✨ Usable multiplayer
This commit is contained in:
		
							
								
								
									
										33
									
								
								Scripts/Logic/PlayerInput.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										33
									
								
								Scripts/Logic/PlayerInput.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,33 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
namespace CodingLand.Scripts.Logic;
 | 
			
		||||
 | 
			
		||||
public partial class PlayerInput : MultiplayerSynchronizer
 | 
			
		||||
{
 | 
			
		||||
    [Export] public bool IsDashing;
 | 
			
		||||
 | 
			
		||||
    [Export] public Vector2 MovementDirection;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        if (GetMultiplayerAuthority() != Multiplayer.GetUniqueId())
 | 
			
		||||
        {
 | 
			
		||||
            SetProcess(false);
 | 
			
		||||
            SetPhysicsProcess(false);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    [Rpc(CallLocal = true)]
 | 
			
		||||
    private void Dash()
 | 
			
		||||
    {
 | 
			
		||||
        IsDashing = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Process(double delta)
 | 
			
		||||
    {
 | 
			
		||||
        MovementDirection = Input.GetVector("move_left", "move_right", "move_up", "move_down");
 | 
			
		||||
 | 
			
		||||
        if (Input.IsActionJustPressed("move_dash"))
 | 
			
		||||
            Rpc(nameof(Dash));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										68
									
								
								Scripts/Logic/World.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										68
									
								
								Scripts/Logic/World.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,68 @@
 | 
			
		||||
using System.Numerics;
 | 
			
		||||
using Godot;
 | 
			
		||||
using Vector2 = Godot.Vector2;
 | 
			
		||||
 | 
			
		||||
namespace CodingLand.Scripts.Logic;
 | 
			
		||||
 | 
			
		||||
public partial class World : Node2D
 | 
			
		||||
{
 | 
			
		||||
    [Export] public PackedScene PlayerScene;
 | 
			
		||||
 | 
			
		||||
    public void StartGame()
 | 
			
		||||
    {
 | 
			
		||||
        if (!Multiplayer.IsServer())
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        // Handling player connect / disconnect after this client connected
 | 
			
		||||
        Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
 | 
			
		||||
        Multiplayer.PeerConnected += AddPlayer_Adaptor;
 | 
			
		||||
 | 
			
		||||
        // Handling player connected before this client
 | 
			
		||||
        foreach (var id in Multiplayer.GetPeers())
 | 
			
		||||
            AddPlayer(id);
 | 
			
		||||
 | 
			
		||||
        // Add this client as a player if client isn't a dedicated server
 | 
			
		||||
        if (!OS.HasFeature("dedicated_server"))
 | 
			
		||||
            AddPlayer(1);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _ExitTree()
 | 
			
		||||
    {
 | 
			
		||||
        if (!Multiplayer.IsServer())
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
 | 
			
		||||
        Multiplayer.PeerConnected -= AddPlayer_Adaptor;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private string BuildPlayerName(int id)
 | 
			
		||||
    {
 | 
			
		||||
        return $"Player#{id}";
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void AddPlayer_Adaptor(long id)
 | 
			
		||||
        => AddPlayer((int)id);
 | 
			
		||||
 | 
			
		||||
    private void RemovePlayer_Adaptor(long id)
 | 
			
		||||
        => RemovePlayer((int)id);
 | 
			
		||||
 | 
			
		||||
    private void AddPlayer(int id)
 | 
			
		||||
    {
 | 
			
		||||
        var player = PlayerScene.Instantiate<Player>();
 | 
			
		||||
        player.SetPlayerId(id);
 | 
			
		||||
        var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
 | 
			
		||||
        player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
 | 
			
		||||
        player.Name = BuildPlayerName(id);
 | 
			
		||||
 | 
			
		||||
        AddChild(player, true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void RemovePlayer(int id)
 | 
			
		||||
    {
 | 
			
		||||
        var name = BuildPlayerName(id);
 | 
			
		||||
        if (!HasNode(name))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        GetNode(name).QueueFree();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,23 +1,22 @@
 | 
			
		||||
using System;
 | 
			
		||||
using CodingLand.Scripts.Logic;
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
namespace CodingLand.Scripts;
 | 
			
		||||
 | 
			
		||||
public partial class Multiplayer : Node
 | 
			
		||||
{
 | 
			
		||||
	[Export] public Node2D Playground;
 | 
			
		||||
	[Export] public World World;
 | 
			
		||||
	
 | 
			
		||||
	private void GameFreeze()
 | 
			
		||||
	{
 | 
			
		||||
		Playground.Hide();
 | 
			
		||||
		GetTree().Paused = true;
 | 
			
		||||
		World.Hide();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	private void GameUnfreeze()
 | 
			
		||||
	{
 | 
			
		||||
		Playground.Show();
 | 
			
		||||
		Playground.GetNode<Camera2D>("Camera2D").Enabled = true;
 | 
			
		||||
		GetTree().Paused = false;
 | 
			
		||||
		World.Show();
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	public override void _Ready()
 | 
			
