🐛 Fix buges
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b5819a249c
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@ -1,6 +1,7 @@
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[gd_scene load_steps=4 format=3 uid="uid://nu34biv4xo5k"]
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[gd_scene load_steps=5 format=3 uid="uid://nu34biv4xo5k"]
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[ext_resource type="Texture2D" uid="uid://c2qpm7mcrvq57" path="res://Sprites/Brick.png" id="1_tqbee"]
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[ext_resource type="Script" path="res://Scripts/Brick.cs" id="1_u0jqj"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_5wmf4"]
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size = Vector2(51.2, 51.2)
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@ -8,9 +9,16 @@ size = Vector2(51.2, 51.2)
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_r3565"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/0/replication_mode = 0
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properties/1/path = NodePath(".:DecayProgress")
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properties/1/spawn = true
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properties/1/replication_mode = 0
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properties/2/path = NodePath(".:MaxDecayProgress")
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properties/2/spawn = true
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properties/2/replication_mode = 0
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[node name="Brick" type="StaticBody2D"]
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script = ExtResource("1_u0jqj")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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position = Vector2(2.08165e-12, 2.08165e-12)
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@ -21,7 +29,7 @@ texture = ExtResource("1_tqbee")
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shape = SubResource("RectangleShape2D_5wmf4")
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[node name="DecayTimer" type="Timer" parent="."]
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one_shot = true
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wait_time = 0.1
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autostart = true
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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@ -25,6 +25,6 @@ World = NodePath("../../World")
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script = ExtResource("3_xwguj")
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PlayerScene = ExtResource("1_vby0g")
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[node name="WorldSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://Scenes/Player.tscn", "res://Scenes/Brick.tscn")
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[node name="PlayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://Scenes/Player.tscn")
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spawn_path = NodePath("../World")
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29
Scripts/Brick.cs
Normal file
29
Scripts/Brick.cs
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@ -0,0 +1,29 @@
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using Godot;
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namespace AceField.Scripts;
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public partial class Brick : StaticBody2D
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{
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[Export] public int MaxDecayProgress = 50;
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[Export] public int DecayProgress;
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public override void _Ready()
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{
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DecayProgress = MaxDecayProgress;
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GetNode<Timer>("DecayTimer").Timeout += () =>
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{
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DecayProgress--;
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if (DecayProgress > 0) return;
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GetNode<Timer>("DecayTimer").Stop();
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QueueFree();
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};
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}
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public override void _Process(double delta)
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{
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var sprite = GetNode<Sprite2D>("Sprite2D");
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sprite.SelfModulate = new Color(sprite.SelfModulate, (float)DecayProgress / MaxDecayProgress);
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}
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}
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@ -17,10 +17,10 @@ public partial class Bullet : Area2D
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BodyEntered += body =>
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{
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if (body is not Player player || player.PlayerId == PlayerId) return;
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if (body is Player p)
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if (body is Player player)
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{
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p.TakeDamage(Damage);
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if (player.PlayerId == PlayerId) return;
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player.TakeDamage(Damage);
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}
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QueueFree();
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@ -46,12 +46,7 @@ public partial class PlayerInput : MultiplayerSynchronizer
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Rpc(nameof(Shoot));
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if (Input.IsActionJustPressed("weapon_reload"))
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Rpc(nameof(Reload));
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}
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public override void _Input(InputEvent evt)
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{
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if (!IsCurrentPlayer) return;
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if (evt is InputEventMouseButton { Pressed: true })
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if (Input.IsActionJustPressed("skill_place_tile"))
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Rpc(nameof(Build));
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}
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}
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@ -19,8 +19,8 @@ public partial class Player : CharacterBody2D
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[Export] public double MaxHealth = 100;
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[Export] public double ActionPoints = 20;
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[Export] public double MaxActionPoints = 20;
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[Export] public double AmmoAmount = 30;
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[Export] public double MaxAmmoAmount = 30;
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[Export] public int AmmoAmount = 30;
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[Export] public int MaxAmmoAmount = 30;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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@ -78,10 +78,18 @@ public partial class Player : CharacterBody2D
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if (PlayerInput.IsShooting)
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{
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PlayerInput.IsShooting = false;
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Shoot();
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var name = GD.Randi();
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Rpc(nameof(Shoot), name.ToString());
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}
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if (PlayerInput.IsReloading)
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{
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if (AmmoAmount == MaxAmmoAmount)
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{
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PlayerInput.IsReloading = false;
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}
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else
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{
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var timer = GetNode<Timer>("ReloadTimer");
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if (timer.IsStopped())
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@ -90,6 +98,7 @@ public partial class Player : CharacterBody2D
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timer.Start();
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}
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}
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}
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if (PlayerInput.IsBuilding)
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{
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@ -100,7 +109,8 @@ public partial class Player : CharacterBody2D
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if (distance <= Reach * TileSize)
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{
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var name = GD.Randi();
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Rpc(nameof(AddTile), target, name.ToString());
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if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
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Rpc(nameof(AddTile), target, PlayerId, name.ToString());
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}
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}
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}
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@ -141,12 +151,14 @@ public partial class Player : CharacterBody2D
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Rpc(nameof(GotDamage), damage);
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}
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private void Shoot()
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void Shoot(string name)
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{
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if (AmmoAmount <= 0) return;
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var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
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var projectile = BulletScene.Instantiate<Bullet>();
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projectile.Name = $"Bullet@{name}";
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projectile.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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@ -154,6 +166,17 @@ public partial class Player : CharacterBody2D
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AmmoAmount--;
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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public void AddTile(Vector2 pos, int playerId, string name)
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{
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var tiles = GetParent<World>();
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var tileVec = new Vector2(50, 50);
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var instance = TileScene.Instantiate<Node2D>();
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instance.SetMultiplayerAuthority(playerId);
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instance.Name = $"Brick@{name}";
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instance.Position = pos.Snapped(tileVec);
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tiles.AddChild(instance);
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void GotDamage(double damage)
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@ -174,17 +197,4 @@ public partial class Player : CharacterBody2D
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var shakableCamera = GetNode<CameraShake>("Camera2D");
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shakableCamera.AddTrauma(0.5f);
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}
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[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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public void AddTile(Vector2 pos, string name)
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{
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if (GetParent<World>().GetTileByPosition<Node2D>(pos) != null) return;
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var tiles = GetParent<World>();
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var tileVec = new Vector2(50, 50);
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var instance = TileScene.Instantiate<Node2D>();
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instance.Name = $"Brick@{name}";
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instance.Position = pos.Snapped(tileVec);
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tiles.AddChild(instance);
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}
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}
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@ -15,6 +15,10 @@ run/main_scene="res://Scenes/Root.tscn"
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config/features=PackedStringArray("4.2", "C#", "Mobile")
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config/icon="res://icon.svg"
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[display]
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window/stretch/mode="canvas_items"
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[dotnet]
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project/assembly_name="AceField"
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@ -48,7 +52,7 @@ move_dash={
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}
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weapon_shoot={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"echo":false,"script":null)
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(166, 20),"global_position":Vector2(174, 100),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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weapon_reload={
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@ -56,6 +60,11 @@ weapon_reload={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"echo":false,"script":null)
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]
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}
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skill_place_tile={
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"deadzone": 0.5,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(174, 42),"global_position":Vector2(182, 122),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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[rendering]
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