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https://gitlab.com/open-fpsz/open-fpsz.git
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🐛 Fix multiplayer client respawn logic
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parent
c97ff2c03a
commit
6be0acd4fc
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@ -1,6 +1,8 @@
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extends RigidBody3D
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class_name Player
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enum PlayerState { PLAYER_ALIVE, PLAYER_DEAD }
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# constants
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const max_energy : float = 100.0
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const energy_charge_rate : float = 10 # energy per second
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@ -21,10 +23,11 @@ var gravity : Vector3 = g * ProjectSettings.get_setting("physics/3d/default_gra
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player_id = id
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$PlayerInput.set_multiplayer_authority(id)
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@onready var input = $PlayerInput
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@export var player_state = PlayerState.PLAYER_ALIVE
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@onready var input : PlayerInput = $PlayerInput
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@onready var camera = $SpringArm3D/Camera3D
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# floor detection
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@onready var hud = $HUD
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@onready var shape_cast = $ShapeCast3D
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@onready var weapon = $SpringArm3D/Inventory/SpaceGun
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@ -34,20 +37,36 @@ var gravity : Vector3 = g * ProjectSettings.get_setting("physics/3d/default_gra
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signal died(player)
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signal energy_changed(energy)
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var _jumping = false
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func _ready():
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energy_changed.connect(hud._on_energy_changed)
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$HealthComponent.health_changed.connect(hud._on_health_changed)
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$HealthComponent.health_zeroed.connect(_die)
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if player_id == multiplayer.get_unique_id():
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camera.current = true
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else:
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$HUD.hide()
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input.fired_primary.connect(_fire_primary)
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input.jumped.connect(_jump)
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func is_on_floor() -> bool:
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func _fire_primary():
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if player_state == PlayerState.PLAYER_DEAD:
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return
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$"SpringArm3D/Inventory/SpaceGun".fire_primary()
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func _jump():
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if player_state == PlayerState.PLAYER_DEAD:
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return
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_jumping = true
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func _is_on_floor() -> bool:
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return shape_cast.is_colliding()
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func is_skiing() -> bool:
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func _is_skiing() -> bool:
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return input.skiing
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func handle_jetpack(delta, direction):
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func _handle_jetpack(delta, direction):
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if input.jetting:
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if energy > 0:
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var up_vector = Vector3.UP * jetpack_vertical_force * jetpack_force_factor
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@ -61,9 +80,14 @@ func handle_jetpack(delta, direction):
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energy_changed.emit(energy)
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func _process(delta):
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if player_state == PlayerState.PLAYER_DEAD:
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return
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%SpringArm3D.global_transform.basis = Basis.from_euler(Vector3(input.camera_rotation.y, input.camera_rotation.x, 0.0))
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func _physics_process(delta):
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if player_state == PlayerState.PLAYER_DEAD:
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return
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# retrieve user's direction vector
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var _input_dir = input.direction
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# compute direction in local space
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@ -71,16 +95,16 @@ func _physics_process(delta):
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# adjust direction based on spring arm rotation
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_direction = _direction.rotated(Vector3.UP, $SpringArm3D.rotation.y)
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handle_jetpack(delta, _direction)
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_handle_jetpack(delta, _direction)
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# handle ski
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if is_skiing():
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if _is_skiing():
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physics_material_override.friction = 0
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else:
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physics_material_override.friction = 1
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if is_on_floor():
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if not _direction.is_zero_approx() and not is_skiing():
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if _is_on_floor():
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if not _direction.is_zero_approx() and not _is_skiing():
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# retrieve collision normal
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var normal = shape_cast.get_collision_normal(0)
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# calculate the angle between the ground normal and the up vector
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@ -92,15 +116,13 @@ func _physics_process(delta):
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linear_velocity = lerp(linear_velocity, _direction * ground_speed, .1)
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if input.jumping:
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if _jumping:
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linear_velocity.y = sqrt(2 * abs((mass * gravity * delta).y) * 1)
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else:
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pass
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input.jumping = false
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_jumping = false
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func die():
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$PlayerInput.disable()
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func _die():
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player_state = PlayerState.PLAYER_DEAD
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var tween = create_tween()
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tween.tween_property(input, "camera_rotation:y", -PI/2, 0.25)
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tween.tween_property($SpringArm3D, "position:y", -0.75, 0.25)
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@ -113,4 +135,4 @@ func respawn(location):
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linear_velocity = Vector3()
