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