copy from thegates-jam repo

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Nordup 2024-03-31 09:25:42 +04:00
parent c1a7ad74e1
commit 1a335de566
523 changed files with 22408 additions and 0 deletions

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main/player_spawner.gd Normal file
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extends MultiplayerSpawner
class_name PlayerSpawner
signal player_spawned(id: int, player: Player)
signal player_despawned(id: int)
@export var player_scene: PackedScene
@export var spawn_points: SpawnPoints
func _ready() -> void:
spawn_function = custom_spawn
multiplayer.peer_connected.connect(create_player)
multiplayer.peer_disconnected.connect(destroy_player)
spawned.connect(on_spawned)
despawned.connect(on_despawned)
func create_player(id: int):
if not multiplayer.is_server(): return
var spawn_position = spawn_points.get_spawn_position()
spawn([id, spawn_position])
print("Player %d spawned at " % [id] + str(spawn_position))
func destroy_player(id: int):
if not multiplayer.is_server(): return
get_node(spawn_path).get_node(str(id)).queue_free()
player_despawned.emit(id)
func respawn_player(id: int) -> void:
var player = get_node(spawn_path).get_node(str(id)) as Player
var spawn_position = spawn_points.get_spawn_position()
player.respawn.rpc_id(id, spawn_position)
print("Respawn player %d at " % [id] + str(spawn_position))
func custom_spawn(vars) -> Node:
var id = vars[0]
var pos = vars[1]
var p: Player = player_scene.instantiate()
p.set_multiplayer_authority(id)
p.name = str(id)
p.position = pos
player_spawned.emit(id, p)
return p
func get_player_or_null(id: int) -> Player:
return get_node(spawn_path).get_node_or_null(str(id))
func on_spawned(node: Node) -> void:
player_spawned.emit(node.get_multiplayer_authority(), node)
func on_despawned(node: Node) -> void:
player_despawned.emit(node.get_multiplayer_authority())