More multiplayer work. Colors, usernames, and upgrades should be pretty

set for the current system. Double lasers now available in upgrade menu
This commit is contained in:
Sage Vaillancourt 2018-05-29 02:39:43 -04:00
parent 64f72abe3d
commit eddcd6d388
8 changed files with 83 additions and 28 deletions

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@ -35,7 +35,7 @@ var rectangle_opacity = 1
var bad_spawning_enabled = true var bad_spawning_enabled = true
var player_info var player_info
var touchy_shooty = false var touchy_shooty = false
var my_info = { name = "sagethesagesage", color = "D2691E" } var my_info = { name = "sagethesagesage", color = "FFFFFF" }
var mainmenu var mainmenu
const BADDIE_WAIT_TIME_DEFAULT = 5 const BADDIE_WAIT_TIME_DEFAULT = 5
@ -217,6 +217,10 @@ func other_ship_color_change(id, other_color):
prints("Other player color change") prints("Other player color change")
get_node(str(id)).modulate(other_color) get_node(str(id)).modulate(other_color)
func double_laser_upgrade(id):
prints("Double laser upgrade for", id)
get_node(str(id)).double_laser = true
# Show other player's movement # Show other player's movement
func _on_Player_multiplayer_movement(id, position, is_shooting): func _on_Player_multiplayer_movement(id, position, is_shooting):
get_node(str(id)).position = position get_node(str(id)).position = position
@ -253,8 +257,9 @@ func _launch_boss():
# Currently same as regular enemy death # Currently same as regular enemy death
func _on_boss_death(kill_money): func _on_boss_death(kill_money):
# Give players appropriate money # Give players appropriate money, and restart spawns
$Player.money += kill_money $Player.money += kill_money
bad_spawning_enabled = true
# Begins screen-flashing process # Begins screen-flashing process
func _flash_screen(): func _flash_screen():

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@ -39,6 +39,7 @@ RectangleBoss = ExtResource( 5 )
[node name="Sprite" type="Sprite" parent="." index="0"] [node name="Sprite" type="Sprite" parent="." index="0"]
editor/display_folded = true
z_index = -5 z_index = -5
texture = SubResource( 1 ) texture = SubResource( 1 )
_sections_unfolded = [ "Z Index" ] _sections_unfolded = [ "Z Index" ]
@ -59,6 +60,7 @@ autostart = false
[node name="Mothership" parent="." index="3" instance=ExtResource( 8 )] [node name="Mothership" parent="." index="3" instance=ExtResource( 8 )]
editor/display_folded = true
position = Vector2( 18.327, 304.835 ) position = Vector2( 18.327, 304.835 )
[node name="Line2D" type="Line2D" parent="Mothership" index="2"] [node name="Line2D" type="Line2D" parent="Mothership" index="2"]
@ -178,6 +180,8 @@ _sections_unfolded = [ "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="double_laser_upgrade" from="Player" to="." method="double_laser_upgrade"]
[connection signal="multiplayer_movement" from="Player" to="." method="_on_Player_multiplayer_movement"] [connection signal="multiplayer_movement" from="Player" to="." method="_on_Player_multiplayer_movement"]
[connection signal="other_ship_color_change" from="Player" to="." method="other_ship_color_change"] [connection signal="other_ship_color_change" from="Player" to="." method="other_ship_color_change"]

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@ -19,6 +19,8 @@
extends Area2D extends Area2D
slave var slave_health
signal game_over signal game_over
export (PackedScene) var Laser export (PackedScene) var Laser
# class member variables go here, for example: # class member variables go here, for example:
@ -44,30 +46,16 @@ func _ready():
# add_child(timer) # add_child(timer)
func _process(delta): func _process(delta):
pass if get_tree().has_network_peer() && not get_tree().is_network_server():
#health = slave_health
# # Called every frame. Delta is time since last frame. pass
# # Update game logic here.
# pass
#func _on_GunAimNode_area_entered(area):
# for i in range(20):
# #var laser = Laser.instance()
# #get_node("../").add_child(laser)
# #laser.position.y = position.y - 27
# #laser.position.x = position.x + 46
# 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
# can_shoot = false
# timer.start()
func _on_Mothership_area_shape_entered(area_id, area, area_shape, self_shape): func _on_Mothership_area_shape_entered(area_id, area, area_shape, self_shape):
health -= 50 if not get_tree().has_network_peer():
health -= 50
if get_tree().is_network_server():
health -= 50
rset("slave_health", health)
prints(health) prints(health)
var health_bar = Vector2(((health * (.8)) + 100), 200) var health_bar = Vector2(((health * (.8)) + 100), 200)
$Line2D.set_point_position( 1, health_bar ) $Line2D.set_point_position( 1, health_bar )

