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instructions-clear/scripts/in_game.gd
T

53 lines
1.5 KiB
GDScript

extends Node3D
const statsTemplate := "FPS: %d\nPing: %d ms"
var runner_scene := preload("res://scenes/runner.tscn")
var chaser_scene := preload("res://scenes/chaser.tscn")
var _ping := 0.0
@onready var _chasers_node: Node3D = %Chasers
@onready var _runners_node: Node3D = %Runners
func spawn_player(player_id: int, runner: bool) -> void:
if not multiplayer.is_server(): return
var player = runner_scene.instantiate() if runner else chaser_scene.instantiate()
player.player_id = player_id
player.name = str(player_id)
_runners_node.add_child(player) if runner else _chasers_node.add_child(player)
func despawn_player(player_id: int) -> void:
if not multiplayer.is_server(): return
var player_id_str := str(player_id)
for runner_or_chaser in _runners_node.get_children() + _chasers_node.get_children():
if runner_or_chaser.name == player_id_str:
runner_or_chaser.queue_free()
func _process(_delta: float) -> void:
if DisplayServer.get_name() == "headless": return
%StatsLabel.text = statsTemplate % [
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