Merge branch 'feat/fix-multiplayer' into 'develop'

🐛 Fix multiplayer client respawn logic

See merge request open-fpsz/open-fpsz!15
This commit is contained in:
Squinternator 2024-04-10 15:13:18 +00:00
commit 3d64b62e2e
5 changed files with 121 additions and 93 deletions

View file

@ -1,6 +1,8 @@
extends RigidBody3D
class_name Player
enum PlayerState { PLAYER_ALIVE, PLAYER_DEAD }
# constants
const max_energy : float = 100.0
const energy_charge_rate : float = 10 # energy per second
@ -21,10 +23,11 @@ var gravity : Vector3 = g * ProjectSettings.get_setting("physics/3d/default_gra
player_id = id
$PlayerInput.set_multiplayer_authority(id)
@onready var input = $PlayerInput
@export var player_state = PlayerState.PLAYER_ALIVE
@onready var input : PlayerInput = $PlayerInput
@onready var camera = $SpringArm3D/Camera3D
# floor detection
@onready var hud = $HUD
@onready var shape_cast = $ShapeCast3D
@onready var weapon = $SpringArm3D/Inventory/SpaceGun
@ -34,20 +37,36 @@ var gravity : Vector3 = g * ProjectSettings.get_setting("physics/3d/default_gra
signal died(player)
signal energy_changed(energy)
var _jumping = false
func _ready():
energy_changed.connect(hud._on_energy_changed)
$HealthComponent.health_changed.connect(hud._on_health_changed)
$HealthComponent.health_zeroed.connect(_die)
if player_id == multiplayer.get_unique_id():
camera.current = true
else:
$HUD.hide()
input.fired_primary.connect(_fire_primary)
input.jumped.connect(_jump)
func is_on_floor() -> bool:
func _fire_primary():
if player_state == PlayerState.PLAYER_DEAD:
return
$"SpringArm3D/Inventory/SpaceGun".fire_primary()
func _jump():
if player_state == PlayerState.PLAYER_DEAD:
return
_jumping = true
func _is_on_floor() -> bool:
return shape_cast.is_colliding()
func is_skiing() -> bool:
func _is_skiing() -> bool:
return input.skiing
func handle_jetpack(delta, direction):
func _handle_jetpack(delta, direction):
if input.jetting:
if energy > 0:
var up_vector = Vector3.UP * jetpack_vertical_force * jetpack_force_factor
@ -61,9 +80,14 @@ func handle_jetpack(delta, direction):
energy_changed.emit(energy)
func _process(delta):
if player_state == PlayerState.PLAYER_DEAD:
return
%SpringArm3D.global_transform.basis = Basis.from_euler(Vector3(input.camera_rotation.y, input.camera_rotation.x, 0.0))
func _physics_process(delta):
if player_state == PlayerState.PLAYER_DEAD:
return
# retrieve user's direction vector
var _input_dir = input.direction
# compute direction in local space
@ -71,16 +95,16 @@ func _physics_process(delta):
# adjust direction based on spring arm rotation
_direction = _direction.rotated(Vector3.UP, $SpringArm3D.rotation.y)
handle_jetpack(delta, _direction)
_handle_jetpack(delta, _direction)
# handle ski
if is_skiing():
if _is_skiing():
physics_material_override.friction = 0
else:
physics_material_override.friction = 1
if is_on_floor():
if not _direction.is_zero_approx() and not is_skiing():
if _is_on_floor():
if not _direction.is_zero_approx() and not _is_skiing():
# retrieve collision normal
var normal = shape_cast.get_collision_normal(0)
# calculate the angle between the ground normal and the up vector
@ -92,15 +116,13 @@ func _physics_process(delta):
linear_velocity = lerp(linear_velocity, _direction * ground_speed, .1)
if input.jumping:
if _jumping:
linear_velocity.y = sqrt(2 * abs((mass * gravity * delta).y) * 1)
else:
pass
input.jumping = false
_jumping = false
func die():
$PlayerInput.disable()
func _die():
player_state = PlayerState.PLAYER_DEAD
var tween = create_tween()
tween.tween_property(input, "camera_rotation:y", -PI/2, 0.25)
tween.tween_property($SpringArm3D, "position:y", -0.75, 0.25)
@ -113,4 +135,4 @@ func respawn(location):
linear_velocity = Vector3()
$HealthComponent.heal_full()
position = location
$PlayerInput.enable()
player_state = PlayerState.PLAYER_ALIVE