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@ -26,7 +26,7 @@ var my_ip
var peer var peer
var player_info = {} var player_info = {}
var incoming_name var incoming_name
var my_info = { name = "", color = "green" } var my_info = { name = "", color = "FFFFFF" }
var server_ip var server_ip
var test_id var test_id
@ -148,6 +148,8 @@ func _on_BackToMain_pressed():
$ServerAcceptIcon.visible = false $ServerAcceptIcon.visible = false
$EnterIP.visible = false $EnterIP.visible = false
$ConnectTo.visible = false $ConnectTo.visible = false
$UsernameLabel.visible = false
$Lobby/RichTextLabel.visible = false
func _on_UsernameEntry_text_changed(new_text): func _on_UsernameEntry_text_changed(new_text):
my_info = {name = new_text, color = my_info.color} my_info = {name = new_text, color = my_info.color}
@ -175,6 +177,8 @@ func startGame():
rpc("yeeper") rpc("yeeper")
sync func yeeper(): sync func yeeper():
$BackToMain.visible = false
$BackIcon.visible = false
_on_BackToMain_pressed() _on_BackToMain_pressed()
emit_signal("start_multiplayer_game") emit_signal("start_multiplayer_game")
$StartGame.visible = false $StartGame.visible = false

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@ -99,7 +99,7 @@ animations = [ {
"speed": 5.0 "speed": 5.0
} ] } ]
[node name="Networking" type="Node"] [node name="Networking" type="Node" index="0"]
pause_mode = 2 pause_mode = 2
script = ExtResource( 1 ) script = ExtResource( 1 )

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@ -26,6 +26,7 @@ signal shooting_speed_upgrade # signals that a shooting speed upgrade has occure
signal ship_speed_upgrade signal ship_speed_upgrade
signal other_shooting_upgrade signal other_shooting_upgrade
signal other_ship_speed_upgrade signal other_ship_speed_upgrade
signal double_laser_upgrade
signal other_ship_color_change signal other_ship_color_change
signal shooting_speed_fully_upgraded signal shooting_speed_fully_upgraded
signal ship_speed_fully_upgraded signal ship_speed_fully_upgraded
@ -57,6 +58,9 @@ const BULLET_DELAY_TIER3_COST = 200
const BULLET_DELAY_TIER4_COST = 400 const BULLET_DELAY_TIER4_COST = 400
const BULLET_DELAY_TIER5_COST = 1000 const BULLET_DELAY_TIER5_COST = 1000
# double laser cost
const DOUBLE_LASER_COST = 20
# the 5 tiers of ship speed # the 5 tiers of ship speed
const SHIP_SPEED_TIER1 = 150 const SHIP_SPEED_TIER1 = 150
const SHIP_SPEED_TIER2 = 200 const SHIP_SPEED_TIER2 = 200
@ -213,6 +217,7 @@ func upgradeBulletDelay():
# upgrades the speed at which the ship moves # upgrades the speed at which the ship moves
# not relevant for touchscreen users # not relevant for touchscreen users
# may be deprecated
func upgradeShipSpeed(): func upgradeShipSpeed():
prints("func upgradeShipSpeed():") prints("func upgradeShipSpeed():")
if (ship_speed == SHIP_SPEED_TIER1 && money >= SHIP_SPEED_TIER2_COST): if (ship_speed == SHIP_SPEED_TIER1 && money >= SHIP_SPEED_TIER2_COST):
@ -238,6 +243,12 @@ func upgradeShipSpeed():
prints(ship_speed) prints(ship_speed)
func doubleLaserUpgrade():
if money >= DOUBLE_LASER_COST:
money -= DOUBLE_LASER_COST
double_laser = true
rpc("double_laser_upgrade", get_tree().get_network_unique_id())
###################### ######################
func _ready(): func _ready():
@ -306,6 +317,8 @@ remote func other_shooting_speed_upgrade(id, bullet_delay):
remote func _change_color(id, color): remote func _change_color(id, color):
emit_signal("other_ship_color_change", id, color) emit_signal("other_ship_color_change", id, color)
remote func double_laser_upgrade(id):
emit_signal("double_laser_upgrade", id)
# the player's movement vector # the player's movement vector
var velocity = Vector2() var velocity = Vector2()
@ -337,7 +350,7 @@ func _process(delta):
# if in multiplayer mode, push position and shooting status as often as possible # if in multiplayer mode, push position and shooting status as often as possible
if get_tree().has_network_peer(): if get_tree().has_network_peer():
rpc_unreliable("move_player", get_tree().get_network_unique_id(), position, is_shooting) rpc("move_player", get_tree().get_network_unique_id(), position, is_shooting)
# if shoot button is pressed, try shooting # if shoot button is pressed, try shooting
if Input.is_action_pressed("ui_accept"): if Input.is_action_pressed("ui_accept"):

