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Only get_master_player when not headless

master
Luna 7 years ago
parent
commit
116a5da699
6 changed files with 58 additions and 37 deletions
  1. +5
    -1
      scripts/heroes/1_wall.gd
  2. +21
    -14
      scripts/lobby.gd
  3. +9
    -6
      scripts/objective.gd
  4. +1
    -5
      scripts/player.gd
  5. +12
    -9
      scripts/player_name.gd
  6. +10
    -2
      scripts/util.gd

+ 5
- 1
scripts/heroes/1_wall.gd View File

@ -14,7 +14,11 @@ func init(maker):
player.connect("body_exited", self, "count_bodies", [player, -1])
var master_player = util.get_master_player()
var friendly = maker.player_info.is_right_team == master_player.player_info.is_right_team
var friendly
if master_player:
friendly = maker.player_info.is_right_team == master_player.player_info.is_right_team
else:
friendly = true # Doesn't matter, we're headless
var color = maker.friend_color if friendly else maker.enemy_color
var mat = SpatialMaterial.new()


+ 21
- 14
scripts/lobby.gd View File

@ -10,6 +10,7 @@ var player_info = {}
var my_info = {}
var begun = false
var server_playing = true
var global_server_ip = "216.195.175.190"
func setup_options():
var opts = Options.new()
@ -40,6 +41,7 @@ func _ready():
randomize()
get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero")
get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name")
get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game")
@ -81,11 +83,15 @@ func _ready():
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
get_tree().connect("connected_to_server", self, "_connected_ok")
func _client_init():
func connect_global_server():
_client_init(global_server_ip)
func _client_init(ip=null):
collect_info()
var peer = NetworkedMultiplayerENet.new()
var server_ip = get_node("CustomGame/IP").get_text()
peer.create_client(server_ip, SERVER_PORT)
if not ip:
ip = get_node("CustomGame/IP").get_text()
peer.create_client(ip, SERVER_PORT)
get_tree().set_network_peer(peer)
get_node("CustomGame/Client").set_text("Clienting!")
@ -186,17 +192,18 @@ sync func assign_team(peer, is_right_team):
render_player_list()
func render_player_list():
var list = ""
var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
for p in player_info:
list += "%-15s" % player_info[p].username
list += "%-20s" % hero_names[player_info[p].hero]
if player_info[p].is_right_team:
list += "Right Team"
else:
list += "Left Team"
list += "\n"
get_node("JoinedGameLobby/PlayerList").set_text(list)
if has_node("PlayerSettings"):
var list = ""
var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
for p in player_info:
list += "%-15s" % player_info[p].username
list += "%-20s" % hero_names[player_info[p].hero]
if player_info[p].is_right_team:
list += "Right Team"
else:
list += "Left Team"
list += "\n"
get_node("JoinedGameLobby/PlayerList").set_text(list)
sync func start_game():
begun = true


+ 9
- 6
scripts/objective.gd View File

@ -42,12 +42,15 @@ func _process(delta):
# We have to do this here because we never know when the master player will actually be added
if master_team_right == null:
var master_player = util.get_master_player()
master_team_right = master_player.player_info.is_right_team
friend_color = master_player.friend_color
enemy_color = master_player.enemy_color
var name = "right" if master_team_right else "left"
var full_name = "res://assets/objective-%s.png" % name
get_node("MeshInstance").get_surface_material(0).albedo_texture = load(full_name)
if master_player:
master_team_right = master_player.player_info.is_right_team
friend_color = master_player.friend_color
enemy_color = master_player.enemy_color
var name = "right" if master_team_right else "left"
var full_name = "res://assets/objective-%s.png" % name
get_node("MeshInstance").get_surface_material(0).albedo_texture = load(full_name)
else:
master_team_right = true # Doesn't matter, it's all graphical and we're headless
# Count the percents
if active:


+ 1
- 5
scripts/player.gd View File

@ -3,8 +3,6 @@
extends RigidBody
var view_sensitivity = 0.25
# Walking speed and jumping height are defined later.
var walk_speed = 0.8 # Actually acceleration; m/s/s
var jump_speed = 5 # m/s
@ -157,7 +155,7 @@ func begin():
master_player = util.get_master_player()
# Set color to blue (teammate) or red (enemy)
var color
if master_player.player_info.is_right_team == player_info.is_right_team:
if master_player and master_player.player_info.is_right_team == player_info.is_right_team:
color = friend_color
else:
color = enemy_color
@ -174,10 +172,8 @@ func begin():
func toggle_mouse_capture():
if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
view_sensitivity = 0
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
view_sensitivity = 0.25
# Update visual yaw + pitch components to match camera
func set_rotation():


+ 12
- 9
scripts/player_name.gd View File

@ -9,13 +9,16 @@ func _ready():
func _process(delta):
# This needs to happen here because players are added later
# Plus, the camera changes when a player switches hero
camera = util.get_master_player().get_node("TPCamera/Camera")
var pos3d = pos.get_global_transform().origin
if camera.is_position_behind(pos3d):
hide()
else:
show()
var size = get_size()
var offset = Vector2(size.x/2, size.y) # Origin at bottom
set_position(camera.unproject_position(pos3d) - offset)
var master_player = util.get_master_player()
# We need to check in case we're a silent server
if master_player:
camera = util.get_master_player().get_node("TPCamera/Camera")
var pos3d = pos.get_global_transform().origin
if camera.is_position_behind(pos3d):
hide()
else:
show()
var size = get_size()
var offset = Vector2(size.x/2, size.y) # Origin at bottom
set_position(camera.unproject_position(pos3d) - offset)

+ 10
- 2
scripts/util.gd View File

@ -1,8 +1,16 @@
extends Node
func get_master_player():
return get_node("/root/Level/Players/%d" % get_tree().get_network_unique_id())
var path = "/root/Level/Players/%d" % get_tree().get_network_unique_id()
if has_node(path):
return get_node(path)
else:
return null
func is_friendly(player):
return player.player_info.is_right_team == get_master_player().player_info.is_right_team
var mp = get_master_player()
if mp:
return player.player_info.is_right_team == get_master_player().player_info.is_right_team
else:
return true # Doesn't matter, we're headless

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