⏪ Rollback place brick feature
This commit is contained in:
parent
e5be2bdc7c
commit
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@ -5,18 +5,9 @@
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</component>
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<component name="ChangeListManager">
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<list default="true" id="c7bd02c7-bbb4-431f-81ca-d2f8b7b09b37" name="Changes" comment="">
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<change afterPath="$PROJECT_DIR$/Scenes/UI/HUD.tscn" afterDir="false" />
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<change afterPath="$PROJECT_DIR$/Scripts/UI/HUD.cs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/.idea/.idea.CodingLand/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.CodingLand/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scenes/Player.tscn" beforeDir="false" afterPath="$PROJECT_DIR$/Scenes/Player.tscn" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scenes/Root.tscn" beforeDir="false" afterPath="$PROJECT_DIR$/Scenes/Root.tscn" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scenes/UI/LaunchScreen.tscn" beforeDir="false" afterPath="$PROJECT_DIR$/Scenes/UI/LaunchScreen.tscn" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scripts/Bullet.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Bullet.cs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scripts/Launcher.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Launcher.cs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scripts/Logic/PlayerInput.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Logic/PlayerInput.cs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scripts/Logic/World.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Logic/World.cs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scenes/UI/HUD.tscn" beforeDir="false" afterPath="$PROJECT_DIR$/Scenes/UI/HUD.tscn" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Scripts/Player.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Player.cs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/project.godot" beforeDir="false" afterPath="$PROJECT_DIR$/project.godot" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -119,7 +110,7 @@
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<workItem from="1722846222698" duration="9239000" />
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<workItem from="1722855558149" duration="11578000" />
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<workItem from="1723040712804" duration="74000" />
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<workItem from="1723040934916" duration="16092000" />
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<workItem from="1723040934916" duration="18349000" />
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</task>
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<task id="LOCAL-00001" summary=":sparkles: Usable multiplayer">
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<option name="closed" value="true" />
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28
Scenes/Brick.tscn
Normal file
28
Scenes/Brick.tscn
Normal file
@ -0,0 +1,28 @@
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[gd_scene load_steps=4 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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[sub_resource type="RectangleShape2D" id="RectangleShape2D_5wmf4"]
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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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[node name="Brick" type="StaticBody2D"]
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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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scale = Vector2(0.05, 0.05)
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texture = ExtResource("1_tqbee")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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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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autostart = true
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_r3565")
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@ -1,8 +1,9 @@
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[gd_scene load_steps=10 format=3 uid="uid://b3gx0bl43lku3"]
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[gd_scene load_steps=11 format=3 uid="uid://b3gx0bl43lku3"]
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[ext_resource type="Script" path="res://Scripts/Player.cs" id="1_0btyt"]
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[ext_resource type="Texture2D" uid="uid://c4als6t3k4myc" path="res://Sprites/Player.png" id="1_cqpqa"]
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[ext_resource type="PackedScene" uid="uid://ds40mib6ur8yf" path="res://Scenes/Bullet.tscn" id="2_nmop0"]
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[ext_resource type="PackedScene" uid="uid://nu34biv4xo5k" path="res://Scenes/Brick.tscn" id="3_6sbto"]
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[ext_resource type="Script" path="res://Scripts/Logic/PlayerInput.cs" id="3_tvoua"]
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[ext_resource type="Script" path="res://Scripts/Effects/CameraShake.cs" id="4_fwngj"]
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@ -56,6 +57,8 @@ script = ExtResource("1_0btyt")
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PlayerCamera = NodePath("Camera2D")
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PlayerInput = NodePath("InputSynchronizer")
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BulletScene = ExtResource("2_nmop0")
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TileScene = ExtResource("3_6sbto")
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TileSize = 50.0
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[node name="Overlay" type="VBoxContainer" parent="."]
