🐛 Fix buges
This commit is contained in:
		
							
								
								
									
										29
									
								
								Scripts/Brick.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										29
									
								
								Scripts/Brick.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,29 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
namespace AceField.Scripts;
 | 
			
		||||
 | 
			
		||||
public partial class Brick : StaticBody2D
 | 
			
		||||
{
 | 
			
		||||
	[Export] public int MaxDecayProgress = 50;
 | 
			
		||||
	[Export] public int DecayProgress;
 | 
			
		||||
 | 
			
		||||
	public override void _Ready()
 | 
			
		||||
	{
 | 
			
		||||
		DecayProgress = MaxDecayProgress;
 | 
			
		||||
 | 
			
		||||
		GetNode<Timer>("DecayTimer").Timeout += () =>
 | 
			
		||||
		{
 | 
			
		||||
			DecayProgress--;
 | 
			
		||||
			if (DecayProgress > 0) return;
 | 
			
		||||
			
 | 
			
		||||
			GetNode<Timer>("DecayTimer").Stop();
 | 
			
		||||
			QueueFree();
 | 
			
		||||
		};
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public override void _Process(double delta)
 | 
			
		||||
	{
 | 
			
		||||
		var sprite = GetNode<Sprite2D>("Sprite2D");
 | 
			
		||||
		sprite.SelfModulate = new Color(sprite.SelfModulate, (float)DecayProgress / MaxDecayProgress);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@@ -17,10 +17,10 @@ public partial class Bullet : Area2D
 | 
			
		||||
 | 
			
		||||
		BodyEntered += body =>
 | 
			
		||||
		{
 | 
			
		||||
			if (body is not Player player || player.PlayerId == PlayerId) return;
 | 
			
		||||
			if (body is Player p)
 | 
			
		||||
			if (body is Player player)
 | 
			
		||||
			{
 | 
			
		||||
				p.TakeDamage(Damage);
 | 
			
		||||
				if (player.PlayerId == PlayerId) return;
 | 
			
		||||
				player.TakeDamage(Damage);
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			QueueFree();
 | 
			
		||||
 
 | 
			
		||||
@@ -46,12 +46,7 @@ public partial class PlayerInput : MultiplayerSynchronizer
 | 
			
		||||
			Rpc(nameof(Shoot));
 | 
			
		||||
		if (Input.IsActionJustPressed("weapon_reload"))
 | 
			
		||||
			Rpc(nameof(Reload));
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public override void _Input(InputEvent evt)
 | 
			
		||||
	{
 | 
			
		||||
		if (!IsCurrentPlayer) return;
 | 
			
		||||
		if (evt is InputEventMouseButton { Pressed: true })
 | 
			
		||||
		if (Input.IsActionJustPressed("skill_place_tile"))
 | 
			
		||||
			Rpc(nameof(Build));
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -6,185 +6,195 @@ namespace AceField.Scripts;
 | 
			
		||||
 | 
			
		||||
public partial class Player : CharacterBody2D
 | 
			
		||||
{
 | 
			
		||||
	private int _currentPlayerId = 1;
 | 
			
		||||
    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 MaxSpeed = 400f;
 | 
			