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$HealthComponent.heal_full()
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position = location
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$PlayerInput.enable()
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player_state = PlayerState.PLAYER_ALIVE
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@ -1,17 +1,21 @@
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[gd_scene load_steps=11 format=3 uid="uid://cbhx1xme0sb7k"]
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[gd_scene load_steps=12 format=3 uid="uid://cbhx1xme0sb7k"]
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[ext_resource type="Script" path="res://characters/player/player.gd" id="1_ymjub"]
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[ext_resource type="PackedScene" uid="uid://bcv81ku26xo" path="res://interfaces/hud/hud.tscn" id="2_5qvi2"]
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[ext_resource type="PackedScene" uid="uid://c8co0qa2omjmh" path="res://weapons/space_gun/space_gun.tscn" id="2_ka38u"]
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[ext_resource type="Shape3D" uid="uid://dkwljsgaflf31" path="res://characters/player/collision_shape.res" id="2_y6kgj"]
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[ext_resource type="PackedScene" uid="uid://bof3mg7wgxrmn" path="res://components/health_component.tscn" id="5_dlsxj"]
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[ext_resource type="Script" path="res://characters/player/player_input.gd" id="6_xwlxv"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_clur0"]
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resource_local_to_scene = true
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bounce = 1.0
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absorbent = true
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1hdqa"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_vmqfq"]
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material = SubResource("StandardMaterial3D_1hdqa")
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radius = 0.3
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_rqdp6"]
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@ -24,6 +28,15 @@ properties/1/replication_mode = 1
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properties/2/path = NodePath(".:player_id")
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properties/2/spawn = true
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properties/2/replication_mode = 2
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properties/3/path = NodePath("HealthComponent:health")
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properties/3/spawn = true
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properties/3/replication_mode = 2
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properties/4/path = NodePath(".:player_state")
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properties/4/spawn = true
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properties/4/replication_mode = 2
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properties/5/path = NodePath("SpringArm3D:position")
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properties/5/spawn = true
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properties/5/replication_mode = 2
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_5j4ew"]
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properties/0/path = NodePath(".:direction")
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@ -39,70 +52,6 @@ properties/3/path = NodePath(".:skiing")
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properties/3/spawn = false
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properties/3/replication_mode = 2
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[sub_resource type="GDScript" id="GDScript_uy24w"]
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script/source = "extends MultiplayerSynchronizer
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class_name PlayerInput
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@export var jumping = false
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@export var jetting = false
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@export var skiing = false
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@export var direction = Vector2.ZERO
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@export var camera_rotation : Vector2
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@export var MOUSE_SENSITIVITY : float = 0.5
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var _mouse_position: Vector2
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func _ready():
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enable()
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _unhandled_input(event: InputEvent) -> void:
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var mouse_mode = Input.get_mouse_mode()
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# isolate mouse events
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if event is InputEventMouseMotion:
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if mouse_mode == Input.MOUSE_MODE_CAPTURED:
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# retrieve mouse position relative to last frame
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_mouse_position = event.relative * MOUSE_SENSITIVITY
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func _process(delta):
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direction = Input.get_vector(\"left\", \"right\", \"forward\", \"backward\")
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if Input.is_action_just_pressed(\"jump_and_jet\"):
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jump.rpc()
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if Input.is_action_just_pressed(\"fire_primary\"):
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fire_primary.rpc()
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jetting = Input.is_action_pressed(\"jump_and_jet\")
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skiing = Input.is_action_pressed(\"ski\")
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_update_camera(delta)
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@rpc(\"call_local\")
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func jump():
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jumping = true
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@rpc(\"call_local\")
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func fire_primary():
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$\"../SpringArm3D/Inventory/SpaceGun\".fire_primary()
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func _update_camera(delta):
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# clamp vertical rotation (head motion)
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camera_rotation.y -= _mouse_position.y * delta
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camera_rotation.y = clamp(camera_rotation.y, deg_to_rad(-90.0),deg_to_rad(90.0))
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# wrap horizontal rotation (to prevent accumulation)
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camera_rotation.x -= _mouse_position.x * delta
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camera_rotation.x = wrapf(camera_rotation.x, deg_to_rad(0.0),deg_to_rad(360.0))
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# reset mouse motion until next input event
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_mouse_position = Vector2.ZERO
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func disable():
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set_process(false)
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set_process_unhandled_input(false)
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func enable():
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var has_authority = get_multiplayer_authority() == multiplayer.get_unique_id()
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set_process(has_authority)
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set_process_unhandled_input(has_authority)
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"
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[node name="Player" type="RigidBody3D"]
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axis_lock_angular_x = true
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axis_lock_angular_y = true
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@ -148,7 +97,4 @@ replication_config = SubResource("SceneReplicationConfig_rqdp6")
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[node name="PlayerInput" type="MultiplayerSynchronizer" parent="."]
