, 0, screensize.y) position.y = clamp(position.y, 0, screensize.y)
if can_shoot:
is_shooting = false
else:
is_shooting = true
if get_tree().has_network_peer(): if get_tree().has_network_peer():
rpc("move_player", get_tree().get_network_unique_id(), position) rpc("move_player", get_tree().get_network_unique_id(), position, is_shooting)
if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true): if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true):
shoot() shoot()
@ -254,25 +262,26 @@ func shootUp():
shoot_down = false shoot_down = false
func shoot(): func shoot():
var laser = Laser.instance() if can_shoot:
get_node("../").add_child(laser) var laser = Laser.instance()
laser.current_pen = laser_penetration get_node("../").add_child(laser)
laser.position.y = position.y - 27 laser.current_pen = laser_penetration
laser.position.x = position.x + 46 laser.position.y = position.y - 27
laser.position.x = position.x + 46
#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
#Would allow for more simple additions in the future
if double_laser == true:
var laser2 = Laser.instance()
get_node("../").add_child(laser2)
laser2.position.y = position.y + 28
laser2.position.x = position.x + 46
laser2.current_pen = laser_penetration
#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
can_shoot = false #Would allow for more simple additions in the future
timer.start() if double_laser == true:
var laser2 = Laser.instance()
get_node("../").add_child(laser2)
laser2.position.y = position.y + 28
laser2.position.x = position.x + 46
laser2.current_pen = laser_penetration
can_shoot = false
timer.start()
func gameOver(): func gameOver():
var gameover = preload("res://GameOver.tscn").instance() var gameover = preload("res://GameOver.tscn").instance()
add_child(gameover) add_child(gameover)

View File

@ -20,7 +20,7 @@ custom_solver_bias = 0.0
radius = 12.8998 radius = 12.8998
height = 40.4125 height = 40.4125
[node name="Player" type="Area2D"] [node name="Player" type="Area2D" index="0"]
input_pickable = true input_pickable = true
gravity_point = true gravity_point = true