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

View File

@ -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