View file

@ -1,17 +1,21 @@
[gd_scene load_steps=11 format=3 uid="uid://cbhx1xme0sb7k"]
[gd_scene load_steps=12 format=3 uid="uid://cbhx1xme0sb7k"]
[ext_resource type="Script" path="res://characters/player/player.gd" id="1_ymjub"]
[ext_resource type="PackedScene" uid="uid://bcv81ku26xo" path="res://interfaces/hud/hud.tscn" id="2_5qvi2"]
[ext_resource type="PackedScene" uid="uid://c8co0qa2omjmh" path="res://weapons/space_gun/space_gun.tscn" id="2_ka38u"]
[ext_resource type="Shape3D" uid="uid://dkwljsgaflf31" path="res://characters/player/collision_shape.res" id="2_y6kgj"]
[ext_resource type="PackedScene" uid="uid://bof3mg7wgxrmn" path="res://components/health_component.tscn" id="5_dlsxj"]
[ext_resource type="Script" path="res://characters/player/player_input.gd" id="6_xwlxv"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_clur0"]
resource_local_to_scene = true
bounce = 1.0
absorbent = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1hdqa"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_vmqfq"]
material = SubResource("StandardMaterial3D_1hdqa")
radius = 0.3
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_rqdp6"]
@ -24,6 +28,15 @@ properties/1/replication_mode = 1
properties/2/path = NodePath(".:player_id")
properties/2/spawn = true
properties/2/replication_mode = 2
properties/3/path = NodePath("HealthComponent:health")
properties/3/spawn = true
properties/3/replication_mode = 2
properties/4/path = NodePath(".:player_state")
properties/4/spawn = true
properties/4/replication_mode = 2
properties/5/path = NodePath("SpringArm3D:position")
properties/5/spawn = true
properties/5/replication_mode = 2
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_5j4ew"]
properties/0/path = NodePath(".:direction")
@ -39,70 +52,6 @@ properties/3/path = NodePath(".:skiing")
properties/3/spawn = false
properties/3/replication_mode = 2
[sub_resource type="GDScript" id="GDScript_uy24w"]
script/source = "extends MultiplayerSynchronizer
class_name PlayerInput
@export var jumping = false
@export var jetting = false
@export var skiing = false
@export var direction = Vector2.ZERO
@export var camera_rotation : Vector2
@export var MOUSE_SENSITIVITY : float = 0.5
var _mouse_position: Vector2
func _ready():
enable()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event: InputEvent) -> void:
var mouse_mode = Input.get_mouse_mode()
# isolate mouse events
if event is InputEventMouseMotion:
if mouse_mode == Input.MOUSE_MODE_CAPTURED:
# retrieve mouse position relative to last frame
_mouse_position = event.relative * MOUSE_SENSITIVITY
func _process(delta):
direction = Input.get_vector(\"left\", \"right\", \"forward\", \"backward\")
if Input.is_action_just_pressed(\"jump_and_jet\"):
jump.rpc()
if Input.is_action_just_pressed(\"fire_primary\"):
fire_primary.rpc()
jetting = Input.is_action_pressed(\"jump_and_jet\")
skiing = Input.is_action_pressed(\"ski\")
_update_camera(delta)
@rpc(\"call_local\")
func jump():
jumping = true
@rpc(\"call_local\")
func fire_primary():
$\"../SpringArm3D/Inventory/SpaceGun\".fire_primary()
func _update_camera(delta):
# clamp vertical rotation (head motion)
camera_rotation.y -= _mouse_position.y * delta
camera_rotation.y = clamp(camera_rotation.y, deg_to_rad(-90.0),deg_to_rad(90.0))
# wrap horizontal rotation (to prevent accumulation)
camera_rotation.x -= _mouse_position.x * delta
camera_rotation.x = wrapf(camera_rotation.x, deg_to_rad(0.0),deg_to_rad(360.0))
# reset mouse motion until next input event
_mouse_position = Vector2.ZERO
func disable():
set_process(false)
set_process_unhandled_input(false)
func enable():
var has_authority = get_multiplayer_authority() == multiplayer.get_unique_id()
set_process(has_authority)
set_process_unhandled_input(has_authority)
"
[node name="Player" type="RigidBody3D"]
axis_lock_angular_x = true
axis_lock_angular_y = true
@ -148,7 +97,4 @@ replication_config = SubResource("SceneReplicationConfig_rqdp6")
[node name="PlayerInput" type="MultiplayerSynchronizer" parent="."]
root_path = NodePath(".")
replication_config = SubResource("SceneReplicationConfig_5j4ew")
script = SubResource("GDScript_uy24w")
[connection signal="health_changed" from="HealthComponent" to="HUD" method="_on_health_changed"]
[connection signal="health_zeroed" from="HealthComponent" to="." method="die"]
script = ExtResource("6_xwlxv")

