✨ Usable multiplayer
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33
Scripts/Logic/PlayerInput.cs
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33
Scripts/Logic/PlayerInput.cs
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using Godot;
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namespace CodingLand.Scripts.Logic;
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public partial class PlayerInput : MultiplayerSynchronizer
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{
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[Export] public bool IsDashing;
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[Export] public Vector2 MovementDirection;
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public override void _Ready()
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{
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if (GetMultiplayerAuthority() != Multiplayer.GetUniqueId())
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{
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SetProcess(false);
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SetPhysicsProcess(false);
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}
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}
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[Rpc(CallLocal = true)]
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private void Dash()
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{
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IsDashing = true;
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}
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public override void _Process(double delta)
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{
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MovementDirection = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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if (Input.IsActionJustPressed("move_dash"))
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Rpc(nameof(Dash));
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}
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}
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68
Scripts/Logic/World.cs
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68
Scripts/Logic/World.cs
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using System.Numerics;
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using Godot;
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using Vector2 = Godot.Vector2;
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namespace CodingLand.Scripts.Logic;
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public partial class World : Node2D
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{
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[Export] public PackedScene PlayerScene;
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public void StartGame()
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{
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if (!Multiplayer.IsServer())
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return;
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// Handling player connect / disconnect after this client connected
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Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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Multiplayer.PeerConnected += AddPlayer_Adaptor;
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// Handling player connected before this client
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foreach (var id in Multiplayer.GetPeers())
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AddPlayer(id);
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// Add this client as a player if client isn't a dedicated server
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if (!OS.HasFeature("dedicated_server"))
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AddPlayer(1);
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}
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public override void _ExitTree()
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{
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if (!Multiplayer.IsServer())
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return;
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Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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}
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private string BuildPlayerName(int id)
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{
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return $"Player#{id}";
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}
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private void AddPlayer_Adaptor(long id)
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=> AddPlayer((int)id);
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private void RemovePlayer_Adaptor(long id)
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=> RemovePlayer((int)id);
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private void AddPlayer(int id)
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{
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var player = PlayerScene.Instantiate<Player>();
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player.SetPlayerId(id);
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var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
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player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
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player.Name = BuildPlayerName(id);
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AddChild(player, true);
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}
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private void RemovePlayer(int id)
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{
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var name = BuildPlayerName(id);
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if (!HasNode(name))
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return;
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GetNode(name).QueueFree();
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}
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}
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