Merge branch 'enhance/assign-points-on-kill' into 'develop'

 Assign kills and points on kill, not on respawn

See merge request open-fpsz/open-fpsz!60
This commit is contained in:
Squinty 2024-04-22 22:07:58 +00:00
commit 8a15bdbd43
2 changed files with 15 additions and 17 deletions

View file

@ -62,6 +62,10 @@ var g : float = ProjectSettings.get_setting("physics/3d/default_gravity") # in m
var gravity : Vector3 = g * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
var _jumping : bool = false
@rpc("call_local")
func set_nickname(value : String) -> void:
nickname = value
func _ready() -> void:
energy_changed.connect(hud._on_energy_changed)
health_component.health_changed.connect(hud._on_health_changed)
@ -228,28 +232,17 @@ func _update_third_person_animations() -> void:
tp_player.set_locomotion(Vector2(local_velocity.x, local_velocity.z), bias)
func _is_player_dead() -> bool:
return player_state == PlayerState.PLAYER_DEAD
return player_state != PlayerState.PLAYER_ALIVE
func die(killer_id : int) -> void:
flag_carry_component.drop()
player_state = PlayerState.PLAYER_DEAD
if _is_pawn():
animation_player.stop()
animation_player.play("death")
var tween : Tween = create_tween()
tween.tween_interval(4)
tween.tween_callback(func() -> void:
died.emit(self, killer_id)
if _is_pawn():
animation_player.stop()
)
flag_carry_component.drop()
@rpc("call_local")
func set_nickname(value : String) -> void:
nickname = value
died.emit(self, killer_id)
func respawn(location : Vector3) -> void:
player_state = PlayerState.PLAYER_ALIVE
linear_velocity = Vector3()
health_component.heal_full()
position = location
player_state = PlayerState.PLAYER_ALIVE

View file

@ -13,6 +13,7 @@ script/source = "class_name Multiplayer extends Node
@export var PLAYER : PackedScene
@export var FLAG : PackedScene
@export var MAX_CLIENTS : int = 24
@export var RESPAWN_TIME : float = 3.0
@onready var players : Node = $Players
@onready var objectives : Node = $Objectives
@ -50,7 +51,7 @@ func _on_connected_to_server(nickname : String) -> void:
func _on_connection_failed() -> void:
connection_failed.emit()
func respawn_player(player : Player, killer_id : int) -> void:
func _on_player_died(player : Player, killer_id : int) -> void:
if player.player_id != killer_id:
var node_name : String = str(killer_id)
if players.has_node(node_name):
@ -58,6 +59,10 @@ func respawn_player(player : Player, killer_id : int) -> void:
scoreboard.increment_kill_count(killer)
scoreboard.add_score_to_player(killer, 10)
scoreboard.broadcast_player_score_update(killer)
await get_tree().create_timer(RESPAWN_TIME).timeout
respawn_player(player)
func respawn_player(player : Player) -> void:
var spawn_location : Vector3 = _map_manager.get_player_spawn().position
player.respawn(spawn_location)
@ -68,7 +73,7 @@ func add_player(peer_id : int, nickname : String) -> void:
player.nickname = nickname
player.global_position = _map_manager.get_player_spawn().position
players.add_child(player)
player.died.connect(respawn_player)
player.died.connect(_on_player_died)
scoreboard.add_entry(player)
print(\"Peer `%s` connected\" % player.name)