View file

@ -0,0 +1,56 @@
extends MultiplayerSynchronizer
class_name PlayerInput
@export var jetting = false
@export var skiing = false
@export var direction = Vector2.ZERO
@export var camera_rotation : Vector2
@export var MOUSE_SENSITIVITY : float = 0.5
signal jumped
signal fired_primary
var _mouse_position: Vector2
func _ready():
var has_authority = is_multiplayer_authority()
set_process(has_authority)
set_process_unhandled_input(has_authority)
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event: InputEvent) -> void:
var mouse_mode = Input.get_mouse_mode()
# isolate mouse events
if event is InputEventMouseMotion:
if mouse_mode == Input.MOUSE_MODE_CAPTURED:
# retrieve mouse position relative to last frame
_mouse_position = event.relative * MOUSE_SENSITIVITY
func _process(delta):
direction = Input.get_vector("left", "right", "forward", "backward")
if Input.is_action_just_pressed("jump_and_jet"):
_jump.rpc()
if Input.is_action_just_pressed("fire_primary"):
_fire_primary.rpc()
jetting = Input.is_action_pressed("jump_and_jet")
skiing = Input.is_action_pressed("ski")
_update_camera(delta)
@rpc("call_local")
func _jump():
jumped.emit()
@rpc("call_local")
func _fire_primary():
fired_primary.emit()
func _update_camera(delta):
# clamp vertical rotation (head motion)
camera_rotation.y -= _mouse_position.y * delta
camera_rotation.y = clamp(camera_rotation.y, deg_to_rad(-90.0),deg_to_rad(90.0))
# wrap horizontal rotation (to prevent accumulation)
camera_rotation.x -= _mouse_position.x * delta
camera_rotation.x = wrapf(camera_rotation.x, deg_to_rad(0.0),deg_to_rad(360.0))
# reset mouse motion until next input event
_mouse_position = Vector2.ZERO

View file

@ -2,13 +2,13 @@ extends Area3D
class_name HealthComponent
@export var max_health : int = 100
@export var health : int:
@export var health : int = 100:
set(value):
health = value
health_changed.emit(value)
signal health_zeroed
signal health_changed
signal health_changed(value : int)
func _ready():
health = max_health

View file

@ -4,17 +4,21 @@
script/source = "extends CanvasLayer
class_name HUD
@onready var health_bar = $HealthBar
@onready var energy_bar = $EnergyBar
@onready var _health_bar = $HealthBar
@onready var _energy_bar = $EnergyBar
func _update_energy_label(energy):
energy_bar.value = energy
func _ready():
_update_health_label(100)
_update_energy_label(100)
func _update_energy_label(energy) -> void:
_energy_bar.value = energy
func _on_energy_changed(new_energy) -> void:
_update_energy_label(new_energy)
func _update_health_label(health):
health_bar.value = health
func _update_health_label(health) -> void:
_health_bar.value = health
func _on_health_changed(new_health) -> void:
_update_health_label(new_health)