Implemented player controller in client
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		@ -0,0 +1,3 @@
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					source_md5="8aa11b5093dfa6e5ad8586cfd48b6e88"
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					dest_md5="1922a2eba76828665cd680a720666fe8"
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								client/art/entities/player/dev_player.aseprite
									
									
									
									
									
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								client/art/entities/player/dev_player.aseprite
									
									
									
									
									
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								client/art/entities/player/dev_player.png
									
									
									
									
									
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								client/art/entities/player/dev_player.png.import
									
									
									
									
									
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								client/art/entities/player/dev_player.png.import
									
									
									
									
									
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					[remap]
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					importer="texture"
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					type="StreamTexture"
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					path="res://.import/dev_player.png-a3e490acef445550df71bca0ea3173dc.stex"
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					metadata={
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					"vram_texture": false
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					}
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					[deps]
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					source_file="res://art/entities/player/dev_player.png"
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					dest_files=[ "res://.import/dev_player.png-a3e490acef445550df71bca0ea3173dc.stex" ]
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					[params]
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					compress/mode=0
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					compress/lossy_quality=0.7
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					compress/hdr_mode=0
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					compress/bptc_ldr=0
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					compress/normal_map=0
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					flags/repeat=0
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					flags/filter=false
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					flags/mipmaps=false
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					flags/anisotropic=false
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					flags/srgb=2
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					process/fix_alpha_border=true
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					process/premult_alpha=false
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					process/HDR_as_SRGB=false
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					process/invert_color=false
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					stream=false
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					size_limit=0
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					detect_3d=true
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					svg/scale=1.0
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@ -7,7 +7,7 @@ custom_features=""
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export_filter="all_resources"
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					export_filter="all_resources"
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include_filter=""
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					include_filter=""
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exclude_filter=""
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					exclude_filter=""
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export_path=""
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					export_path="builds/Family.x86_64"
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patch_list=PoolStringArray(  )
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					patch_list=PoolStringArray(  )
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script_export_mode=1
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					script_export_mode=1
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script_encryption_key=""
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					script_encryption_key=""
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										8
									
								
								client/nodes/Systems/PlayerPuppeteer.tscn
									
									
									
									
									
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								client/nodes/Systems/PlayerPuppeteer.tscn
									
									
									
									
									
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					[gd_scene load_steps=3 format=2]
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					[ext_resource path="res://scripts/systems/PlayerPuppeteer.gd" type="Script" id=1]
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					[ext_resource path="res://nodes/entities/PlayerPuppet.tscn" type="PackedScene" id=2]
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					[node name="PlayerPuppeteer" type="Node2D"]
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					script = ExtResource( 1 )
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					puppet_template = ExtResource( 2 )
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										21
									
								
								client/nodes/entities/Player.tscn
									
									
									
									
									
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								client/nodes/entities/Player.tscn
									
									
									
									
									
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					[gd_scene load_steps=3 format=2]
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					[ext_resource path="res://art/entities/player/dev_player.png" type="Texture" id=1]
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					[ext_resource path="res://scripts/entities/Player.gd" type="Script" id=2]
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					[node name="Player" type="KinematicBody2D"]
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					script = ExtResource( 2 )
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					__meta__ = {
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					"_edit_group_": true
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					}
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					[node name="Sprite" type="Sprite" parent="."]
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					texture = ExtResource( 1 )
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					[node name="Camera2D" type="Camera2D" parent="."]
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					current = true
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					zoom = Vector2( 0.5, 0.5 )
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					[node name="Line2D" type="Line2D" parent="."]
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					width = 4.0
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					default_color = Color( 1, 0, 0, 1 )
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										6
									
								
								client/nodes/entities/PlayerPuppet.tscn
									
									
									
									
									
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								client/nodes/entities/PlayerPuppet.tscn
									
									
									
									
									
