diff --git a/characters/teddy/Teddy.gd b/characters/teddy/Teddy.gd index fdfb65d..e4ff522 100644 --- a/characters/teddy/Teddy.gd +++ b/characters/teddy/Teddy.gd @@ -10,13 +10,14 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") @export var Bullet = preload("res://objects/Bullet/Bullet.tscn") @onready var neck := $CollisionShape3D/Neck @onready var camera := $CollisionShape3D/Neck/Camera3D +@onready var teddyAuthority = get_multiplayer_authority() var selfTeddy var teddyParent var globalscene func _ready(): - name = str(get_multiplayer_authority()) + name = str(teddyAuthority) Global.playingGame = true Global.selfTeddy = selfTeddy selfTeddy = self.get_path() @@ -56,9 +57,10 @@ func _physics_process(delta): # This variable gets set my the death scene, so we know the player needs to be respawned if Global.playerPleaseRespawn == true: position.x = 0 #Set player X - position.y = 1 #Set player Y + position.y = 10 #Set player Y position.z = 0 #Set player Z Global.reset_variables() + self.visible = false ## If player falls off the map, kill them! if velocity.y < Global.playerYDeath: @@ -122,6 +124,7 @@ func remote_set_position(authority_position, bulletgenerator_position, bulletgen @rpc("any_peer", "reliable") func shoot_bullet(sound): var b = Bullet.instantiate() + b.set_multiplayer_authority(teddyAuthority) teddyParent.add_child(b) b.transform = $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_transform b.velocity = -b.global_transform.basis.z * b.muzzle_velocity diff --git a/objects/Bullet/Bullet.gd b/objects/Bullet/Bullet.gd index 1cd75e0..4042939 100644 --- a/objects/Bullet/Bullet.gd +++ b/objects/Bullet/Bullet.gd @@ -4,32 +4,33 @@ signal exploded @export var muzzle_velocity = 100 # How fast the bullets are @export var g = Vector3.DOWN * 5 - +@onready var bulletAuthority = get_multiplayer_authority() var velocity = Vector3.ZERO ###### CHEATS var godmode = 0 +func _ready(): + name = str("bullet ", bulletAuthority, "-0") func _physics_process(delta): velocity += g * delta # Bullet gravity look_at(transform.origin + velocity.normalized(), Vector3.UP) transform.origin += velocity * delta - for body in get_overlapping_bodies(): - if body.get_path() == Global.selfTeddy: # We need to modify this to make the player not invinsible - pass - elif body.is_in_group("human"): - print("Bullet hit a human player") - Global.playerHealth = Global.playerHealth - 10 - self.queue_free() - elif body.is_in_group("AI"): - print("Bullet hit an AI player") - body.queue_free() - self.queue_free() - else: - print("Bullet hit something else") - self.queue_free() + if is_multiplayer_authority(): + for body in get_overlapping_bodies(): + if body.get_path() == Global.selfTeddy: # We need to modify this to make the player not invinsible + pass + elif body.is_in_group("human"): + rpc("damage_player") + elif body.is_in_group("AI"): + print("Bullet hit an AI player") + body.queue_free() + self.queue_free() + else: + print("Bullet hit something else") + self.queue_free() await get_tree().create_timer(2).timeout self.queue_free() @@ -37,3 +38,9 @@ func _physics_process(delta): func _on_Shell_body_entered(body): emit_signal("exploded", transform.origin) queue_free() + +@rpc("any_peer", "call_remote", "unreliable") +func damage_player(): + print("A bullet hit me!") + Global.playerHealth = Global.playerHealth - 10 + self.queue_free() diff --git a/scripts/AI.gd b/scripts/AI.gd index fc15252..f10d3f7 100644 --- a/scripts/AI.gd +++ b/scripts/AI.gd @@ -11,10 +11,12 @@ var bulletrandom # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") -@onready var player = get_node(^"/root/tutorial/Teddy") +var player @export var Bullet = preload("res://objects/Bullet/Bullet.tscn") func _physics_process(delta): + if Global.selfTeddy: + player = get_node(Global.selfTeddy) # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta diff --git a/scripts/death.gd b/scripts/death.gd index 869ea57..04bce76 100644 --- a/scripts/death.gd +++ b/scripts/death.gd @@ -1,13 +1,16 @@ extends Node var deathTimer = 0 +var teddyNode func _ready(): pass func _process(delta): + #teddyNode = get_node(Global.selfTeddy) Global.playerAlive = false + #teddyNode.visible = false if deathTimer < 100: deathTimer = deathTimer + 10 * delta if deathTimer > 100: diff --git a/scripts/host.gd b/scripts/host.gd index 0ed5858..3669aee 100644 --- a/scripts/host.gd +++ b/scripts/host.gd @@ -26,23 +26,26 @@ func _on_start_button_pressed(): var intMAX = int(MAX_PLAYERS) if PORT: prints("Player chose port:", intPORT) - if SCENE: - print("Player chose map: ", SCENE) - if MAX_PLAYERS: - if intMAX < 1: - $mapSelected.text = "MAX PLAYERS CANNOT BE NEGATIVE" - elif intMAX > 4095: - $mapSelected.text = "MAX PLAYERS CANNOT BE ABOVE 4095" - else: - print("Player chose player limit: ", intMAX) - Networking.create_server(intPORT, intMAX) - Networking.load_map(SCENE) - Networking.add_player_node(1) - Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) - else: - $mapSelected.text = "NO MAX PLAYERS SELECTED" + if intPORT < 1024: + $mapSelected.text = "PORT CANNOT BE BELOW 1024" else: - $mapSelected.text = "NO MAP SELECTED" + if SCENE: + print("Player chose map: ", SCENE) + if MAX_PLAYERS: + if intMAX < 1: + $mapSelected.text = "MAX PLAYERS CANNOT BE NEGATIVE" + elif intMAX > 4095: + $mapSelected.text = "MAX PLAYERS CANNOT BE ABOVE 4095" + else: + print("Player chose player limit: ", intMAX) + Networking.create_server(intPORT, intMAX) + Networking.load_map(SCENE) + Networking.add_player_node(1) + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + else: + $mapSelected.text = "NO MAX PLAYERS SELECTED" + else: + $mapSelected.text = "NO MAP SELECTED" else: $mapSelected.text = "NO PORT SPECIFIED"