Implemented player controller in client
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31
client/scripts/systems/PlayerPuppeteer.gd
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31
client/scripts/systems/PlayerPuppeteer.gd
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extends Node2D
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export(NodePath) var puppet_parent
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export(Resource) var puppet_template
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onready var puppet_parent_node : Node = get_node(puppet_parent)
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var puppets : Dictionary = {}
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func _ready():
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ServerConnection.connect("player_joined", self, "on_player_join")
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ServerConnection.connect("player_left", self, "on_player_leave")
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ServerConnection.connect("player_pos_update", self, "on_player_pos_update")
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func on_player_join(user_id):
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if user_id != ServerConnection._session.user_id:
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var new_puppet : Node = puppet_template.instance()
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new_puppet.name = "Player: " + user_id
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puppet_parent_node.add_child(new_puppet)
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puppets[user_id] = new_puppet
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func on_player_leave(user_id):
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if user_id != ServerConnection._session.user_id:
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var player_puppet : Node = puppets[user_id]
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player_puppet.queue_free()
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func on_player_pos_update(user_id, pos):
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if user_id != ServerConnection._session.user_id:
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var player_puppet : Node2D = puppets[user_id]
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player_puppet.global_position = pos
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