Implemented player controller in client

This commit is contained in:
2020-08-21 03:31:04 -04:00
parent 5b022e17fa
commit 9d14a42388
15 changed files with 1709 additions and 14 deletions

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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