		||||
@@ -41,9 +40,12 @@ public partial class Multiplayer : Node
 | 
			
		||||
			OS.Alert("Failed to start multiplayer server...");
 | 
			
		||||
			return false;
 | 
			
		||||
		}
 | 
			
		||||
		
 | 
			
		||||
		GD.Print("Running game as server...");
 | 
			
		||||
 | 
			
		||||
		Multiplayer.MultiplayerPeer = peer;
 | 
			
		||||
		GameUnfreeze();
 | 
			
		||||
		World.StartGame();
 | 
			
		||||
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
@@ -62,8 +64,11 @@ public partial class Multiplayer : Node
 | 
			
		||||
			return false;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		GD.Print("Running game as client...");
 | 
			
		||||
		
 | 
			
		||||
		Multiplayer.MultiplayerPeer = peer;
 | 
			
		||||
		GameUnfreeze();
 | 
			
		||||
		World.StartGame();
 | 
			
		||||
		
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,39 +1,54 @@
 | 
			
		||||
using System;
 | 
			
		||||
using CodingLand.Scripts.Logic;
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
namespace CodingLand.Scripts;
 | 
			
		||||
 | 
			
		||||
public partial class Player : CharacterBody2D
 | 
			
		||||
{
 | 
			
		||||
	private int _currentPlayerId = 1;
 | 
			
		||||
	
 | 
			
		||||
	[Export] public float MaxSpeed = 400f;
 | 
			
		||||
	[Export] public float Acceleration = 500f;
 | 
			
		||||
	[Export] public float Deceleration = 500f;
 | 
			
		||||
	[Export] public float RotationSpeed = 5f;
 | 
			
		||||
 | 
			
		||||
	[Export] public float CameraSmoothness = 0.05f;
 | 
			
		||||
	
 | 
			
		||||
	[Export] public Camera2D PlayerCamera;
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	[Export] public PlayerInput PlayerInput;
 | 
			
		||||
 | 
			
		||||
	[Export] public Timer PlayerDashCountdown;
 | 
			
		||||
	[Export] public float PlayerDashAcceleration = 2f;
 | 
			
		||||
 | 
			
		||||
	[Export] public int PlayerId
 | 
			
		||||
	{
 | 
			
		||||
		get => _currentPlayerId;
 | 
			
		||||
		set
 | 
			
		||||
		{
 | 
			
		||||
			_currentPlayerId = value;
 | 
			
		||||
			PlayerInput.SetMultiplayerAuthority(value);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public void SetPlayerId(int id)
 | 
			
		||||
	{
 | 
			
		||||
		PlayerId = id;
 | 
			
		||||
		PlayerInput.SetMultiplayerAuthority(id);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public override void _Ready()
 | 
			
		||||
	{
 | 
			
		||||
		if (PlayerId == Multiplayer.GetUniqueId())
 | 
			
		||||
			PlayerCamera.Enabled = true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public override void _PhysicsProcess(double delta)
 | 
			
		||||
	{
 | 
			
		||||
		var input = Vector2.Zero;
 | 
			
		||||
		var input = PlayerInput.MovementDirection;
 | 
			
		||||
 | 
			
		||||
		if (Input.IsActionPressed("move_right"))
 | 
			
		||||
			input.X += 1;
 | 
			
		||||
		if (Input.IsActionPressed("move_left"))
 | 
			
		||||
			input.X -= 1;
 | 
			
		||||
		if (Input.IsActionPressed("move_down"))
 | 
			
		||||
			input.Y += 1;
 | 
			
		||||
		if (Input.IsActionPressed("move_up"))
 | 
			
		||||
			input.Y -= 1;
 | 
			
		||||
 | 
			
		||||
		input = input.Normalized();
 | 
			
		||||
 | 
			
		||||
		if (input != Vector2.Zero)
 | 
			
		||||
		{
 | 
			
		||||
			input = input.Normalized();
 | 
			
		||||
			Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
 | 
			
		||||
 | 
			
		||||
			var finalRotation = input.Angle() + Mathf.Pi / 2;
 | 
			
		||||
@@ -44,18 +59,14 @@ public partial class Player : CharacterBody2D
 | 
			
		||||
			Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (Input.IsActionJustPressed("move_dash") && PlayerDashCountdown.IsStopped())
 | 
			
		||||
		if (PlayerInput.IsDashing && PlayerDashCountdown.IsStopped())
 | 
			
		||||
		{
 | 
			
		||||
			PlayerInput.IsDashing = false;
 | 
			
		||||
			Velocity *= PlayerDashAcceleration;
 | 
			
		||||
			PlayerDashCountdown.Start();
 | 
			
		||||
		}
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
		Position += Velocity * (float)delta;
 | 
			
		||||
		MoveAndSlide();
 | 
			
		||||
		
 | 
			
		||||
		if (PlayerCamera != null)
 | 
			
		||||
		{
 | 
			
		||||
			PlayerCamera.Position = GlobalPosition;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -55,7 +55,7 @@ public partial class MultiplayerUi : Control
 | 
			
		||||
			if (result)
 | 
			
		||||
				Hide();
 | 
			
		||||
		};
 | 
			
		||||
		StartAsServerButton.Pressed += () =>
 | 
			
		||||
		StartAsClientButton.Pressed += () =>
 | 
			
		||||
		{
 | 
			
		||||
			if (!DoValidation())
 | 
			
		||||
			{
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user