first iteration with authorative movement
This commit is contained in:
@@ -0,0 +1,45 @@
|
||||
extends Node3D
|
||||
|
||||
const template := "FPS: %d\nPing: %d ms"
|
||||
|
||||
var runner_scene := preload("res://scenes/runner.tscn")
|
||||
var _ping := 0.0
|
||||
var _runners_node: Node3D
|
||||
|
||||
func _ready() -> void:
|
||||
_runners_node = get_node("RunnersNode")
|
||||
|
||||
func spawn_player(player_id) -> void:
|
||||
if multiplayer.is_server():
|
||||
var runner = runner_scene.instantiate()
|
||||
runner.player_id = player_id
|
||||
runner.name = str(player_id)
|
||||
|
||||
_runners_node.add_child(runner)
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if DisplayServer.get_name() == "headless":
|
||||
return
|
||||
|
||||
%RichTextLabel.text = template % [
|
||||
Engine.get_frames_per_second(),
|
||||
_ping,
|
||||
]
|
||||
|
||||
func _get_timestamp() -> int:
|
||||
return floor(Time.get_unix_time_from_system() * 1000)
|
||||
|
||||
func _on_ping_timer_timeout() -> void:
|
||||
if multiplayer.is_server():
|
||||
%PingTimer.stop()
|
||||
return
|
||||
|
||||
_ping_call.rpc_id(1, _get_timestamp())
|
||||
|
||||
@rpc("any_peer", "call_remote", "unreliable", 99)
|
||||
func _ping_call(timestamp: int) -> void:
|
||||
if multiplayer.is_server():
|
||||
_ping_call.rpc_id(multiplayer.get_remote_sender_id(), timestamp)
|
||||
return
|
||||
|
||||
_ping = _get_timestamp() - timestamp
|
||||
@@ -0,0 +1,5 @@
|
||||
extends Control
|
||||
|
||||
func _on_join_button_pressed() -> void:
|
||||
MultiplayerManager.connect_to_ip(%IpAddressTextEdit.text)
|
||||
get_tree().change_scene_to_file("res://scenes/in_game.tscn")
|
||||
@@ -0,0 +1,58 @@
|
||||
extends Node
|
||||
|
||||
const PORT = 1280
|
||||
const IP_ADDRESS = "127.0.0.1"
|
||||
const MAX_CLIENTS = 5
|
||||
|
||||
var in_game_scene = preload("res://scenes/in_game.tscn")
|
||||
var main_menu_scene = preload("res://scenes/main_menu.tscn")
|
||||
|
||||
func _ready() -> void:
|
||||
set_process(false)
|
||||
set_physics_process(false)
|
||||
|
||||
if OS.has_feature("dedicated_server"):
|
||||
get_tree().change_scene_to_packed.call_deferred(in_game_scene)
|
||||
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
peer.create_server(PORT, MAX_CLIENTS)
|
||||
multiplayer.multiplayer_peer = peer
|
||||
|
||||
multiplayer.peer_connected.connect(_on_connect)
|
||||
multiplayer.peer_disconnected.connect(_on_disconnect)
|
||||
else:
|
||||
get_tree().change_scene_to_packed.call_deferred(main_menu_scene)
|
||||
|
||||
func connect_to_ip(ip: String = "") -> void:
|
||||
if ip.is_empty():
|
||||
ip = IP_ADDRESS
|
||||
|
||||
print("Connecting to: %s" % ip)
|
||||
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
peer.create_client(ip, PORT)
|
||||
multiplayer.multiplayer_peer = peer
|
||||
|
||||
multiplayer.connected_to_server.connect(_on_connect_client)
|
||||
multiplayer.connection_failed.connect(_on_disconnect_client)
|
||||
multiplayer.server_disconnected.connect(_on_server_closed_client)
|
||||
|
||||
func _on_connect(id: int) -> void:
|
||||
print("Client ID #%s connected" % id)
|
||||
get_tree().get_current_scene().spawn_player(id)
|
||||
|
||||
func _on_disconnect(id: int) -> void:
|
||||
print("Client ID #%s disconnected" % id)
|
||||
pass
|
||||
|
||||
func _on_connect_client() -> void:
|
||||
print("[%s] Connected to server" % multiplayer.get_unique_id())
|
||||
pass
|
||||
|
||||
func _on_disconnect_client() -> void:
|
||||
print("[%s] Disconnected" % multiplayer.get_unique_id())
|
||||
pass
|
||||
|
||||
func _on_server_closed_client() -> void:
|
||||
print("[%s] Server closed" % multiplayer.get_unique_id())
|
||||
pass
|
||||
@@ -0,0 +1,97 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const _gravity := -30.0
|
||||
|
||||
@export var player_id := 69:
|
||||
set(id):
|
||||
player_id = id
|
||||
%RunnerInput.set_multiplayer_authority(id)
|
||||
|
||||
@export_group("Camera")
|
||||
@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
|
||||
@export var camera_follow_speed := 10.0
|
||||
@export var smooth_camera := false
|
||||
|
||||
@export_group("Movement")
|
||||
@export var move_speed := 8.0
|
||||
@export var acceleration := 30.0
|
||||
@export var rotation_speed := 20.0
|
||||
|
||||
@export_group("Client Tweening")
|
||||
@export var client_smoothing := false
|
||||
@export var client_smoothing_speed := 5.0
|
||||
@export var client_smoothing_rotation_speed := 10.0
|
||||
|
||||
@onready var _camera_pivot: Node3D = %CameraPivot
|
||||
@onready var _camera_target: Node3D = %RunnerCameraTarget
|
||||
@onready var _camera: Node3D = %RunnerCamera
|
||||
@onready var _skin: Node3D = %RunnerSkin
|
||||
|
||||
var _camera_input_direction := Vector2.ZERO
|
||||
var _last_direction := Vector3.FORWARD
|
||||
var _on_ground := false
|
||||
|
||||
