Tewam spawner

This commit is contained in:
Rendo 2025-11-27 11:02:42 +05:00
commit 2bfbfa5089
8 changed files with 126 additions and 67 deletions

View file

@ -1,15 +0,0 @@
extends Node3D
func _ready() -> void:
if not multiplayer.is_server():
return
spawn_player(multiplayer.get_unique_id())
for i in multiplayer.get_peers():
spawn_player(i)
func spawn_player(id) -> void:
var player: PackedScene = load("res://scenes/player.tscn")
var inst = player.instantiate()
inst.name = str(id)
get_tree().current_scene.add_child.call_deferred(inst,true)

View file

@ -0,0 +1,46 @@
extends Node3D
@export var team: Session.TEAMS
@export var spawn_radius: float
func _ready() -> void:
if not multiplayer.is_server():
return
match team:
Session.TEAMS.ATTACK:
for attacker in Lobby.attack_team:
spawn_attacker(attacker)
Session.TEAMS.DEFENCE:
for defender in Lobby.defence_team:
spawn_defender(defender)
Session.TEAMS.SPECTATE:
for specator in Lobby.specators_team:
spawn_spectator(specator)
func spawn_defender(id: int) -> void:
var player: PackedScene = load("res://scenes/molikman.tscn")
var inst: Player = player.instantiate()
inst.name = str(id)
inst.team = Session.TEAMS.DEFENCE
deferred_setup.bind(inst).call_deferred()
func spawn_attacker(id: int) -> void:
var player: PackedScene = load("res://scenes/molikman.tscn")
var inst: Player = player.instantiate()
inst.name = str(id)
inst.team = Session.TEAMS.ATTACK
deferred_setup.bind(inst).call_deferred()
func spawn_spectator(id: int) -> void:
var spectator: PackedScene = load("res://scenes/spectator.tscn")
var inst = spectator.instantiate()
inst.name = str(id)
deferred_setup.bind(inst).call_deferred()
func deferred_setup(what: Node3D):
get_tree().current_scene.add_child(what)
var distance = randf_range(0,spawn_radius)
var angle = randf_range(0,TAU)
what.set_start_position.rpc_id(int(what.name),global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance)

View file

@ -18,7 +18,7 @@ const MAX_HP = 100
get:
return hp
@onready var TEMP_start_pos = global_position
var TEMP_start_pos
func _enter_tree() -> void:
set_multiplayer_authority(str(name).to_int())
@ -32,3 +32,8 @@ func _physics_process(_delta: float) -> void:
func die() -> void:
global_position = TEMP_start_pos
hp = MAX_HP
@rpc("any_peer","call_local","reliable")
func set_start_position(start_position: Vector3):
global_position = start_position
TEMP_start_pos = global_position

View file

@ -12,15 +12,11 @@ var compensation_speed: float
@export var compensation_time: float = 1.0
@export var compensation_delay: float = 0.5
func _enter_tree() -> void:
set_multiplayer_authority(get_parent().name.to_int())
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# Move to level controller when possible
#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if not is_multiplayer_authority():
return
# Move to level controller when possible
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
current = true
func _process(delta: float) -> void:

View file

@ -3,6 +3,16 @@ extends Camera3D
@export var SENSITIVITY = 0.02
@export var SPEED = 10.0
func _enter_tree() -> void:
set_multiplayer_authority(int(name))
func _ready() -> void:
if not is_multiplayer_authority():
return
# Move to level controller when possible
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
current = true
func _process(delta: float) -> void:
var xz_plane = Input.get_vector("plr_strafe_l","plr_strafe_r","plr_forward","plr_back")
var y = Input.get_axis("spc_down","spc_up")
@ -18,3 +28,7 @@ func rotate_camera(x,y) -> void:
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
rotate_camera(-event.relative.x * SENSITIVITY,-event.relative.y * SENSITIVITY)
@rpc("any_peer","call_local","reliable")
func set_start_position(start_position: Vector3):
global_position = start_position