A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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# Hero three boosts a friend, making them faster
extends "res://scripts/player.gd"
var merge_power = .75
var merged = null
var old_layer
var old_mask
var allow_merge_time = 0
var allow_merge_threshold = 0.4
var original_charge
var boost_charge = 0
func _ready():
# Called every time the node is added to the scene.
# Initialization here
pass
func _exit_tree():
unmerge() # Checks if necessary automatically
func _process(delta):
if is_network_master():
allow_merge_time += delta
if not merged and allow_merge_time > allow_merge_threshold:
var cols = get_colliding_bodies()
for col in cols:
if col.is_in_group("player"):
var same_team = col.player_info.is_right_team == player_info.is_right_team
if same_team:
rpc("merge", col.get_name())
if merged and Input.is_action_just_pressed("hero_3_unmerge"):
rpc("unmerge")
if merged:
# Subtract and then add, so we can continously add this
# We don't use build_charge because this is delicate math
charge -= boost_charge
boost_charge = merged.charge - original_charge
charge += boost_charge
# Network the changes
build_charge(0)
func control_player(state):
if !merged:
.control_player(state)
func set_collisions(on):
if on:
collision_layer = old_layer
collision_mask = old_mask
gravity_scale = 1
else:
old_layer = collision_layer
old_mask = collision_mask
collision_layer = 0
collision_mask = 0
gravity_scale = 0
func set_boosted_label(node, on):
if on:
var boosted_label = $Boosted.duplicate()
boosted_label.show()
node.add_child(boosted_label)
else:
var boosted_label = node.get_node("Boosted")
boosted_label.queue_free()
func set_boosting(is_boosting):
set_collisions(!is_boosting)
visible = !is_boosting
if is_network_master():
get_node("MasterOnly/Boosting").visible = is_boosting
get_node(tp_camera).set_enabled(!is_boosting)
func set_boosted(node, is_boosted):
if is_network_master():
# Assume their PoV, but no control
node.get_node(node.tp_camera).set_enabled(is_boosted)
if node.is_network_master():
set_boosted_label(node, is_boosted)
var ratio = (1 + merge_power)
if !is_boosted:
ratio = 1/ratio # Undo the effect
node.walk_speed *= ratio
node.air_accel *= ratio
if is_boosted:
original_charge = node.charge
boost_charge = 0
sync func merge(node_name):
set_boosting(true)
var other = util.get_player(node_name)
set_boosted(other, true)
merged = other
sync func unmerge():
if merged:
set_boosted(merged, false)
set_boosting(false)
var pos = merged.get_translation()
pos.z += 1
set_translation(pos)
merged = null