		||||
    [Export] public float Acceleration = 500f;
 | 
			
		||||
    [Export] public float Deceleration = 500f;
 | 
			
		||||
    [Export] public float RotationSpeed = 5f;
 | 
			
		||||
 | 
			
		||||
	[Export] public int Reach = 5;
 | 
			
		||||
    [Export] public int Reach = 5;
 | 
			
		||||
 | 
			
		||||
	[Export] public double Health = 100;
 | 
			
		||||
	[Export] public double MaxHealth = 100;
 | 
			
		||||
	[Export] public double ActionPoints = 20;
 | 
			
		||||
	[Export] public double MaxActionPoints = 20;
 | 
			
		||||
	[Export] public double AmmoAmount = 30;
 | 
			
		||||
	[Export] public double MaxAmmoAmount = 30;
 | 
			
		||||
    [Export] public double Health = 100;
 | 
			
		||||
    [Export] public double MaxHealth = 100;
 | 
			
		||||
    [Export] public double ActionPoints = 20;
 | 
			
		||||
    [Export] public double MaxActionPoints = 20;
 | 
			
		||||
    [Export] public int AmmoAmount = 30;
 | 
			
		||||
    [Export] public int MaxAmmoAmount = 30;
 | 
			
		||||
 | 
			
		||||
	[Export] public Camera2D PlayerCamera;
 | 
			
		||||
	[Export] public PlayerInput PlayerInput;
 | 
			
		||||
    [Export] public Camera2D PlayerCamera;
 | 
			
		||||
    [Export] public PlayerInput PlayerInput;
 | 
			
		||||
 | 
			
		||||
	[Export] public float PlayerDashAcceleration = 2f;
 | 
			
		||||
    [Export] public float PlayerDashAcceleration = 2f;
 | 
			
		||||
 | 
			
		||||
	[Export] public PackedScene BulletScene;
 | 
			
		||||
	[Export] public PackedScene TileScene;
 | 
			
		||||
	
 | 
			
		||||
	[Export] public float TileSize;
 | 
			
		||||
    [Export] public PackedScene BulletScene;
 | 
			
		||||
    [Export] public PackedScene TileScene;
 | 
			
		||||
 | 
			
		||||
	[Export] public string PlayerName;
 | 
			
		||||
    [Export] public float TileSize;
 | 
			
		||||
 | 
			
		||||
	[Export]
 | 
			
		||||
	public int PlayerId
 | 
			
		||||
	{
 | 
			
		||||
		get => _currentPlayerId;
 | 
			
		||||
		set
 | 
			
		||||
		{
 | 
			
		||||
			_currentPlayerId = value;
 | 
			
		||||
			PlayerInput.SetMultiplayerAuthority(value);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
    [Export] public string PlayerName;
 | 
			
		||||
 | 
			
		||||
	public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
 | 
			
		||||
    [Export]
 | 
			
		||||
    public int PlayerId
 | 
			
		||||
    {
 | 
			
		||||
        get => _currentPlayerId;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            _currentPlayerId = value;
 | 
			
		||||
            PlayerInput.SetMultiplayerAuthority(value);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	public bool IsReloading
 | 
			
		||||
		=> !GetNode<Timer>("ReloadTimer").IsStopped();
 | 
			
		||||
    public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
 | 
			
		||||
 | 
			
		||||
	public double TimeRemainingOfReload
 | 
			
		||||
		=> GetNode<Timer>("ReloadTimer").TimeLeft;
 | 
			
		||||
    public bool IsReloading
 | 
			
		||||
        => !GetNode<Timer>("ReloadTimer").IsStopped();
 | 
			
		||||
 | 
			
		||||
	public override void _Ready()
 | 
			
		||||
	{
 | 
			
		||||
		Health = MaxHealth;
 | 
			
		||||
		ActionPoints = MaxActionPoints;
 | 
			
		||||
    public double TimeRemainingOfReload
 | 
			
		||||
        => GetNode<Timer>("ReloadTimer").TimeLeft;
 | 
			
		||||
 | 
			
		||||
		if (PlayerId == Multiplayer.GetUniqueId())
 | 
			
		||||
			PlayerCamera.Enabled = true;
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        Health = MaxHealth;
 | 
			
		||||
        ActionPoints = MaxActionPoints;
 | 
			
		||||
 | 
			
		||||
		PlayerName ??= $"Player#{PlayerId}";
 | 
			
		||||
		GetNode<Label>("Overlay/NameTag").Text = PlayerName;
 | 
			
		||||
        if (PlayerId == Multiplayer.GetUniqueId())
 | 
			
		||||
            PlayerCamera.Enabled = true;
 | 
			
		||||
 | 
			
		||||
		GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
 | 
			
		||||
        PlayerName ??= $"Player#{PlayerId}";
 | 
			
		||||
        GetNode<Label>("Overlay/NameTag").Text = PlayerName;
 | 
			
		||||
 | 
			
		||||
		GetNode<Timer>("ReloadTimer").Timeout += () =>
 | 
			
		||||
		{
 | 
			
		||||
			AmmoAmount = MaxAmmoAmount;
 | 
			
		||||
			PlayerInput.IsReloading = false;
 | 
			
		||||
		};
 | 
			
		||||
	}
 | 
			
		||||
        GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
 | 
			
		||||
 | 
			
		||||
	public override void _Process(double delta)
 | 
			
		||||
	{
 | 
			
		||||
		if (PlayerInput.IsShooting)
 | 
			
		||||
		{
 | 
			
		||||
			PlayerInput.IsShooting = false;
 | 
			
		||||
			Shoot();
 | 
			
		||||
		}
 | 
			
		||||
        GetNode<Timer>("ReloadTimer").Timeout += () =>
 | 
			
		||||
        {
 | 
			
		||||
            AmmoAmount = MaxAmmoAmount;
 | 
			
		||||
            PlayerInput.IsReloading = false;
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
		if (PlayerInput.IsReloading)
 | 
			