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							@ -0,0 +1,6 @@
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					[gd_scene load_steps=2 format=2]
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					[ext_resource path="res://art/entities/player/dev_player.png" type="Texture" id=1]
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					[node name="PlayerPuppet" type="Sprite"]
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					texture = ExtResource( 1 )
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							@ -107,6 +107,14 @@ config/icon="res://icon.png"
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Nakama="*res://addons/com.heroiclabs.nakama/Nakama.gd"
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					Nakama="*res://addons/com.heroiclabs.nakama/Nakama.gd"
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ServerConnection="*res://scripts/singletons/ServerConnection.gd"
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					ServerConnection="*res://scripts/singletons/ServerConnection.gd"
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					[input]
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					move_to_cursor={
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					"deadzone": 0.5,
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					"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)
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					 ]
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					}
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[rendering]
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					[rendering]
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quality/driver/driver_name="GLES2"
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					quality/driver/driver_name="GLES2"
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										38
									
								
								client/scripts/entities/Player.gd
									
									
									
									
									
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								client/scripts/entities/Player.gd
									
									
									
									
									
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							@ -0,0 +1,38 @@
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					extends KinematicBody2D
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					signal finished_moving
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					export var base_movement_speed = 100
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					export(NodePath) var world
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					onready var navigation : Navigation2D = get_node(world)
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					var path : PoolVector2Array
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					var move : bool = false
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					func _process(delta):
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						# Click for movement target
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						if Input.is_action_just_pressed("move_to_cursor"):
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							path = navigation.get_simple_path(global_position, get_global_mouse_position())
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							move = true
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						if move:
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							move_along_path(base_movement_speed * delta)
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					func move_along_path(distance : float):
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						var start_point := global_position
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						for i in range(path.size()):
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							var distance_to_next := start_point.distance_to(path[0])
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							if distance <= distance_to_next and distance >= 0.0:
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								global_position = start_point.linear_interpolate(path[0], distance/distance_to_next)
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								break
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							elif distance < 0.0:
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								global_position = path[0]
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								emit_signal("finished_moving")
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								print("DONE")
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								move = false
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								break
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							distance -= distance_to_next
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							start_point = path[0]
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							path.remove(0)
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@ -1,6 +1,9 @@
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extends Node
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					extends Node
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signal tile_update(tile_data)
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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 KEY := "defaultkey"
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const SERVER_ENDPOINT := "nakama.cloudsumu.com"
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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 _client : NakamaClient = Nakama.create_client(KEY, SERVER_ENDPOINT, 7350, "http")
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var _socket : NakamaSocket
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					var _socket : NakamaSocket
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var _precenses : Dictionary = {}
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					var _precenses : Dictionary = {}
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					var _world_id
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enum OPCODE {
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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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					}
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func authenticate_async(email : String, password : String) -> NakamaException:
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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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						var result : NakamaAsyncResult = yield(_socket.connect_async(_session), "completed")
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	if not result.is_exception():
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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_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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							_socket.connect("closed", self, "_on_socket_closed")
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		return null
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							return null
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	return result.exception
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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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						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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							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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							return {}
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						_world_id = world.payload
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	for precense in match_join_result.presences:
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						for precense in match_join_result.presences:
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		_precenses[precense.user_id] = precense
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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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						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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					func _on_socket_closed():
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	_socket = null
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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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					func _on_socket_received_match_state(match_state: NakamaRTAPI.MatchData):
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	match match_state.op_code:
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						match match_state.op_code:
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		OPCODE.tile_update:
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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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								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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										31
									
								
								client/scripts/systems/PlayerPuppeteer.gd
									
									
									
									
									
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							@ -0,0 +1,31 @@
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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):
 | 
				
			||||||
 | 
						if user_id != ServerConnection._session.user_id:
 | 
				
			||||||
 | 
							var player_puppet : Node2D = puppets[user_id]
 | 
				
			||||||
 | 
							player_puppet.global_position = pos
 | 
				
			||||||
		Reference in New Issue
	
	Block a user