Implemented player controller in client

This commit is contained in:
Layla 2020-08-21 03:31:04 -04:00
parent 5b022e17fa
commit 9d14a42388
No known key found for this signature in database
GPG Key ID: A494D9357BA1BE31
15 changed files with 1709 additions and 14 deletions

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@ -0,0 +1,3 @@
source_md5="8aa11b5093dfa6e5ad8586cfd48b6e88"
dest_md5="1922a2eba76828665cd680a720666fe8"

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Width:  |  Height:  |  Size: 545 B

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/dev_player.png-a3e490acef445550df71bca0ea3173dc.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://art/entities/player/dev_player.png"
dest_files=[ "res://.import/dev_player.png-a3e490acef445550df71bca0ea3173dc.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -7,7 +7,7 @@ custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
export_path="builds/Family.x86_64"
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""

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@ -0,0 +1,8 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://scripts/systems/PlayerPuppeteer.gd" type="Script" id=1]
[ext_resource path="res://nodes/entities/PlayerPuppet.tscn" type="PackedScene" id=2]
[node name="PlayerPuppeteer" type="Node2D"]
script = ExtResource( 1 )
puppet_template = ExtResource( 2 )

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@ -0,0 +1,21 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://art/entities/player/dev_player.png" type="Texture" id=1]
[ext_resource path="res://scripts/entities/Player.gd" type="Script" id=2]
[node name="Player" type="KinematicBody2D"]
script = ExtResource( 2 )
__meta__ = {
"_edit_group_": true
}
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="Camera2D" type="Camera2D" parent="."]
current = true
zoom = Vector2( 0.5, 0.5 )
[node name="Line2D" type="Line2D" parent="."]
width = 4.0
default_color = Color( 1, 0, 0, 1 )

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://art/entities/player/dev_player.png" type="Texture" id=1]
[node name="PlayerPuppet" type="Sprite"]
texture = ExtResource( 1 )

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@ -107,6 +107,14 @@ config/icon="res://icon.png"
Nakama="*res://addons/com.heroiclabs.nakama/Nakama.gd"
ServerConnection="*res://scripts/singletons/ServerConnection.gd"
[input]
move_to_cursor={
"deadzone": 0.5,
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":1,"pressed":false,"doubleclick":false,"script":null)
]
}
[rendering]
quality/driver/driver_name="GLES2"

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@ -0,0 +1,38 @@
extends KinematicBody2D
signal finished_moving
export var base_movement_speed = 100
export(NodePath) var world
onready var navigation : Navigation2D = get_node(world)
var path : PoolVector2Array
var move : bool = false
func _process(delta):
# Click for movement target
if Input.is_action_just_pressed("move_to_cursor"):
path = navigation.get_simple_path(global_position, get_global_mouse_position())
move = true
if move:
move_along_path(base_movement_speed * delta)
func move_along_path(distance : float):
var start_point := global_position
for i in range(path.size()):
var distance_to_next := start_point.distance_to(path[0])
if distance <= distance_to_next and distance >= 0.0:
global_position = start_point.linear_interpolate(path[0], distance/distance_to_next)
break
elif distance < 0.0:
global_position = path[0]
emit_signal("finished_moving")
print("DONE")
move = false
break
distance -= distance_to_next
start_point = path[0]
path.remove(0)

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@ -1,6 +1,9 @@
extends Node
signal tile_update(tile_data)
signal player_joined(user_id)
signal player_left(user_id)
signal player_pos_update(user_id, pos)
const KEY := "defaultkey"
const SERVER_ENDPOINT := "nakama.cloudsumu.com"
@ -9,9 +12,11 @@ var _session : NakamaSession
var _client : NakamaClient = Nakama.create_client(KEY, SERVER_ENDPOINT, 7350, "http")
var _socket : NakamaSocket
var _precenses : Dictionary = {}
var _world_id
enum OPCODE {
tile_update = 1
tile_update = 1,
update_position = 2
}
func authenticate_async(email : String, password : String) -> NakamaException:
@ -43,6 +48,7 @@ func connect_to_server_async() -> NakamaException:
var result : NakamaAsyncResult = yield(_socket.connect_async(_session), "completed")
if not result.is_exception():
_socket.connect("received_match_state", self, "_on_socket_received_match_state")
_socket.connect("received_match_presence", self, "_on_received_match_presence")
_socket.connect("closed", self, "_on_socket_closed")
return null
return result.exception
@ -57,9 +63,12 @@ func join_world_async() -> Dictionary:
if match_join_result.is_exception():
print("Join match error: %s - %s" % [match_join_result.exception.status_code, match_join_result.exception.message])
return {}
_world_id = world.payload
for precense in match_join_result.presences:
_precenses[precense.user_id] = precense
emit_signal("player_joined", precense.user_id)
print("Joined matched with %s other players!" % _precenses.size())
@ -67,9 +76,26 @@ func join_world_async() -> Dictionary:
func _on_socket_closed():
_socket = null
func _on_received_match_presence(match_precense : NakamaRTAPI.MatchPresenceEvent):
for precense in match_precense.joins:
print("%s joined the game!" % precense.username)
_precenses[precense.user_id] = precense
emit_signal("player_joined", precense.user_id)
for precense in match_precense.leaves:
print("%s left the game!" % precense.username)
_precenses.erase(precense.user_id)
emit_signal("player_left", precense.user_id)
func _on_socket_received_match_state(match_state: NakamaRTAPI.MatchData):
match match_state.op_code:
OPCODE.tile_update:
emit_signal("tile_update", JSON.parse(match_state.data).result)
OPCODE.update_position:
var pos_data = JSON.parse(match_state.data).result
emit_signal("player_pos_update", pos_data["player"], Vector2(float(pos_data["x"]), float(pos_data["y"])))
func send_player_position(position : Vector2) -> void:
_socket.send_match_state_async(_world_id, OPCODE.update_position, JSON.print({X = str(position.x), Y = str(position.y)}))

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@ -0,0 +1,31 @@
extends Node2D
export(NodePath) var puppet_parent
export(Resource) var puppet_template
onready var puppet_parent_node : Node = get_node(puppet_parent)
var puppets : Dictionary = {}
func _ready():
ServerConnection.connect("player_joined", self, "on_player_join")
ServerConnection.connect("player_left", self, "on_player_leave")
ServerConnection.connect("player_pos_update", self, "on_player_pos_update")
func on_player_join(user_id):
if user_id != ServerConnection._session.user_id:
var new_puppet : Node = puppet_template.instance()
new_puppet.name = "Player: " + user_id
puppet_parent_node.add_child(new_puppet)
puppets[user_id] = new_puppet
func on_player_leave(user_id):
if user_id != ServerConnection._session.user_id:
var player_puppet : Node = puppets[user_id]
player_puppet.queue_free()
func on_player_pos_update(user_id, pos):
if user_id != ServerConnection._session.user_id:
var player_puppet : Node2D = puppets[user_id]
player_puppet.global_position = pos