A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. extends Control
  2. # class member variables go here, for example:
  3. # var a = 2
  4. # var b = "textvar"
  5. var SERVER_PORT = 2467
  6. var MAX_PLAYERS = 10
  7. var SERVER_PLAYING = true
  8. var player_info = {}
  9. var my_info = {}
  10. func _ready():
  11. # Called every time the node is added to the scene.
  12. # Initialization here
  13. get_node("Server").connect("pressed", self, "_server_init")
  14. get_node("ServerStart").connect("pressed", self, "start_game")
  15. get_node("Client").connect("pressed", self, "_client_init")
  16. get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
  17. get_tree().connect("network_peer_connected", self, "_player_connected")
  18. get_tree().connect("connected_to_server", self, "_connected_ok")
  19. get_node("HeroSelect").connect("item_selected", self, "select_hero")
  20. func _client_init():
  21. collect_info()
  22. var peer = NetworkedMultiplayerENet.new()
  23. var server_ip = get_node("IP").get_text()
  24. peer.create_client(server_ip, SERVER_PORT)
  25. get_tree().set_network_peer(peer)
  26. get_node("Client").set_text("Clienting!")
  27. func _singleplayer_init():
  28. collect_info()
  29. var peer = NetworkedMultiplayerENet.new()
  30. peer.create_server(SERVER_PORT, 1)
  31. get_tree().set_network_peer(peer)
  32. player_info[1] = my_info
  33. pre_configure_game()
  34. func _server_init():
  35. collect_info()
  36. var peer = NetworkedMultiplayerENet.new()
  37. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  38. get_tree().set_network_peer(peer)
  39. get_node("Server").set_text("Serving!")
  40. get_node("ServerStart").show()
  41. if SERVER_PLAYING:
  42. player_info[1] = my_info
  43. func _player_connected(id):
  44. print("Connect, my friend: " + str(id))
  45. func _connected_ok():
  46. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  47. func collect_info():
  48. my_info.username = get_node("Username").get_text()
  49. my_info.hero = get_node("HeroSelect").get_selected_id()
  50. my_info.is_right_team = false # Server assigns team, wait for that
  51. remote func register_player(new_peer, info):
  52. player_info[new_peer] = info
  53. render_player_list()
  54. if (get_tree().is_network_server()):
  55. var right_team_count = 0
  56. # Send current players' info to new player
  57. for old_peer in player_info:
  58. # Send new player, old player's info
  59. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  60. if old_peer != new_peer:
  61. # We need to assign team later, so count current
  62. if player_info[old_peer].is_right_team:
  63. print(right_team_count)
  64. right_team_count += 1
  65. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  66. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  67. if old_peer != 1:
  68. # Send old player, new player's info (not us, no infinite loop)
  69. rpc_id(old_peer, "register_player", new_peer, info)
  70. var assign_right_team = right_team_count * 2 < player_info.size()
  71. rpc("assign_team", new_peer, assign_right_team)
  72. if (player_info.size() == MAX_PLAYERS):
  73. start_game()
  74. func select_hero(hero):
  75. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  76. sync func set_hero(peer, hero):
  77. player_info[peer].hero = hero
  78. render_player_list()
  79. sync func assign_team(peer, is_right_team):
  80. player_info[peer].is_right_team = is_right_team
  81. if peer == get_tree().get_network_unique_id():
  82. if is_right_team:
  83. get_node("Team").set_text("Right Team")
  84. else:
  85. get_node("Team").set_text("Left Team")
  86. render_player_list()
  87. func render_player_list():
  88. var list = ""
  89. var hero_names = get_node("HeroSelect").hero_names
  90. for p in player_info:
  91. list += "%-15s" % player_info[p].username
  92. list += "%-20s" % hero_names[player_info[p].hero]
  93. if player_info[p].is_right_team:
  94. list += "Right Team"
  95. else:
  96. list += "Left Team"
  97. list += "\n"
  98. get_node("PlayerList").set_text(list)
  99. func start_game():
  100. rpc("pre_configure_game")
  101. if SERVER_PLAYING:
  102. pre_configure_game()
  103. var players_done = []
  104. remote func done_preconfiguring(who):
  105. players_done.append(who)
  106. if (players_done.size() == player_info.size()):
  107. rpc("post_configure_game")
  108. remote func pre_configure_game():
  109. var self_peer_id = get_tree().get_network_unique_id()
  110. get_node("/root/Control").queue_free()
  111. var world = load("res://scenes/levels/0.tscn").instance()
  112. get_node("/root").add_child(world)
  113. # Load all players (including self)
  114. for p in player_info:
  115. var hero = player_info[p].hero
  116. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  117. player.set_name(str(p))
  118. player.set_network_master(p)
  119. player.player_info = player_info[p]
  120. get_node("/root/Level/Players").call_deferred("add_child", player)
  121. rpc_id(1, "done_preconfiguring", self_peer_id)
  122. #func _process(delta):
  123. # # Called every frame. Delta is time since last frame.
  124. # # Update game logic here.
  125. # pass