		||||
		{
 | 
			
		||||
			var timer = GetNode<Timer>("ReloadTimer");
 | 
			
		||||
			if (timer.IsStopped())
 | 
			
		||||
			{
 | 
			
		||||
				AmmoAmount = 0;
 | 
			
		||||
				timer.Start();
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
    public override void _Process(double delta)
 | 
			
		||||
    {
 | 
			
		||||
        if (PlayerInput.IsShooting)
 | 
			
		||||
        {
 | 
			
		||||
            PlayerInput.IsShooting = false;
 | 
			
		||||
 | 
			
		||||
		if (PlayerInput.IsBuilding)
 | 
			
		||||
		{
 | 
			
		||||
			PlayerInput.IsBuilding = false;
 | 
			
		||||
			
 | 
			
		||||
			var target = GetGlobalMousePosition();
 | 
			
		||||
			var distance = Position.DistanceTo(target);
 | 
			
		||||
			if (distance <= Reach * TileSize)
 | 
			
		||||
			{
 | 
			
		||||
				var name = GD.Randi();
 | 
			
		||||
				Rpc(nameof(AddTile), target, name.ToString());
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
            var name = GD.Randi();
 | 
			
		||||
            Rpc(nameof(Shoot), name.ToString());
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
	public override void _PhysicsProcess(double delta)
 | 
			
		||||
	{
 | 
			
		||||
		var input = PlayerInput.MovementDirection;
 | 
			
		||||
        if (PlayerInput.IsReloading)
 | 
			
		||||
        {
 | 
			
		||||
            if (AmmoAmount == MaxAmmoAmount)
 | 
			
		||||
            {
 | 
			
		||||
                PlayerInput.IsReloading = false;
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                var timer = GetNode<Timer>("ReloadTimer");
 | 
			
		||||
                if (timer.IsStopped())
 | 
			
		||||
                {
 | 
			
		||||
                    AmmoAmount = 0;
 | 
			
		||||
                    timer.Start();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
		if (input != Vector2.Zero)
 | 
			
		||||
		{
 | 
			
		||||
			input = input.Normalized();
 | 
			
		||||
			Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
 | 
			
		||||
        if (PlayerInput.IsBuilding)
 | 
			
		||||
        {
 | 
			
		||||
            PlayerInput.IsBuilding = false;
 | 
			
		||||
 | 
			
		||||
			var centre = GetNode<Node2D>("RotationCentre");
 | 
			
		||||
			var finalRotation = input.Angle() + Mathf.Pi / 2;
 | 
			
		||||
			centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
 | 
			
		||||
		}
 | 
			
		||||
            var target = GetGlobalMousePosition();
 | 
			
		||||
            var distance = Position.DistanceTo(target);
 | 
			
		||||
            if (distance <= Reach * TileSize)
 | 
			
		||||
            {
 | 
			
		||||
                var name = GD.Randi();
 | 
			
		||||
                if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
 | 
			
		||||
                    Rpc(nameof(AddTile), target, PlayerId, name.ToString());
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
		var dashCountdown = GetNode<Timer>("DashCountdown");
 | 
			
		||||
		if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
 | 
			
		||||
		{
 | 
			
		||||
			PlayerInput.IsDashing = false;
 | 
			
		||||
			Velocity *= PlayerDashAcceleration;
 | 
			
		||||
			ActionPoints--;
 | 
			
		||||
			dashCountdown.Start();
 | 
			
		||||
		}
 | 
			
		||||
    public override void _PhysicsProcess(double delta)
 | 
			
		||||
    {
 | 
			
		||||
        var input = PlayerInput.MovementDirection;
 | 
			
		||||
 | 
			
		||||
		Position += Velocity * (float)delta;
 | 
			
		||||
		MoveAndSlide();
 | 
			
		||||
	}
 | 
			
		||||
        if (input != Vector2.Zero)
 | 
			
		||||
        {
 | 
			
		||||
            input = input.Normalized();
 | 
			
		||||
            Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
 | 
			
		||||
 | 
			
		||||
	public void TakeDamage(double damage)
 | 
			
		||||
	{
 | 
			
		||||
		Rpc(nameof(GotDamage), damage);
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	private void Shoot()
 | 
			
		||||
	{
 | 
			
		||||
		if (AmmoAmount <= 0) return;
 | 
			
		||||
            var centre = GetNode<Node2D>("RotationCentre");
 | 
			
		||||
            var finalRotation = input.Angle() + Mathf.Pi / 2;
 | 
			
		||||
            centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
		var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
 | 
			
