A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. extends "res://scripts/player.gd"
  2. var merge_power = .1
  3. var merged = null
  4. var old_layer
  5. var old_mask
  6. var allow_merge_time = 0
  7. var allow_merge_threshold = 0.4
  8. func _ready():
  9. # Called every time the node is added to the scene.
  10. # Initialization here
  11. pass
  12. func _exit_tree():
  13. unmerge() # Checks if necessary automatically
  14. func _process(delta):
  15. if is_network_master():
  16. allow_merge_time += delta
  17. if not merged and allow_merge_time > allow_merge_threshold:
  18. var cols = get_colliding_bodies()
  19. for col in cols:
  20. if col.is_in_group("player"):
  21. var same_team = col.player_info.is_right_team == player_info.is_right_team
  22. if same_team:
  23. rpc("merge", col.get_name())
  24. if merged and Input.is_action_just_pressed("hero_3_unmerge"):
  25. rpc("unmerge")
  26. func control_player(state):
  27. if !merged:
  28. .control_player(state)
  29. func set_collisions(on):
  30. if on:
  31. collision_layer = old_layer
  32. collision_mask = old_mask
  33. gravity_scale = 1
  34. else:
  35. old_layer = collision_layer
  36. old_mask = collision_mask
  37. collision_layer = 0
  38. collision_mask = 0
  39. gravity_scale = 0
  40. func set_boosted_label(node, on):
  41. if on:
  42. var boosted_label = $Boosted.duplicate()
  43. boosted_label.show()
  44. node.add_child(boosted_label)
  45. else:
  46. var boosted_label = node.get_node("Boosted")
  47. boosted_label.queue_free()
  48. func set_boosting(is_boosting):
  49. set_collisions(!is_boosting)
  50. visible = !is_boosting
  51. if is_network_master():
  52. get_node("MasterOnly/Boosting").visible = is_boosting
  53. get_node(tp_camera).set_enabled(!is_boosting)
  54. func set_boosted(node, is_boosted):
  55. if is_network_master():
  56. # Assume their PoV, but no control
  57. node.get_node(node.tp_camera).set_enabled(is_boosted)
  58. if node.is_network_master():
  59. set_boosted_label(node, is_boosted)
  60. var ratio = (1 + merge_power)
  61. if !is_boosted:
  62. ratio = 1/ratio # Undo the effect
  63. node.walk_speed *= ratio
  64. node.air_accel *= ratio
  65. sync func merge(node_name):
  66. set_boosting(true)
  67. var other = $"/root/Level/Players".get_node(node_name)
  68. set_boosted(other, true)
  69. merged = other
  70. sync func unmerge():
  71. if merged:
  72. set_boosting(false)
  73. set_boosted(merged, false)
  74. merged = null