-
Notifications
You must be signed in to change notification settings - Fork 9
Expand file tree
/
Copy pathSceneManager.gd
More file actions
101 lines (79 loc) · 2.91 KB
/
SceneManager.gd
File metadata and controls
101 lines (79 loc) · 2.91 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
extends Node2D
var spawnpoints
@export var playerScene : PackedScene
# Called when the node enters the scene tree for the first time.
func _ready():
add_to_group("InGame")
spawnpoints = get_tree().get_nodes_in_group("SpawnPoint")
var index = 0
var keys = NakamaMultiplayer.Players.keys()
var players = NakamaMultiplayer.Players
print("current nakama players: ", players)
if keys.size() == 0:
print("Warning: no players when starting game. Adding local player")
var localid = get_tree().get_multiplayer().get_unique_id()
if localid > 0 and !NakamaMultiplayer.Players.has(localid):
NakamaMultiplayer.Players[localid] = {
"name" = localid,
"ready" = 1
}
print("Added fallback local player: " + str(localid))
keys = [localid] if localid > 0 else []
keys.sort()
for i in keys:
spawnPlayer(i, index)
index += 1
var multipler = get_tree().get_multiplayer()
multipler.peer_connected.connect(onPlayerJoinedMidGame)
multipler.peer_disconnected.connect(onPlayerLeftMidGame)
if multipler.is_server():
await get_tree().create_timer(.5).timeout
broadcastAllPositions()
pass # Replace with function body.
func onPlayerJoinedMidGame(id):
print("player joined game: ", id)
if get_tree().get_multiplayer().is_server():
#sync all players with joining player
for playerid in NakamaMultiplayer.Players:
if playerid != id && has_node(str(playerid)):
var existingPlayer = get_node(str(playerid))
syncPlayerPosition.rpc_id(id, playerid, existingPlayer.global_position)
#sync joining player with all players
if not has_node(str(id)):
var index = NakamaMultiplayer.Players.keys().find(id)
if index == -1:
index = randi() % spawnpoints.size()
var player = spawnPlayer(id, index)
syncPlayerPosition.rpc(id, player.global_position)
func onPlayerLeftMidGame(id):
print("player has left mid game: ", id)
if has_node(str(id)):
get_node(str(id)).queue_free()
func broadcastAllPositions():
for id in NakamaMultiplayer.Players:
if has_node(str(id)):
var player = get_node(str(id))
syncPlayerPosition.rpc(id, player.global_position)
@rpc("any_peer", "call_local")
func syncPlayerPosition(id, position):
if has_node(str(id)):
get_node(str(id)).global_position = position
else:
if NakamaMultiplayer.Players.has(id):
var spawnIndex = NakamaMultiplayer.Players.keys().find(id)
if spawnIndex == -1:
spawnIndex = 0
var player = spawnPlayer(id, spawnIndex)
player.global_position = position
func spawnPlayer(id, spawnIndex = -1):
var instancedPlayer = playerScene.instantiate()
instancedPlayer.name = str(id)
add_child(instancedPlayer)
if spawnIndex == -1:
spawnIndex = randi() % spawnpoints.size()
spawnIndex = spawnIndex % spawnpoints.size()
instancedPlayer.global_position = spawnpoints[spawnIndex].global_position
return instancedPlayer
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass