Add map serialization/deserialization (incomplete)
This commit is contained in:
parent
a13eb426ef
commit
e1221af9ec
30 changed files with 505 additions and 183 deletions
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@ -2,8 +2,8 @@ extends Area2D
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class_name ActivationRange
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signal player_entered()
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signal player_left()
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signal player_entered(player)
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signal player_left(player)
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func _ready():
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connect("body_entered", self, "_body_entered")
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@ -14,8 +14,8 @@ func in_range():
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func _body_entered(body: Node):
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if body == $"/root/scene/world".player:
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emit_signal("player_entered")
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emit_signal("player_entered", body)
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func _body_left(body: Node):
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if body == $"/root/scene/world".player:
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emit_signal("player_left")
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emit_signal("player_left", body)
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@ -19,14 +19,10 @@ var powered = false setget set_powered
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func get_wired() -> bool:
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return socket != null
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func set_powered(val: bool) -> void:
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remotesync func set_powered(val: bool) -> void:
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var current = powered
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powered = val
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if current and not val:
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emit_signal("power_disconnected")
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elif not current and val:
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emit_signal("power_connected")
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func _physics_process(_delta: float) -> void:
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if wired:
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pass
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36
Actors/Meta/POI/POI.gd
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36
Actors/Meta/POI/POI.gd
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@ -0,0 +1,36 @@
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tool
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extends Node2D
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class_name POI
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enum POIType {
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Null,
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SpawnPoint
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}
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enum POIClass {
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Null,
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Player
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}
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export(POIType) var poitype = POIType.Null
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export(POIClass) var poiclass = POIClass.Null
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func _draw():
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if Engine.editor_hint:
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match poitype:
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POIType.SpawnPoint:
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match poiclass:
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POIClass.Player:
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draw_arc(Vector2.ZERO, 10, 0, PI*2, 16, Color.red, 2)
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func serialize():
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return {
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"poitype": poitype,
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"poiclass": poiclass
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}
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func deserialize(data):
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poitype = data["poitype"]
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poiclass = data["poiclass"]
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9
Actors/Meta/POI/POI.tscn
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9
Actors/Meta/POI/POI.tscn
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@ -0,0 +1,9 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://Actors/Meta/POI/POI.gd" type="Script" id=1]
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[node name="NullPOI" type="Node2D"]
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position = Vector2( 208, 256 )
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script = ExtResource( 1 )
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poitype = 1
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poiclass = 1
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@ -1,12 +0,0 @@
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tool
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extends Node2D
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class_name SpawnpointPlayer
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var poitype = POIData.POIType.SpawnPoint
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var poiclass = POIData.POIClass.Player
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func _draw():
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if Engine.editor_hint:
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draw_arc(Vector2.ZERO, 10, 0, PI*2, 16, Color.red)
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@ -102,3 +102,13 @@ func _power_status_changed(powered: bool) -> void:
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$ScreenAnimation.play("on")
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else:
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$ScreenAnimation.play("off")
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func serialize():
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return {
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"direction": direction,
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"computer_type": computer_type
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}
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func deserialize(data):
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set_direction(data["direction"])
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set_type(data["computer_type"])
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@ -14,33 +14,40 @@ onready var manager = $PowerManager as PowerManager
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signal changed(open)
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func _ready():
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if interlockTargetPath != null:
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interlockTarget = get_node_or_null(interlockTargetPath)
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if not Engine.editor_hint:
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activationRange.visible = true
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if is_network_master():
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if interlockTargetPath != null:
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interlockTarget = get_node_or_null(interlockTargetPath)
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if not Engine.editor_hint:
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activationRange.visible = true
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func set_open(open: bool):
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master func set_open(open: bool):
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if not manager:
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return
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manager.power_usage = active_usage
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if manager.powered:
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if open:
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$Sprite.play("open")
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if interlockTarget != null:
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interlockTarget.set_open(false)
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else:
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$Sprite.play("close")
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rpc("anim_open", open)
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remotesync func anim_open(open: bool):
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if open:
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$Sprite.play("open")
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else:
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$Sprite.play("close")
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func _animation_finished():
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if manager:
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manager.power_usage = idle_usage
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if is_network_master():
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if manager:
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manager.power_usage = idle_usage
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if $Sprite.animation == "open":
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# Start timer for auto-close
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$Timer.start()
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if $Sprite.animation == "open":
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# Disable collider
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collision_layer = 16
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collision_mask = 16
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emit_signal("changed", true)
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# Start timer for auto-close
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$Timer.start()
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else:
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# Enable collider
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collision_mask = 1
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@ -52,7 +59,13 @@ func _input_event(_viewport, event, _shape_idx):
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if event is InputEventMouseButton and event.pressed:
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# Must be in activation range
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if activationRange.in_range():
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set_open($Sprite.animation == "close")
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rpc("set_open", $Sprite.animation == "close")
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func _close_timer_triggered():
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$Sprite.play("close")
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master func _close_timer_triggered():
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rpc("set_open", false)
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func serialize():
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return {}
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func deserialize(data):
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pass
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@ -62,3 +62,17 @@ func refresh_sprite() -> void:
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socket.material.set_shader_param("cable_color", sink_color)
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Flow.BIDIRECTIONAL:
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socket.material.set_shader_param("cable_color", bidirectional_color)
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func serialize():
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return {
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"direction": direction,
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"flow": flow,
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"network": "", #TODO
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"connections": [] #TODO
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}
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func deserialize(data):
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set_direction(data["direction"])
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set_flow(data["flow"])
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#TODO Connections
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#TODO Network
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@ -54,3 +54,13 @@ func _input_event(_viewport, event, _shape_idx):
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if activationRange.in_range():
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# TODO
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pass
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func serialize():
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return {
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"direction": direction,
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"strength": strength
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}
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func deserialize(data):
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set_direction(data["direction"])
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set_strength(data["strength"])
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@ -17,11 +17,11 @@ func _ready():
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activationRange.visible = true
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refresh_sprite()
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func set_direction(dir):
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remotesync func set_direction(dir):
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direction = dir
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refresh_sprite()
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func set_lit(val):
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remotesync func set_lit(val):
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lit = val
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update_light()
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refresh_sprite()
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@ -35,7 +35,7 @@ func refresh_sprite():
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match direction:
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Direction.DOWN:
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$light.region_rect.position = Vector2(32, lit_offset)
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rot =0
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rot = 0
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Direction.UP:
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$light.region_rect.position = Vector2(0, lit_offset)
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rot = PI
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@ -48,13 +48,12 @@ func refresh_sprite():
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$Light2D.rotation = rot
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$ActivationRange.rotation = rot
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func _input_event(_viewport, event, _shape_idx):
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if Engine.editor_hint:
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return
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if event is InputEventMouseButton and event.pressed:
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if activationRange.in_range():
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set_lit(!lit)
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rpc("set_lit", !lit)
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func _power_status_changed(_powered: bool) -> void:
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update_light()
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@ -62,3 +61,13 @@ func _power_status_changed(_powered: bool) -> void:
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func update_light():
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$Light2D.enabled = lit and (manager != null and manager.powered)
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func serialize():
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return {
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"direction": direction,
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"lit": lit
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}
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func deserialize(data):
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set_direction(data["direction"])
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set_lit(data["lit"])
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@ -80,3 +80,15 @@ func set_max_charge(val: float) -> void:
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func set_charge(val: float) -> void:
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current_charge = val
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$Control/PowerUI.set_current_charge(current_charge)
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func serialize():
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return {
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"current_charge": current_charge,
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"max_charge_rate": max_charge_rate,
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"max_discharge_rate": max_discharge_rate
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}
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func deserialize(data):
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set_charge(data["current_charge"])
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set_max_charge(data["max_charge_rate"])
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set_max_discharge(data["max_discharge_rate"])
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@ -2,3 +2,8 @@ extends StaticBody2D
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class_name GameObjectScanner
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func serialize():
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return {}
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func deserialize(data):
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pass
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@ -5,11 +5,17 @@ const EPSILON = 0.1
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const MAX_STAMINA = 3.0
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const BOOST_COEFF = 50.0
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const STAMINA_RECOVER_RATE = 0.3
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const NET_KEY_TRANSFORM_DELAY = 0.2
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var velocity = Vector2.ZERO
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var grip = 1.0
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var stamina = MAX_STAMINA
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var speed_boost = 0
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var transform_update_remaining = 0.0
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puppet var pup_motion = Vector2.ZERO
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puppet var pup_velocity = Vector2.ZERO
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puppet var pup_transform = Transform()
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onready var scene = $"/root/scene"
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onready var world = $"/root/scene/world"
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@ -21,33 +27,48 @@ func _ready():
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$Camera.current = is_controlled
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func _physics_process(delta):
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var motion = Vector2(
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Input.get_action_strength("ui_right")-Input.get_action_strength("ui_left"),
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Input.get_action_strength("ui_down")-Input.get_action_strength("ui_up"))
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var motion = Vector2.ZERO
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if is_network_master():
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motion = Vector2(
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Input.get_action_strength("ui_right")-Input.get_action_strength("ui_left"),
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Input.get_action_strength("ui_down")-Input.get_action_strength("ui_up"))
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# Check sprinting
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var speed = BASE_SPEED
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if Input.is_action_pressed("sprint"):
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if motion.length() > EPSILON and stamina > 0:
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speed_boost += BOOST_COEFF * delta * ease(stamina/MAX_STAMINA, 1.1)
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stamina -= delta
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update()
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else:
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if stamina < MAX_STAMINA:
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stamina += delta * STAMINA_RECOVER_RATE
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update()
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# Apply friction to speed boost and the boost itself, if any
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if speed_boost > 0:
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speed_boost /= 2
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speed *= 1.0 + speed_boost
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if speed_boost < EPSILON:
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speed_boost = 0
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# Set velocity
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velocity = velocity * (1.0-grip) + motion.clamped(1.0) * speed * grip
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rset("pup_motion", motion)
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rset("pup_velocity", velocity)
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rset("pup_transform", global_transform)
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else:
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velocity = pup_velocity
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motion = pup_motion
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if transform_update_remaining <= 0.0:
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transform_update_remaining = NET_KEY_TRANSFORM_DELAY
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global_transform = pup_transform
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else:
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transform_update_remaining -= delta
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if motion.length() > EPSILON:
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$Sprite/AnimationTree.set("parameters/direction/blend_position", motion)
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# Check sprinting
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var speed = BASE_SPEED
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if Input.is_action_pressed("sprint"):
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if motion.length() > EPSILON and stamina > 0:
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speed_boost += BOOST_COEFF * delta * ease(stamina/MAX_STAMINA, 1.1)
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stamina -= delta
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update()
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else:
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if stamina < MAX_STAMINA:
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stamina += delta * STAMINA_RECOVER_RATE
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update()
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# Apply friction to speed boost and the boost itself, if any
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if speed_boost > 0:
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speed_boost /= 2
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speed *= 1.0 + speed_boost
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if speed_boost < EPSILON:
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speed_boost = 0
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# Set velocity
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velocity = velocity * (1.0-grip) + motion.clamped(1.0) * speed * grip
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velocity = move_and_slide(velocity)
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# Check what tile I'm on
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@ -63,8 +84,9 @@ func set_is_controlled(val):
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$Camera.current = val
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func _draw():
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if stamina+EPSILON < MAX_STAMINA:
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draw_circle_arc_poly(Vector2(-10, -30), 6, 0, stamina/MAX_STAMINA * 360, Color.orange)
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if is_network_master():
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if stamina+EPSILON < MAX_STAMINA:
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draw_circle_arc_poly(Vector2(-10, -30), 6, 0, stamina/MAX_STAMINA * 360, Color.orange)
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func draw_circle_arc_poly(center, radius, angle_from, angle_to, color):
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var nb_points = 32
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@ -8,13 +8,13 @@ var neighbours = []
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var network: PowerNetwork = null
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func _ready():
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master func _ready():
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if network == null:
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network = PowerNetwork.new()
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network.add_node(self)
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$"/root/scene/systems".add_child(network, true)
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func _physics_process(_delta):
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master func _physics_process(_delta):
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if PowerNetwork.DEBUG:
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update()
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@ -25,13 +25,13 @@ func _draw():
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var delta = (neighbour.global_position - global_position) / global_scale
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draw_line(center, delta + center, network.debugColor, 2)
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func _got_neighbour(area: Area2D):
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master func _got_neighbour(area: Area2D):
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if area == self:
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return
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if area.network == null:
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area.network = network
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network.add_node(area)
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network.rpc("add_node", area)
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elif area.network != network:
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# Merge networks
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network.join(area.network)
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network.rpc("join", area.network)
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neighbours.push_back(area)
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@ -2,7 +2,7 @@ extends Node
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class_name PowerNetwork
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const DEBUG = false
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const DEBUG = true
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var nodes = []
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var sockets = []
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@ -16,12 +16,12 @@ func _ready():
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name = "PowerNetwork"
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debugColor = Color.from_hsv(randf(), 0.8, 0.8)
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func add_node(node) -> void:
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remotesync func add_node(node) -> void:
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nodes.append(node)
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if "connections" in node:
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sockets.append(node)
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func remove_node(node) -> void:
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remotesync func remove_node(node) -> void:
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var node_idx = nodes.find(node)
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if node_idx >= 0:
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nodes.remove(node_idx)
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@ -31,7 +31,7 @@ func remove_node(node) -> void:
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# Do other splitting here
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node.network = null
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func join(network) -> void:
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remotesync func join(network) -> void:
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for node in network.nodes:
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nodes.append(node)
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node.network = self
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@ -42,6 +42,8 @@ func join(network) -> void:
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network.queue_free()
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func _physics_process(_delta: float) -> void:
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if not is_network_master():
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return
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# Recalculate power availability and usage
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total_source = 0
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total_usage = 0
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@ -70,9 +72,11 @@ func _physics_process(_delta: float) -> void:
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if sink.power_usage > 0:
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if available_supply > sink.power_usage:
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available_supply -= sink.power_usage
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sink.powered = true
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if not sink.powered:
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sink.rpc("set_powered", true)
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else:
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sink.powered = false
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if sink.powered:
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sink.rpc("set_powered", false)
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# Update available power to sinks
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for sink in sinks:
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sink.available = available_supply
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@ -1,9 +0,0 @@
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class_name POIData
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enum POIType {
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SpawnPoint
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}
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enum POIClass {
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Player
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||||
}
|
|
@ -5,9 +5,39 @@ class_name GameInstance
|
|||
onready var ui = $CanvasLayer/ui
|
||||
onready var world = $world
|
||||
onready var systems = $systems
|
||||
onready var netgame = $"/root/Multiplayer"
|
||||
|
||||
func _ready():
|
||||
func _ready() -> void:
|
||||
ui.connect("command", world, "process_command")
|
||||
if netgame.hosting:
|
||||
world.load_map(netgame.get_current_map())
|
||||
rpc("spawn_player", 1)
|
||||
else:
|
||||
world.load_map(GameWorld.Map.EMPTY)
|
||||
rpc_id(1, "send_map")
|
||||
yield(world.map, "map_received")
|
||||
rpc_id(1, "ready_to_spawn")
|
||||
|
||||
master func send_map() -> void:
|
||||
var id = get_tree().get_rpc_sender_id()
|
||||
print("sending map data to ", id)
|
||||
world.map.send_data(id)
|
||||
|
||||
master func ready_to_spawn() -> void:
|
||||
var id = get_tree().get_rpc_sender_id()
|
||||
print(id, " is ready to spawn players")
|
||||
|
||||
# Tell him everyone to spawn
|
||||
var players = $world/players.get_children()
|
||||
for player in players:
|
||||
rpc_id(id, "spawn_player", player.get_network_master())
|
||||
|
||||
# Then spawn him as well
|
||||
rpc("spawn_player", id)
|
||||
|
||||
remotesync func spawn_player(id):
|
||||
print("must spawn ", id)
|
||||
world.spawn_player(id, multiplayer.get_network_unique_id() == id)
|
||||
|
||||
func process_command(cmd: UICommand):
|
||||
match cmd.cmd_type:
|
||||
|
@ -15,3 +45,4 @@ func process_command(cmd: UICommand):
|
|||
world.map.ship_speed = cmd.cmd_args[0]
|
||||
UICommand.CommandType.SetShipDirection:
|
||||
world.map.ship_direction = cmd.cmd_args[0]
|
||||
|
||||
|
|
|
@ -12,7 +12,6 @@ script = ExtResource( 5 )
|
|||
[node name="world" type="Node2D" parent="."]
|
||||
scale = Vector2( 2, 2 )
|
||||
script = ExtResource( 4 )
|
||||
mapToLoad = 1
|
||||
|
||||
[node name="players" type="Node2D" parent="world"]
|
||||
|
||||
|
|
|
@ -18,9 +18,12 @@ var ms_active = false
|
|||
var ms_key = ""
|
||||
var server_name = ""
|
||||
|
||||
var hosting = false
|
||||
|
||||
export var player_name = ""
|
||||
|
||||
var player_info = {}
|
||||
var round_info = {}
|
||||
|
||||
onready var scene_manager = $"/root/SceneManager"
|
||||
|
||||
|
@ -84,10 +87,16 @@ func host():
|
|||
return
|
||||
get_tree().network_peer = peer
|
||||
print("Hosting")
|
||||
hosting = true
|
||||
server_name = player_name + "'s server"
|
||||
player_info[1] = { name=player_name }
|
||||
player_info[1] = { "name": player_name }
|
||||
round_info = { "map": "odyssey" }
|
||||
|
||||
scene_manager.load_scene_with_args("res://Scenes/Game.tscn", [])
|
||||
scene_manager.loading_text = null
|
||||
|
||||
scene_manager.load_scene("res://Scenes/Game.tscn", [
|
||||
"res://Scenes/Maps/odyssey.tscn"
|
||||
])
|
||||
|
||||
# Add to master server
|
||||
create_ms_entry()
|
||||
|
@ -121,8 +130,7 @@ func leave():
|
|||
func _player_connected(id):
|
||||
rpc_id(id, "register_player", player_name)
|
||||
if get_tree().is_network_server():
|
||||
pass
|
||||
#rpc_id(id, "spawn_players", mapLoader.map.all_players())
|
||||
rpc_id(id, "_handshake", { "round": round_info, "players": player_info })
|
||||
|
||||
func _player_disconnected(id):
|
||||
print(player_info[id].name, " (", id, ") disconnected")
|
||||
|
@ -130,7 +138,8 @@ func _player_disconnected(id):
|
|||
|
||||
func _connected_ok():
|
||||
print("Connected to server")
|
||||
scene_manager.loading_text = "Connected to server"
|
||||
scene_manager.loading_text = null
|
||||
scene_manager.load_scene("res://Scenes/Game.tscn", [])
|
||||
|
||||
func _server_disconnected():
|
||||
print("Disconnected from server")
|
||||
|
@ -143,12 +152,9 @@ remote func register_player(username: String):
|
|||
player_info[id] = { name=username }
|
||||
print(player_info[id].name, " (", id, ") connected")
|
||||
|
||||
remote func spawn_players(players):
|
||||
for player_id in players:
|
||||
pass
|
||||
#mapLoader.map.spawn_player(player_id)
|
||||
# Spawn myself as well
|
||||
#mapLoader.map.rpc("spawn_player", get_tree().network_peer.get_unique_id())
|
||||
remote func _handshake(infos):
|
||||
round_info = infos["round"]
|
||||
player_info = infos["players"]
|
||||
|
||||
func _ms_request(endpoint: String, data):
|
||||
var http_request = HTTPRequest.new()
|
||||
|
@ -203,3 +209,12 @@ func _notification(what):
|
|||
if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
|
||||
leave()
|
||||
yield(self, "left")
|
||||
|
||||
func get_current_map():
|
||||
match round_info.map:
|
||||
"odyssey":
|
||||
return GameWorld.Map.ODYSSEY
|
||||
"runtime":
|
||||
return GameWorld.Map.RUNTIME
|
||||
_:
|
||||
return GameWorld.Map.EMPTY
|
||||
|
|
|
@ -1,29 +1,40 @@
|
|||
extends Node
|
||||
|
||||
var queue = null
|
||||
var queue = ResourceQueue.new()
|
||||
var target_scene = null
|
||||
var loading_text = null
|
||||
|
||||
var loader = preload("res://Scenes/Loader.tscn")
|
||||
|
||||
func enter_loader():
|
||||
func _ready() -> void:
|
||||
queue.start()
|
||||
|
||||
func enter_loader() -> void:
|
||||
get_tree().change_scene_to(loader)
|
||||
|
||||
func load_scene_with_args(scene_path: String, _args: Array):
|
||||
queue = ResourceQueue.new()
|
||||
queue.start()
|
||||
func load_scene(scene_path: String, dependencies: Array) -> void:
|
||||
target_scene = scene_path
|
||||
queue.queue_resource(scene_path)
|
||||
for dep in dependencies:
|
||||
queue.queue_resource(dep)
|
||||
|
||||
func _physics_process(delta):
|
||||
if queue != null and target_scene != null:
|
||||
if queue.is_ready(target_scene):
|
||||
func _physics_process(_delta: float) -> void:
|
||||
if target_scene != null:
|
||||
var remaining = queue.pending.size()
|
||||
for path in queue.pending:
|
||||
if queue.is_ready(path):
|
||||
remaining -= 1
|
||||
if remaining == 0:
|
||||
get_tree().change_scene_to(queue.get_resource(target_scene))
|
||||
queue = null
|
||||
target_scene = null
|
||||
|
||||
func get_progress():
|
||||
func get_progress() -> String:
|
||||
if loading_text != null:
|
||||
return loading_text
|
||||
if queue != null and target_scene != null:
|
||||
return "Loading scene (" + str(queue.get_progress(target_scene)) + ")"
|
||||
var count = queue.pending.size()
|
||||
if count == 0:
|
||||
return "Reticulating splines"
|
||||
var current = 0
|
||||
for path in queue.pending:
|
||||
current += queue.get_progress(path)
|
||||
return "Loading scene (" + str(round(current/count*100)) + "%)"
|
||||
|
|
|
@ -3,6 +3,8 @@ extends Node2D
|
|||
|
||||
class_name GameMap
|
||||
|
||||
signal map_received()
|
||||
|
||||
var ship_direction = 0
|
||||
var ship_speed = 0
|
||||
|
||||
|
@ -31,11 +33,19 @@ func _ready():
|
|||
if Engine.editor_hint:
|
||||
return
|
||||
$editor.queue_free()
|
||||
set_unlit(false)
|
||||
set_unlit(true)
|
||||
|
||||
if not is_network_master():
|
||||
return
|
||||
|
||||
# Run special tiling
|
||||
$walls.run_conversions()
|
||||
|
||||
# Electricity setup
|
||||
make_electric_probes($cables, "Wire")
|
||||
|
||||
print(serialize())
|
||||
|
||||
func _process(delta: float):
|
||||
if Engine.editor_hint:
|
||||
return
|
||||
|
@ -53,6 +63,71 @@ func _process(delta: float):
|
|||
$deepspace.rotation = current_ship_direction-PI/2
|
||||
$deepspace.region_rect.position += Vector2(sin(current_ship_direction), cos(current_ship_direction)) * current_ship_speed * delta
|
||||
|
||||
# Serialization / Deserialization
|
||||
|
||||
func serialize() -> Dictionary:
|
||||
# Get tilemap data
|
||||
var tilemapdata = {}
|
||||
for tilemap in tilemaps:
|
||||
var data = []
|
||||
for cell in tilemap.get_used_cells():
|
||||
data.append([cell, tilemap.get_cellv(cell)])
|
||||
tilemapdata[tilemap.name] = data
|
||||
|
||||
# Get objects
|
||||
var engines = serialize_children($engines)
|
||||
var objects = serialize_children($objects)
|
||||
var lights = serialize_children($lights)
|
||||
var pois = serialize_children($pois)
|
||||
|
||||
return {
|
||||
"tilemaps": tilemapdata,
|
||||
"engines": engines,
|
||||
"objects": objects,
|
||||
"lights": lights,
|
||||
"pois": pois
|
||||
}
|
||||
|
||||
func deserialize(data: Dictionary) -> void:
|
||||
for tilemap in data["tilemaps"]:
|
||||
var tilemap_node = get_node(tilemap) as TileMap
|
||||
for tile in data["tilemaps"][tilemap]:
|
||||
tilemap_node.set_cellv(tile[0], tile[1])
|
||||
tilemap_node.update_bitmask_region()
|
||||
tilemap_node.update_dirty_quadrants()
|
||||
deserialize_children($engines, data["engines"])
|
||||
deserialize_children($objects, data["objects"])
|
||||
deserialize_children($lights, data["lights"])
|
||||
deserialize_children($pois, data["pois"])
|
||||
$walls.run_conversions()
|
||||
|
||||
master func send_data(id: int) -> void:
|
||||
rpc_id(id, "receive_data", serialize())
|
||||
|
||||
puppet func receive_data(data: Dictionary) -> void:
|
||||
deserialize(data)
|
||||
print("Received map data from master")
|
||||
emit_signal("map_received")
|
||||
|
||||
func serialize_children(node: Node) -> Dictionary:
|
||||
var data = {}
|
||||
for child in node.get_children():
|
||||
data[child.name] = {
|
||||
"filename": child.filename,
|
||||
"data": child.serialize(),
|
||||
"transform": child.transform
|
||||
}
|
||||
return data
|
||||
|
||||
func deserialize_children(node: Node, data: Dictionary) -> void:
|
||||
for node_name in data:
|
||||
var node_data = data[node_name] as Dictionary
|
||||
var node_scene = load(node_data.filename).instance()
|
||||
node_scene.name = node_name
|
||||
node_scene.transform = node_data.transform
|
||||
node_scene.deserialize(node_data.data)
|
||||
node.add_child(node_scene, true)
|
||||
|
||||
# Lighting
|
||||
|
||||
func set_unlit(val: bool):
|
||||
|
|
|
@ -1,17 +0,0 @@
|
|||
extends TileMap
|
||||
|
||||
const objects = {
|
||||
"Door": preload("res://Actors/Objects/Door/Door.tscn")
|
||||
}
|
||||
|
||||
func _ready():
|
||||
for cell in get_used_cells():
|
||||
var id = get_cellv(cell)
|
||||
var name = tile_set.tile_get_name(id)
|
||||
if objects.has(name):
|
||||
var obj = objects[name].instance() as Node2D
|
||||
add_child(obj)
|
||||
obj.transform.origin = map_to_world(cell)
|
||||
else:
|
||||
print("Placed object tile ", name, " at ", cell, " but has no object associated!")
|
||||
set_cellv(cell, -1)
|
96
Scenes/Maps/empty.tscn
Normal file
96
Scenes/Maps/empty.tscn
Normal file
|
@ -0,0 +1,96 @@
|
|||
[gd_scene load_steps=10 format=2]
|
||||
|
||||
[ext_resource path="res://Graphics/tgstation/walls.tres" type="TileSet" id=1]
|
||||
[ext_resource path="res://Graphics/tgstation/1x1.tres" type="TileSet" id=2]
|
||||
[ext_resource path="res://Scenes/Rendering/MapTiles.gd" type="Script" id=3]
|
||||
[ext_resource path="res://Scenes/Map.gd" type="Script" id=4]
|
||||
[ext_resource path="res://Graphics/space.png" type="Texture" id=7]
|
||||
[ext_resource path="res://Graphics/tgstation/floor.tres" type="TileSet" id=9]
|
||||
[ext_resource path="res://Graphics/tgstation/base.tres" type="TileSet" id=11]
|
||||
[ext_resource path="res://Graphics/tgstation/cables.tres" type="TileSet" id=13]
|
||||
|
||||
[sub_resource type="CanvasItemMaterial" id=1]
|
||||
light_mode = 1
|
||||
|
||||
[node name="map" type="Node2D"]
|
||||
script = ExtResource( 4 )
|
||||
|
||||
[node name="darkness" type="CanvasModulate" parent="."]
|
||||
visible = false
|
||||
color = Color( 0, 0, 0, 1 )
|
||||
|
||||
[node name="editor" type="Node2D" parent="."]
|
||||
|
||||
[node name="deepspace" type="Sprite" parent="."]
|
||||
material = SubResource( 1 )
|
||||
texture = ExtResource( 7 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 0, 0, 10000, 10000 )
|
||||
__meta__ = {
|
||||
"_edit_group_": true,
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="base" type="TileMap" parent="."]
|
||||
z_index = 1
|
||||
tile_set = ExtResource( 11 )
|
||||
cell_size = Vector2( 32, 32 )
|
||||
cell_quadrant_size = 32
|
||||
occluder_light_mask = -2147483647
|
||||
format = 1
|
||||
|
||||
[node name="cables" type="TileMap" parent="."]
|
||||
z_index = 2
|
||||
tile_set = ExtResource( 13 )
|
||||
cell_size = Vector2( 32, 32 )
|
||||
cell_quadrant_size = 32
|
||||
occluder_light_mask = -2147483647
|
||||
format = 1
|
||||
|
||||
[node name="floor" type="TileMap" parent="."]
|
||||
z_index = 3
|
||||
tile_set = ExtResource( 9 )
|
||||
cell_size = Vector2( 32, 32 )
|
||||
cell_quadrant_size = 32
|
||||
occluder_light_mask = -2147483647
|
||||
format = 1
|
||||
|
||||
[node name="walls" type="TileMap" parent="."]
|
||||
z_index = 4
|
||||
tile_set = ExtResource( 1 )
|
||||
cell_size = Vector2( 32, 32 )
|
||||
cell_quadrant_size = 32
|
||||
occluder_light_mask = -2147483647
|
||||
format = 1
|
||||
script = ExtResource( 3 )
|
||||
extended_tilemap_node = NodePath("../1x1")
|
||||
|
||||
[node name="1x1" type="TileMap" parent="."]
|
||||
z_index = 5
|
||||
tile_set = ExtResource( 2 )
|
||||
cell_size = Vector2( 16, 16 )
|
||||
format = 1
|
||||
|
||||
[node name="engines" type="Node2D" parent="."]
|
||||
modulate = Color( 0.980392, 0.980392, 0.980392, 1 )
|
||||
__meta__ = {
|
||||
"_edit_group_": true,
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="objects" type="Node2D" parent="."]
|
||||
z_index = 10
|
||||
__meta__ = {
|
||||
"_editor_description_": ""
|
||||
}
|
||||
|
||||
[node name="lights" type="Node2D" parent="."]
|
||||
modulate = Color( 0.980392, 0.980392, 0.980392, 1 )
|
||||
z_index = 11
|
||||
__meta__ = {
|
||||
"_edit_group_": true,
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="pois" type="Node2D" parent="."]
|
||||
z_index = 999
|
|
@ -1,9 +0,0 @@
|
|||
extends GameMap
|
||||
|
||||
func _ready():
|
||||
tilemaps = [
|
||||
$base,
|
||||
$cables,
|
||||
$floor,
|
||||
$walls
|
||||
]
|
|
@ -4,7 +4,7 @@
|
|||
[ext_resource path="res://Graphics/tgstation/1x1.tres" type="TileSet" id=2]
|
||||
[ext_resource path="res://Scenes/Rendering/MapTiles.gd" type="Script" id=3]
|
||||
[ext_resource path="res://Actors/Objects/Door/Door.tscn" type="PackedScene" id=4]
|
||||
[ext_resource path="res://Scenes/Maps/odyssey.gd" type="Script" id=5]
|
||||
[ext_resource path="res://Scenes/Map.gd" type="Script" id=5]
|
||||
[ext_resource path="res://Actors/Objects/Computer/Computer.tscn" type="PackedScene" id=6]
|
||||
[ext_resource path="res://Graphics/space.png" type="Texture" id=7]
|
||||
[ext_resource path="res://Actors/Objects/Lightbulb/Lightbulb.tscn" type="PackedScene" id=8]
|
||||
|
@ -14,7 +14,7 @@
|
|||
[ext_resource path="res://Actors/Objects/PowerStorage/PowerStorage.tscn" type="PackedScene" id=12]
|
||||
[ext_resource path="res://Graphics/tgstation/cables.tres" type="TileSet" id=13]
|
||||
[ext_resource path="res://Actors/Objects/ElectricSocket/ElectricSocket.tscn" type="PackedScene" id=14]
|
||||
[ext_resource path="res://Actors/Meta/POI/Spawnpoints/Player.gd" type="Script" id=15]
|
||||
[ext_resource path="res://Actors/Meta/POI/POI.tscn" type="PackedScene" id=15]
|
||||
|
||||
[sub_resource type="CanvasItemMaterial" id=1]
|
||||
light_mode = 1
|
||||
|
@ -152,7 +152,6 @@ interlockTargetPath = NodePath("../AirlockExt3")
|
|||
[node name="ControlComp" parent="objects" instance=ExtResource( 6 )]
|
||||
position = Vector2( 576, 256 )
|
||||
direction = 0
|
||||
computer_type = 0
|
||||
|
||||
[node name="CommsComp" parent="objects" instance=ExtResource( 6 )]
|
||||
position = Vector2( 576, 224 )
|
||||
|
@ -542,6 +541,4 @@ direction = 2
|
|||
[node name="pois" type="Node2D" parent="."]
|
||||
z_index = 999
|
||||
|
||||
[node name="SpawnpointPlayer" type="Node2D" parent="pois"]
|
||||
position = Vector2( 208, 256 )
|
||||
script = ExtResource( 15 )
|
||||
[node name="SpawnpointPlayer" parent="pois" instance=ExtResource( 15 )]
|
||||
|
|
|
@ -1,4 +0,0 @@
|
|||
extends GameMap
|
||||
|
||||
func _ready():
|
||||
set_unlit(true)
|
|
@ -4,21 +4,27 @@
|
|||
[ext_resource path="res://Graphics/tgstation/1x1.tres" type="TileSet" id=2]
|
||||
[ext_resource path="res://Scenes/Rendering/MapTiles.gd" type="Script" id=3]
|
||||
[ext_resource path="res://Graphics/tgstation/cables.tres" type="TileSet" id=4]
|
||||
[ext_resource path="res://Scenes/Maps/runtime.gd" type="Script" id=5]
|
||||
[ext_resource path="res://Actors/Meta/POI/POI.tscn" type="PackedScene" id=5]
|
||||
[ext_resource path="res://Actors/Objects/Computer/Computer.tscn" type="PackedScene" id=6]
|
||||
[ext_resource path="res://Graphics/space.png" type="Texture" id=7]
|
||||
[ext_resource path="res://Actors/Meta/POI/Spawnpoints/Player.gd" type="Script" id=8]
|
||||
[ext_resource path="res://Graphics/tgstation/floor.tres" type="TileSet" id=9]
|
||||
[ext_resource path="res://Actors/Objects/Engine/Engine.tscn" type="PackedScene" id=10]
|
||||
[ext_resource path="res://Graphics/tgstation/base.tres" type="TileSet" id=11]
|
||||
[ext_resource path="res://Actors/Objects/PowerStorage/PowerStorage.tscn" type="PackedScene" id=12]
|
||||
[ext_resource path="res://Actors/Objects/ElectricSocket/ElectricSocket.tscn" type="PackedScene" id=13]
|
||||
|
||||
[sub_resource type="CanvasItemMaterial" id=1]
|
||||
[sub_resource type="GDScript" id=1]
|
||||
script/source = "extends GameMap
|
||||
|
||||
func _ready():
|
||||
set_unlit(true)
|
||||
"
|
||||
|
||||
[sub_resource type="CanvasItemMaterial" id=2]
|
||||
light_mode = 1
|
||||
|
||||
[node name="map" type="Node2D"]
|
||||
script = ExtResource( 5 )
|
||||
script = SubResource( 1 )
|
||||
|
||||
[node name="darkness" type="CanvasModulate" parent="."]
|
||||
visible = false
|
||||
|
@ -27,7 +33,7 @@ color = Color( 0, 0, 0, 1 )
|
|||
[node name="editor" type="Node2D" parent="."]
|
||||
|
||||
[node name="deepspace" type="Sprite" parent="."]
|
||||
material = SubResource( 1 )
|
||||
material = SubResource( 2 )
|
||||
texture = ExtResource( 7 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 0, 0, 10000, 10000 )
|
||||
|
@ -183,6 +189,7 @@ __meta__ = {
|
|||
[node name="pois" type="Node2D" parent="."]
