A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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extends RigidBody
sync var left = 0
sync var right = 0
var active = false
var right_active = false
var activation_margin = 0.1
var update_frequency = 2 # In secs. This isn't too fast-paced, so don't clog the network with updates every frame
var update_count = 0
var master_team_right = null
var friend_color
var enemy_color
var build_rate = 1.5
var restart_count = 0
var restart_time = 15
slave func set_status(status):
transform = status[0]
angular_velocity = status[1]
func get_status():
return [
transform,
angular_velocity,
]
func _process(delta):
# Figure out what team we're on
# 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()
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
else:
master_team_right = true # Doesn't matter, it's all graphical and we're headless
friend_color = Color()
enemy_color = 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)
# Check what's active
var rot = rotation.x
if active:
activation_margin = 0
if rot > activation_margin:
active = true
right_active = false
if rot < -activation_margin:
active = true
right_active = true
if active:
if right_active == master_team_right:
# We DO own the correct one; display left counting, blue
get_node("../HUD/LeftTeam").add_color_override("font_color_shadow", friend_color)
get_node("../HUD/RightTeam").add_color_override("font_color_shadow", Color(0,0,0,0))
else:
# We DO NOT own the correct one; display right counting, red
get_node("../HUD/LeftTeam").add_color_override("font_color_shadow", Color(0,0,0,0))
get_node("../HUD/RightTeam").add_color_override("font_color_shadow", enemy_color)
# Count the percents
if active:
if right_active:
right += delta * build_rate
else:
left += delta * build_rate
update_count += delta / Engine.time_scale # This is important so we update at 100% as well
if is_network_master() and update_count > update_frequency:
update_count = 0
rset("left", left)
rset("right", right)
if is_network_master():
rpc_unreliable("set_status", get_status())
# Check for game over
var game_over = false
var winner_right
if left >= 100:
game_over = true
winner_right = false
left = 100
if right >= 100:
game_over = true
winner_right = true
right = 100
if game_over:
var text = "You lose :("
if winner_right == master_team_right:
text = "You win!!!"
get_node("../HUD/Finish").set_text(text)
Engine.time_scale = 0.1
# You won't believe this, but because time_scale is 0.1 we have to multiply times 10 for proper timing
restart_count += delta / Engine.time_scale
if restart_count > restart_time:
Engine.time_scale = 1
if is_network_master():
get_node("/root/Lobby").rpc("reset_state")
# Render the percents
var on_left = left
var on_right = right
# Always display OUR team on the LEFT (in blue)
if master_team_right:
on_left = right
on_right = left
get_node("../HUD/LeftTeam").set_text("%d%%" % on_left)
get_node("../HUD/RightTeam").set_text("%d%%" % on_right)
func _exit_tree():
var lobby = get_node("/root/Lobby")
lobby.call_deferred("pre_configure_game", lobby.my_info.level)