Usable multiplayer

This commit is contained in:
2024-08-05 19:08:28 +08:00
parent c5387d7784
commit 3788e640a9
7 changed files with 189 additions and 43 deletions

View 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
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@ -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();
}
}

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@ -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;
}

View File

@ -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;
}
}
}

View File

@ -55,7 +55,7 @@ public partial class MultiplayerUi : Control
if (result)
Hide();
};
StartAsServerButton.Pressed += () =>
StartAsClientButton.Pressed += () =>
{
if (!DoValidation())
{