@export var server_position := Vector3.ZERO
|
||||
@export var server_rotation := Vector3.ZERO
|
||||
|
||||
func _ready() -> void:
|
||||
if multiplayer.is_server():
|
||||
return
|
||||
|
||||
if multiplayer.get_unique_id() == player_id:
|
||||
%RunnerCamera.make_current()
|
||||
else:
|
||||
%RunnerCamera.clear_current(false)
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if multiplayer.get_unique_id() != player_id:
|
||||
return
|
||||
|
||||
if event.is_action_pressed("mouse_capture"):
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
elif event.is_action_pressed("mouse_release"):
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
|
||||
if event is InputEventMouseMotion:
|
||||
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
|
||||
_camera_input_direction += event.screen_relative * mouse_sensitivity
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if multiplayer.get_unique_id() == player_id:
|
||||
_camera_pivot.rotation.x = clamp(
|
||||
_camera_pivot.rotation.x - _camera_input_direction.y * delta,
|
||||
-PI / 3.0,
|
||||
PI / 6.0,
|
||||
)
|
||||
|
||||
_camera_pivot.rotation.y -= _camera_input_direction.x * delta
|
||||
_camera.global_rotation = _camera_pivot.global_rotation
|
||||
|
||||
if smooth_camera:
|
||||
_camera.global_position = lerp(_camera.global_position, _camera_target.global_position, camera_follow_speed * delta)
|
||||
else:
|
||||
_camera.global_position = _camera_target.global_position
|
||||
|
||||
_camera_input_direction = Vector2.ZERO
|
||||
|
||||
if multiplayer.is_server():
|
||||
var move_direction = Vector3(%RunnerInput.move_direction.x, 0, %RunnerInput.move_direction.y)
|
||||
var y_velocity := velocity.y
|
||||
velocity = velocity.move_toward(move_direction * move_speed, acceleration * delta)
|
||||
velocity.y = y_velocity + (_gravity * delta)
|
||||
move_and_slide()
|
||||
|
||||
if move_direction.length() >= 0.1:
|
||||
_last_direction = move_direction
|
||||
var target_angle := Vector3.FORWARD.signed_angle_to(_last_direction, Vector3.UP)
|
||||
_skin.global_rotation.y = lerp_angle(_skin.rotation.y, target_angle, rotation_speed * delta)
|
||||
|
||||
server_position = position
|
||||
server_rotation = _skin.global_rotation
|
||||
else:
|
||||
if client_smoothing:
|
||||
position = lerp(position, server_position, client_smoothing_speed * delta)
|
||||
_skin.global_rotation.y = lerp_angle(_skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
|
||||
else:
|
||||
position = server_position
|
||||
_skin.global_rotation.y = server_rotation.y
|
||||
@@ -0,0 +1,16 @@
|
||||
extends MultiplayerSynchronizer
|
||||
|
||||
var move_direction: Vector2
|
||||
|
||||
func _ready() -> void:
|
||||
move_direction = Vector2.ZERO
|
||||
|
||||
if multiplayer.is_server() or get_multiplayer_authority() != multiplayer.get_unique_id():
|
||||
set_process(false)
|
||||
set_physics_process(false)
|
||||
return
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back")
|
||||
var camera_adjusted: Vector3 = (directional_input.x * %RunnerCameraTarget.global_basis.z) + (directional_input.y * %RunnerCameraTarget.global_basis.x)
|
||||
move_direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0)
|
||||
@@ -0,0 +1,22 @@
|
||||
class_name State
|
||||
extends Node
|
||||
|
||||
@export var move_speed: float = 100.0
|
||||
@export var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
|
||||
|
||||
var subject
|
||||
|
||||
func enter() -> void:
|
||||
pass
|
||||
|
||||
func exit() -> void:
|
||||
pass
|
||||
|
||||
func process_input(_event: InputEvent) -> State:
|
||||
return null
|
||||
|
||||
func process_frame(_delta: float) -> State:
|
||||
return null
|
||||
|
||||
func process_physics(_delta: float) -> State:
|
||||
return null
|
||||
@@ -0,0 +1,33 @@
|
||||
extends Node
|
||||
|
||||
@export var starting_state: State
|
||||
|
||||
var current_state: State
|
||||
|
||||
func init(subject: Node) -> void:
|
||||
for state in get_children():
|
||||
state.subject = subject
|
||||
|
||||
_change_state(starting_state)
|
||||
|
||||
func _change_state(new_state: State) -> void:
|
||||
if current_state:
|
||||
current_state.exit()
|
||||
|
||||
current_state = new_state
|
||||
current_state.enter()
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
var new_state = current_state.process_physics(delta)
|
||||
if new_state:
|
||||
_change_state(new_state)
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
var new_state = current_state.process_input(event)
|
||||
if new_state:
|
||||
_change_state(new_state)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
var new_state = current_state.process_frame(delta)
|
||||
if new_state:
|
||||
_change_state(new_state)
|
||||
@@ -0,0 +1,4 @@
|
||||
extends State
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
return
|
||||
Reference in New Issue
Block a user