|
||||
z_index = 999
|
||||
|
||||
[node name="SpawnpointPlayer" type="Node2D" parent="pois"]
|
||||
position = Vector2( 112, 272 )
|
||||
script = ExtResource( 8 )
|
||||
[node name="SpawnpointPlayer" parent="pois" instance=ExtResource( 5 )]
|
||||
position = Vector2( 80, 272 )
|
||||
poitype = 1
|
||||
poiclass = 1
|
||||
|
|
|
@ -12,7 +12,7 @@ export var shadow_intensity = 0.2
|
|||
|
||||
onready var extended_tilemap = get_node(extended_tilemap_node) as TileMap
|
||||
|
||||
func _ready():
|
||||
func run_conversions():
|
||||
# Make occluders
|
||||
make_occluders()
|
||||
|
||||
|
|
|
@ -2,30 +2,38 @@ extends Node2D
|
|||
|
||||
class_name GameWorld
|
||||
|
||||
enum Map { RUNTIME, ODYSSEY }
|
||||
|
||||
export(Map) var mapToLoad = Map.RUNTIME
|
||||
enum Map { RUNTIME, ODYSSEY, EMPTY }
|
||||
|
||||
const playerRes = preload("res://Actors/Player/Player.tscn")
|
||||
|
||||
var map = null
|
||||
var player = null
|
||||
|
||||
func _ready():
|
||||
match mapToLoad:
|
||||
onready var scene_manager = $"/root/SceneManager"
|
||||
|
||||
func load_map(map_name):
|
||||
match map_name:
|
||||
Map.RUNTIME:
|
||||
map = load("res://Scenes/Maps/runtime.tscn").instance()
|
||||
map = scene_manager.queue.get_resource("res://Scenes/Maps/runtime.tscn").instance()
|
||||
Map.ODYSSEY:
|
||||
map = load("res://Scenes/Maps/odyssey.tscn").instance()
|
||||
map = scene_manager.queue.get_resource("res://Scenes/Maps/odyssey.tscn").instance()
|
||||
Map.EMPTY:
|
||||
map = preload("res://Scenes/Maps/empty.tscn").instance()
|
||||
add_child(map)
|
||||
player = playerRes.instance()
|
||||
player.is_controlled = true
|
||||
var spawnpoints = map.get_pois(POIData.POIType.SpawnPoint, POIData.POIClass.Player)
|
||||
|
||||
func spawn_player(peer: int, is_current_user: bool):
|
||||
var playerNode = playerRes.instance()
|
||||
playerNode.set_network_master(peer, true)
|
||||
playerNode.is_controlled = is_current_user
|
||||
var spawnpoints = map.get_pois(POI.POIType.SpawnPoint, POI.POIClass.Player)
|
||||
if spawnpoints.size() > 0:
|
||||
player.transform.origin = (spawnpoints[0] as Node2D).transform.origin
|
||||
playerNode.transform.origin = (spawnpoints[0] as Node2D).transform.origin
|
||||
else:
|
||||
print("Map does not have Player spawnpoint POI! Spawning at origin (very bad)")
|
||||
$players.add_child(player)
|
||||
for tilemap in map.tilemaps:
|
||||
if tilemap is MapTiles:
|
||||
tilemap.set_occluder_origin(player)
|
||||
$players.add_child(playerNode, true)
|
||||
if is_current_user:
|
||||
player = playerNode
|
||||
for tilemap in map.tilemaps:
|
||||
if tilemap is MapTiles:
|
||||
tilemap.set_occluder_origin(playerNode)
|
||||
return playerNode
|
||||
|
|
|
@ -74,10 +74,10 @@ _global_script_classes=[ {
|
|||
"language": "GDScript",
|
||||
"path": "res://Scenes/Rendering/Occluder.gd"
|
||||
}, {
|
||||
"base": "Reference",
|
||||
"class": "POIData",
|
||||
"base": "Node2D",
|
||||
"class": "POI",
|
||||
"language": "GDScript",
|
||||
"path": "res://Classes/POI.gd"
|
||||
"path": "res://Actors/Meta/POI/POI.gd"
|
||||
}, {
|
||||
"base": "Node",
|
||||
"class": "PowerManager",
|
||||
|
@ -99,11 +99,6 @@ _global_script_classes=[ {
|
|||
"language": "GDScript",
|
||||
"path": "res://Classes/ResourceQueue.gd"
|
||||
}, {
|
||||
"base": "Node2D",
|
||||
"class": "SpawnpointPlayer",
|
||||
"language": "GDScript",
|
||||
"path": "res://Actors/Meta/POI/Spawnpoints/Player.gd"
|
||||
}, {
|
||||
"base": "Reference",
|
||||
"class": "UICommand",
|
||||
"language": "GDScript",
|
||||
|
@ -123,12 +118,11 @@ _global_script_class_icons={
|
|||
"GameWorld": "",
|
||||
"MapTiles": "",
|
||||
"Occluder": "",
|
||||
"POIData": "",
|
||||
"POI": "",
|
||||
"PowerManager": "",
|
||||
"PowerNetwork": "",
|
||||
"ProbeElectric": "",
|
||||
"ResourceQueue": "",
|
||||
"SpawnpointPlayer": "",
|
||||
"UICommand": ""
|
||||
}
|
||||
|
||||
|
|
Reference in a new issue