A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. extends RigidBody
  2. sync var left = 0
  3. sync var right = 0
  4. var active = false
  5. var right_active = false
  6. var activation_margin = 0.1
  7. var update_frequency = 1 # In secs. This isn't too fast-paced, so don't clog the network with updates every frame
  8. var update_count = 0
  9. var master_team_right = null
  10. var friend_color
  11. var enemy_color
  12. var build_rate = 1.5
  13. var restart_count = 0
  14. var restart_time = 15
  15. func _integrate_forces(state):
  16. var rot = get_rotation().x
  17. if active:
  18. activation_margin = 0
  19. if rot > activation_margin:
  20. active = true
  21. right_active = false
  22. if rot < -activation_margin:
  23. active = true
  24. right_active = true
  25. if active:
  26. if right_active == master_team_right:
  27. # We DO own the correct one; display left counting, blue
  28. get_node("../HUD/LeftTeam").add_color_override("font_color_shadow", friend_color)
  29. get_node("../HUD/RightTeam").add_color_override("font_color_shadow", Color(0,0,0,0))
  30. else:
  31. # We DO NOT own the correct one; display right counting, red
  32. get_node("../HUD/LeftTeam").add_color_override("font_color_shadow", Color(0,0,0,0))
  33. get_node("../HUD/RightTeam").add_color_override("font_color_shadow", enemy_color)
  34. func _process(delta):
  35. # Figure out what team we're on
  36. # We have to do this here because we never know when the master player will actually be added
  37. if master_team_right == null:
  38. var master_player = util.get_master_player()
  39. if master_player:
  40. master_team_right = master_player.player_info.is_right_team
  41. friend_color = master_player.friend_color
  42. enemy_color = master_player.enemy_color
  43. else:
  44. master_team_right = true # Doesn't matter, it's all graphical and we're headless
  45. friend_color = Color()
  46. enemy_color = Color()
  47. var name = "right" if master_team_right else "left"
  48. var full_name = "res://assets/objective-%s.png" % name
  49. get_node("MeshInstance").get_surface_material(0).albedo_texture = load(full_name)
  50. # Count the percents
  51. if active:
  52. if right_active:
  53. right += delta * build_rate
  54. else:
  55. left += delta * build_rate
  56. update_count += delta
  57. if is_network_master() and update_count > update_frequency:
  58. update_count = 0
  59. rset("left", left)
  60. rset("right", right)
  61. # Check for game over
  62. var game_over = false
  63. var winner_right
  64. if left >= 100:
  65. game_over = true
  66. winner_right = false
  67. left = 100
  68. if right >= 100:
  69. game_over = true
  70. winner_right = true
  71. right = 100
  72. if game_over:
  73. var text = "You lose :("
  74. if winner_right == master_team_right:
  75. text = "You win!!!"
  76. get_node("../HUD/Finish").set_text(text)
  77. Engine.set_time_scale(0.1)
  78. # You won't believe this, but because time_scale is 0.1 we have to multiply times 10 for proper timing
  79. restart_count += delta * 10
  80. if restart_count > restart_time:
  81. get_node("/root/Lobby").reset_state()
  82. Engine.set_time_scale(1)
  83. # Render the percents
  84. var on_left = left
  85. var on_right = right
  86. # Always display OUR team on the LEFT (in blue)
  87. if master_team_right:
  88. on_left = right
  89. on_right = left
  90. get_node("../HUD/LeftTeam").set_text("%d%%" % on_left)
  91. get_node("../HUD/RightTeam").set_text("%d%%" % on_right)
  92. func _exit_tree():
  93. var lobby = get_node("/root/Lobby")
  94. lobby.call_deferred("pre_configure_game", lobby.my_info.level)