		||||
		var projectile = BulletScene.Instantiate<Bullet>();
 | 
			
		||||
		projectile.Transform = marker.GlobalTransform;
 | 
			
		||||
		projectile.PlayerId = PlayerId;
 | 
			
		||||
        var dashCountdown = GetNode<Timer>("DashCountdown");
 | 
			
		||||
        if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
 | 
			
		||||
        {
 | 
			
		||||
            PlayerInput.IsDashing = false;
 | 
			
		||||
            Velocity *= PlayerDashAcceleration;
 | 
			
		||||
            ActionPoints--;
 | 
			
		||||
            dashCountdown.Start();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
		GetParent().AddChild(projectile);
 | 
			
		||||
		AmmoAmount--;
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
        Position += Velocity * (float)delta;
 | 
			
		||||
        MoveAndSlide();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
			
		||||
	private void GotDamage(double damage)
 | 
			
		||||
	{
 | 
			
		||||
		var protection = GetNode<Timer>("ProtectionCountdown");
 | 
			
		||||
    public void TakeDamage(double damage)
 | 
			
		||||
    {
 | 
			
		||||
        Rpc(nameof(GotDamage), damage);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
		if (protection.IsStopped())
 | 
			
		||||
		{
 | 
			
		||||
			Health -= damage;
 | 
			
		||||
    [Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
			
		||||
    private void Shoot(string name)
 | 
			
		||||
    {
 | 
			
		||||
        if (AmmoAmount <= 0) return;
 | 
			
		||||
 | 
			
		||||
			var tween = CreateTween();
 | 
			
		||||
			var bar = GetNode<ProgressBar>("Overlay/HealthBar");
 | 
			
		||||
			tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
 | 
			
		||||
        var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
 | 
			
		||||
        var projectile = BulletScene.Instantiate<Bullet>();
 | 
			
		||||
        projectile.Name = $"Bullet@{name}";
 | 
			
		||||
        projectile.Transform = marker.GlobalTransform;
 | 
			
		||||
        projectile.PlayerId = PlayerId;
 | 
			
		||||
 | 
			
		||||
			protection.Start();
 | 
			
		||||
		}
 | 
			
		||||
        GetParent().AddChild(projectile);
 | 
			
		||||
        AmmoAmount--;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
		var shakableCamera = GetNode<CameraShake>("Camera2D");
 | 
			
		||||
		shakableCamera.AddTrauma(0.5f);
 | 
			
		||||
	}
 | 
			
		||||
    [Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
			
		||||
    public void AddTile(Vector2 pos, int playerId, string name)
 | 
			
		||||
    {
 | 
			
		||||
        var tiles = GetParent<World>();
 | 
			
		||||
        var tileVec = new Vector2(50, 50);
 | 
			
		||||
        var instance = TileScene.Instantiate<Node2D>();
 | 
			
		||||
        instance.SetMultiplayerAuthority(playerId);
 | 
			
		||||
        instance.Name = $"Brick@{name}";
 | 
			
		||||
        instance.Position = pos.Snapped(tileVec);
 | 
			
		||||
        tiles.AddChild(instance);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
			
		||||
	public void AddTile(Vector2 pos, string name)
 | 
			
		||||
	{
 | 
			
		||||
		if (GetParent<World>().GetTileByPosition<Node2D>(pos) != null) return;
 | 
			
		||||
    [Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
			
		||||
    private void GotDamage(double damage)
 | 
			
		||||
    {
 | 
			
		||||
        var protection = GetNode<Timer>("ProtectionCountdown");
 | 
			
		||||
 | 
			
		||||
		var tiles = GetParent<World>();
 | 
			
		||||
		var tileVec = new Vector2(50, 50);
 | 
			
		||||
		var instance = TileScene.Instantiate<Node2D>();
 | 
			
		||||
		instance.Name = $"Brick@{name}";
 | 
			
		||||
		instance.Position = pos.Snapped(tileVec);
 | 
			
		||||
		tiles.AddChild(instance);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
        if (protection.IsStopped())
 | 
			
		||||
        {
 | 
			
		||||
            Health -= damage;
 | 
			
		||||
 | 
			
		||||
            var tween = CreateTween();
 | 
			
		||||
            var bar = GetNode<ProgressBar>("Overlay/HealthBar");
 | 
			
		||||
            tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
 | 
			
		||||
 | 
			
		||||
            protection.Start();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        var shakableCamera = GetNode<CameraShake>("Camera2D");
 | 
			
		||||
        shakableCamera.AddTrauma(0.5f);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user