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root_path = NodePath(".")
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replication_config = SubResource("SceneReplicationConfig_5j4ew")
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script = SubResource("GDScript_uy24w")
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[connection signal="health_changed" from="HealthComponent" to="HUD" method="_on_health_changed"]
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[connection signal="health_zeroed" from="HealthComponent" to="." method="die"]
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script = ExtResource("6_xwlxv")
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56
characters/player/player_input.gd
Normal file
56
characters/player/player_input.gd
Normal file
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@ -0,0 +1,56 @@
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extends MultiplayerSynchronizer
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class_name PlayerInput
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@export var jetting = false
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@export var skiing = false
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@export var direction = Vector2.ZERO
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@export var camera_rotation : Vector2
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@export var MOUSE_SENSITIVITY : float = 0.5
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signal jumped
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signal fired_primary
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var _mouse_position: Vector2
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func _ready():
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var has_authority = is_multiplayer_authority()
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set_process(has_authority)
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set_process_unhandled_input(has_authority)
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _unhandled_input(event: InputEvent) -> void:
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var mouse_mode = Input.get_mouse_mode()
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# isolate mouse events
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if event is InputEventMouseMotion:
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if mouse_mode == Input.MOUSE_MODE_CAPTURED:
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# retrieve mouse position relative to last frame
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_mouse_position = event.relative * MOUSE_SENSITIVITY
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func _process(delta):
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direction = Input.get_vector("left", "right", "forward", "backward")
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if Input.is_action_just_pressed("jump_and_jet"):
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_jump.rpc()
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if Input.is_action_just_pressed("fire_primary"):
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_fire_primary.rpc()
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jetting = Input.is_action_pressed("jump_and_jet")
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skiing = Input.is_action_pressed("ski")
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_update_camera(delta)
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@rpc("call_local")
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func _jump():
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jumped.emit()
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@rpc("call_local")
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func _fire_primary():
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fired_primary.emit()
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func _update_camera(delta):
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# clamp vertical rotation (head motion)
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camera_rotation.y -= _mouse_position.y * delta
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camera_rotation.y = clamp(camera_rotation.y, deg_to_rad(-90.0),deg_to_rad(90.0))
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# wrap horizontal rotation (to prevent accumulation)
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camera_rotation.x -= _mouse_position.x * delta
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camera_rotation.x = wrapf(camera_rotation.x, deg_to_rad(0.0),deg_to_rad(360.0))
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# reset mouse motion until next input event
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_mouse_position = Vector2.ZERO
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@ -2,13 +2,13 @@ extends Area3D
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class_name HealthComponent
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@export var max_health : int = 100
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@export var health : int:
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@export var health : int = 100:
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set(value):
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health = value
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health_changed.emit(value)
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signal health_zeroed
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signal health_changed
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signal health_changed(value : int)
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func _ready():
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health = max_health
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@ -4,17 +4,21 @@
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script/source = "extends CanvasLayer
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class_name HUD
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@onready var health_bar = $HealthBar
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@onready var energy_bar = $EnergyBar
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@onready var _health_bar = $HealthBar
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@onready var _energy_bar = $EnergyBar
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func _update_energy_label(energy):
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energy_bar.value = energy
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func _ready():
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_update_health_label(100)
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_update_energy_label(100)
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func _update_energy_label(energy) -> void:
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_energy_bar.value = energy
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func _on_energy_changed(new_energy) -> void:
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_update_energy_label(new_energy)
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func _update_health_label(health):
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health_bar.value = health
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func _update_health_label(health) -> void:
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_health_bar.value = health
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func _on_health_changed(new_health) -> void:
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_update_health_label(new_health)
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