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@ -23,6 +23,7 @@ signal refund
signal speed_upgrade signal speed_upgrade
signal bullet_delay_upgrade signal bullet_delay_upgrade
signal ship_speed_upgrade signal ship_speed_upgrade
signal double_laser_upgrade
signal add_laser signal add_laser
signal plasma_lasers signal plasma_lasers
signal menu_closed signal menu_closed
@ -75,6 +76,10 @@ func _on_ShipSpeedUpgrade_pressed():
prints("UPGRADE SHIP SPEED SIGNAL EMITTED") prints("UPGRADE SHIP SPEED SIGNAL EMITTED")
ship_speed_tier = get_parent().ship_speed_tier ship_speed_tier = get_parent().ship_speed_tier
func _on_DoubleLaserUpgrade_pressed():
get_tree().paused = false
emit_signal("double_laser_upgrade")
prints("UPGRADE SHIP SPEED SIGNAL EMITTED")
func _on_Goldenrod_pressed(): func _on_Goldenrod_pressed():
emit_signal("change_color", "daa520") emit_signal("change_color", "daa520")

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@ -143,6 +143,8 @@ animation = "default"
[node name="ShipSpeedUpgrade" type="Node" parent="." index="4"] [node name="ShipSpeedUpgrade" type="Node" parent="." index="4"]
editor/display_folded = true
[node name="Button" type="Button" parent="ShipSpeedUpgrade" index="0"] [node name="Button" type="Button" parent="ShipSpeedUpgrade" index="0"]
anchor_left = 0.0 anchor_left = 0.0
@ -176,6 +178,8 @@ animation = "New Anim"
[node name="ColorSelect" type="Node2D" parent="." index="5"] [node name="ColorSelect" type="Node2D" parent="." index="5"]
editor/display_folded = true
[node name="ColorSelectBG" type="Sprite" parent="ColorSelect" index="0"] [node name="ColorSelectBG" type="Sprite" parent="ColorSelect" index="0"]
position = Vector2( 150, 210 ) position = Vector2( 150, 210 )
@ -398,7 +402,37 @@ group = null
flat = true flat = true
align = 1 align = 1
[connection signal="button_down" from="Resume" to="." method="_on_Resume_button_down"] [node name="DoubleLaserUpgrade" type="Node2D" parent="." index="6"]
[node name="Button" type="Button" parent="DoubleLaserUpgrade" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 860.0
margin_top = 80.0
margin_right = 1000.0
margin_bottom = 180.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
text = "Double Lasers!"
flat = false
align = 1
[node name="Icon" type="AnimatedSprite" parent="DoubleLaserUpgrade" index="1"]
visible = false
animation = "default"
[connection signal="pressed" from="Resume" to="." method="_on_Button_pressed"] [connection signal="pressed" from="Resume" to="." method="_on_Button_pressed"]
@ -426,4 +460,6 @@ align = 1
[connection signal="pressed" from="ColorSelect/ColorSelectBG/DeepSkyBlue" to="." method="_on_DeepSkyBlue_pressed"] [connection signal="pressed" from="ColorSelect/ColorSelectBG/DeepSkyBlue" to="." method="_on_DeepSkyBlue_pressed"]
[connection signal="pressed" from="DoubleLaserUpgrade/Button" to="." method="_on_DoubleLaserUpgrade_pressed"]