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offset_left = -90.0
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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="PlayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://Scenes/Player.tscn")
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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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spawn_path = NodePath("../World")
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@ -1,7 +1,13 @@
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[gd_scene load_steps=2 format=3 uid="uid://c7w5sgq0bshk0"]
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[gd_scene load_steps=4 format=3 uid="uid://c7w5sgq0bshk0"]
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[ext_resource type="Script" path="res://Scripts/UI/HUD.cs" id="1_2iqqk"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_bl2bd"]
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bg_color = Color(0.243137, 0.243137, 0.243137, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_it2a4"]
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bg_color = Color(0.545098, 0.545098, 0.545098, 1)
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[node name="Hud" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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@ -72,3 +78,20 @@ rounded = true
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allow_greater = true
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allow_lesser = true
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show_percentage = false
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[node name="BottomBox" type="VBoxContainer" parent="."]
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layout_mode = 0
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offset_top = 608.0
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offset_right = 1152.0
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offset_bottom = 648.0
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alignment = 2
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[node name="ProgressBar" type="ProgressBar" parent="BottomBox"]
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custom_minimum_size = Vector2(2.08165e-12, 4)
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layout_mode = 2
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theme_override_styles/background = SubResource("StyleBoxFlat_bl2bd")
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theme_override_styles/fill = SubResource("StyleBoxFlat_it2a4")
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value = 50.0
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allow_greater = true
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allow_lesser = true
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show_percentage = false
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@ -5,7 +5,7 @@ namespace AceField.Scripts;
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public partial class Bullet : Area2D
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{
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[Export] public int PlayerId = 1;
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[Export] public float Speed = 1500;
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[Export] public double Damage = 8;
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@ -18,7 +18,11 @@ 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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player.TakeDamage(Damage);
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if (body is Player p)
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{
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p.TakeDamage(Damage);
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}
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QueueFree();
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};
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}
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@ -5,6 +5,7 @@ namespace AceField.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 bool IsBuilding;
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[Export] public bool IsShooting;
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[Export] public bool IsReloading;
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@ -30,6 +31,10 @@ public partial class PlayerInput : MultiplayerSynchronizer
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[Rpc(CallLocal = true)]
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private void Reload()
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=> IsReloading = true;
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[Rpc(CallLocal = true)]
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private void Build()
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=> IsBuilding = true;
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public override void _Process(double delta)
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{
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@ -46,5 +51,7 @@ public partial class PlayerInput : MultiplayerSynchronizer
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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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Rpc(nameof(Build));
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}
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}
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@ -34,7 +34,7 @@ public partial class World : Node2D
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}
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private static string BuildPlayerName(int id)
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=> $"Player#{id}";
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=> $"Player@{id}";
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private void AddPlayer_Adaptor(long id)
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=> AddPlayer((int)id);
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@ -75,4 +75,15 @@ public partial class World : Node2D
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return null;
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}
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public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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{
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foreach (var item in GetChildren())
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{
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if (item is T tile && tile.Position == position)
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return tile;
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}
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return null;
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}
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}
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@ -28,6 +28,9 @@ public partial class Player : CharacterBody2D
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[Export] public float PlayerDashAcceleration = 2f;
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[Export] public PackedScene BulletScene;
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[Export] public PackedScene TileScene;
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[Export] public float TileSize;
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[Export] public string PlayerName;
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@ -82,7 +85,23 @@ public partial class Player : CharacterBody2D
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{
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var timer = GetNode<Timer>("ReloadTimer");
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if (timer.IsStopped())
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{
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AmmoAmount = 0;
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timer.Start();
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}
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}
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if (PlayerInput.IsBuilding)
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{
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PlayerInput.IsBuilding = false;
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var target = GetGlobalMousePosition();
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var distance = Position.DistanceTo(target);
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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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}
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}
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}
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@ -121,6 +140,20 @@ public partial class Player : CharacterBody2D
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{
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Rpc(nameof(GotDamage), damage);
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}
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private void Shoot()
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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.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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GetParent().AddChild(projectile);
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AmmoAmount--;
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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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@ -142,16 +175,16 @@ public partial class Player : CharacterBody2D
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shakableCamera.AddTrauma(0.5f);
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}
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private void Shoot()
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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 (AmmoAmount <= 0) return;
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if (GetParent<World>().GetTileByPosition<Node2D>(pos) != null) 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.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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GetParent().AddChild(projectile);
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AmmoAmount--;
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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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