A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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extends "res://scripts/args.gd"
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var SERVER_PORT = 2467
var MAX_PLAYERS = 10
var SERVER_PLAYING = true
var player_info = {}
var my_info = {}
func setup_options():
var opts = Options.new()
opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
opts.add('-server', false, 'Whether to run as server')
opts.add('-client', false, 'Immediately connect as client')
opts.add('-silent-server', false, 'If the server is not playing, merely serving')
opts.add('-hero', 'r', 'Your choice of hero (index)')
opts.add('-level', 'r', 'Your choice of level (index) - server only!')
opts.add('-start-game', false, 'Join as a client and immediately start the game')
opts.add('-h', false, "Print help")
return opts
func option_sel(button_name, option):
var button = get_node(button_name)
print("-->")
if option == "r":
option = randi() % button.get_item_count()
print(randi() % 3)
else:
option = int(option)
button.select(option)
func _ready():
var o = setup_options()
o.parse()
randomize()
if o.get_value("-silent-server"):
SERVER_PLAYING = false # TODO: Uncaps :(
if o.get_value("-hero"):
option_sel("HeroSelect", o.get_value("-hero"))
print(get_node("HeroSelect").get_selected_id())
if o.get_value("-level"):
option_sel("ServerStart/LevelSelect", o.get_value("-level"))
if o.get_value("-server"):
call_deferred("_server_init")
if o.get_value("-client"):
call_deferred("_client_init")
if o.get_value("-start-game"):
my_info.start_game = true
call_deferred("_client_init")
if o.get_value("-singleplayer"):
call_deferred("_singleplayer_init")
if o.get_value('-h'):
o.print_help()
quit()
# Called every time the node is added to the scene.
# Initialization here
get_node("Server").connect("pressed", self, "_server_init")
get_node("ServerStart").connect("pressed", self, "start_game")
get_node("Client").connect("pressed", self, "_client_init")
get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
get_tree().connect("network_peer_connected", self, "_player_connected")
get_tree().connect("connected_to_server", self, "_connected_ok")
get_node("HeroSelect").connect("item_selected", self, "select_hero")
func _client_init():
collect_info()
var peer = NetworkedMultiplayerENet.new()
var server_ip = get_node("IP").get_text()
peer.create_client(server_ip, SERVER_PORT)
get_tree().set_network_peer(peer)
get_node("Client").set_text("Clienting!")
func _singleplayer_init():
collect_info()
var peer = NetworkedMultiplayerENet.new()
peer.create_server(SERVER_PORT, 1)
get_tree().set_network_peer(peer)
player_info[1] = my_info
start_game()
func _server_init():
collect_info()
var peer = NetworkedMultiplayerENet.new()
peer.create_server(SERVER_PORT, MAX_PLAYERS)
get_tree().set_network_peer(peer)
get_node("Server").set_text("Serving!")
get_node("ServerStart").show()
if SERVER_PLAYING:
player_info[1] = my_info
func _player_connected(id):
print("Connect, my friend: " + str(id))
func _connected_ok():
rpc("register_player", get_tree().get_network_unique_id(), my_info)
if "start_game" in my_info:
rpc_id(1, "start_game")
func collect_info():
if not "username" in my_info:
my_info.username = get_node("Username").get_text()
if not "hero" in my_info:
my_info.hero = get_node("HeroSelect").get_selected_id()
if not "is_right_team" in my_info:
my_info.is_right_team = false # Server assigns team, wait for that
remote func register_player(new_peer, info):
player_info[new_peer] = info
render_player_list()
if (get_tree().is_network_server()):
var right_team_count = 0
# Send current players' info to new player
for old_peer in player_info:
# Send new player, old player's info
rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
if old_peer != new_peer:
# We need to assign team later, so count current
if player_info[old_peer].is_right_team:
print(right_team_count)
right_team_count += 1
# You'd think this part could be met with a simple `rpc(`, but actually it can't
# My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
if old_peer != 1:
# Send old player, new player's info (not us, no infinite loop)
rpc_id(old_peer, "register_player", new_peer, info)
var assign_right_team = right_team_count * 2 < player_info.size()
rpc("assign_team", new_peer, assign_right_team)
if (player_info.size() == MAX_PLAYERS):
start_game()
func select_hero(hero):
rpc("set_hero", get_tree().get_network_unique_id(), hero)
sync func set_hero(peer, hero):
player_info[peer].hero = hero
render_player_list()
sync func assign_team(peer, is_right_team):
player_info[peer].is_right_team = is_right_team
if peer == get_tree().get_network_unique_id():
if is_right_team:
get_node("Team").set_text("Right Team")
else:
get_node("Team").set_text("Left Team")
render_player_list()
func render_player_list():
var list = ""
var hero_names = get_node("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("PlayerList").set_text(list)
sync func start_game():
var level = get_node("ServerStart/LevelSelect").get_selected_id()
rpc("pre_configure_game", level)
var players_done = []
remote func done_preconfiguring(who):
players_done.append(who)
if (players_done.size() == player_info.size()):
rpc("post_configure_game")
sync func pre_configure_game(level):
var self_peer_id = get_tree().get_network_unique_id()
get_node("/root/Control").queue_free()
var world = load("res://scenes/levels/%d.tscn" % level).instance()
get_node("/root").add_child(world)
# Load all players (including self)
for p in player_info:
var hero = player_info[p].hero
var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
player.set_name(str(p))
player.set_network_master(p)
player.player_info = player_info[p]
get_node("/root/Level/Players").call_deferred("add_child", player)
rpc_id(1, "done_preconfiguring", self_peer_id)
#func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
# pass