MultiplayerFighter
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extends Node3D
@onready var skin_input: LineEdit = $Menu/MainContainer/MainMenu/Option2/SkinInput
@onready var nick_input: LineEdit = $Menu/MainContainer/MainMenu/Option1/NickInput
@onready var address_input: LineEdit = $Menu/MainContainer/MainMenu/Option3/AddressInput
@onready var players_container: Node3D = $PlayersContainer
@onready var weapons_container: Node3D = null # Will be created if doesn't exist
@onready var menu: Control = $Menu
@onready var main_menu: VBoxContainer = $Menu/MainContainer/MainMenu
@export var player_scene: PackedScene
# Weapon spawning counter (server-side only)
var _weapon_spawn_counter: int = 0
# multiplayer chat
@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
@onready var send: Button = $MultiplayerChat/VBoxContainer/HBoxContainer/Send
@onready var chat: TextEdit = $MultiplayerChat/VBoxContainer/Chat
@onready var multiplayer_chat: Control = $MultiplayerChat
var chat_visible = false
func _ready():
multiplayer_chat.hide()
menu.show()
multiplayer_chat.set_process_input(true)
# Add quick-fill preset buttons
_create_preset_buttons()
# Create or find weapons container
if has_node("WeaponsContainer"):
weapons_container = get_node("WeaponsContainer")
else:
weapons_container = Node3D.new()
weapons_container.name = "WeaponsContainer"
add_child(weapons_container)
print("Created WeaponsContainer")
if not multiplayer.is_server():
return
Network.connect("player_connected", Callable(self, "_on_player_connected"))
multiplayer.peer_disconnected.connect(_remove_player)
# Spawn initial weapons when server starts
_spawn_initial_weapons()
func _spawn_initial_weapons():
if not multiplayer.is_server():
return
# Wait a frame for everything to be ready
await get_tree().process_frame
# Spawn a sword
_weapon_spawn_counter += 1
rpc("spawn_world_weapon",
"res://level/resources/weapon_sword.tres",
Vector3(5, 1, 0),
Vector3.ZERO,
_weapon_spawn_counter
)
# Spawn a shield
_weapon_spawn_counter += 1
rpc("spawn_world_weapon",
"res://level/resources/weapon_shield.tres",
Vector3(-5, 1, 0),
Vector3.ZERO,
_weapon_spawn_counter
)
func _on_player_connected(peer_id, player_info):
# for id in Network.players.keys():
# var player_data = Network.players[id]
# if id != peer_id:
# rpc_id(peer_id, "sync_player_skin", id, player_data["skin"])
_add_player(peer_id, player_info)
func _on_host_pressed():
menu.hide()
Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
func _on_join_pressed():
menu.hide()
Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges())
func _add_player(id: int, player_info : Dictionary):
if players_container.has_node(str(id)):
return
var player = player_scene.instantiate()
player.name = str(id)
player.position = get_spawn_point()
players_container.add_child(player, true)
var nick = Network.players[id]["nick"]
player.nickname.text = nick
# player.rpc("change_nick", nick)
var skin_enum = player_info["skin"]
player.set_player_skin(skin_enum)
# rpc("sync_player_skin", id, skin_enum)
# rpc("sync_player_position", id, player.position)
func get_spawn_point() -> Vector3:
var spawn_point = Vector2.from_angle(randf() * 2 * PI) * 10 # spawn radius
return Vector3(spawn_point.x, 0, spawn_point.y)
func _remove_player(id):
if not multiplayer.is_server() or not players_container.has_node(str(id)):
return
var player_node = players_container.get_node(str(id))
if player_node:
player_node.queue_free()
# @rpc("any_peer", "call_local")
# func sync_player_position(id: int, new_position: Vector3):
# var player = players_container.get_node(str(id))
# if player:
# player.position = new_position
# @rpc("any_peer", "call_local")
# func sync_player_skin(id: int, skin_color: Character.SkinColor):
# var player = players_container.get_node(str(id))
# if player:
# player.set_player_skin(skin_color)
func _on_quit_pressed() -> void:
get_tree().quit()
# ---------- MULTIPLAYER CHAT ----------
func toggle_chat():
if menu.visible:
return
chat_visible = !chat_visible
if chat_visible:
multiplayer_chat.show()
message.grab_focus()
else:
multiplayer_chat.hide()
get_viewport().set_input_as_handled()
func is_chat_visible() -> bool:
return chat_visible
func _input(event):
if event.is_action_pressed("toggle_chat"):
toggle_chat()
elif event is InputEventKey and event.keycode == KEY_ENTER:
_on_send_pressed()
func _on_send_pressed() -> void:
var trimmed_message = message.text.strip_edges()
if trimmed_message == "":
return # do not send empty messages
var nick = Network.players[multiplayer.get_unique_id()]["nick"]
rpc("msg_rpc", nick, trimmed_message)
message.text = ""
message.grab_focus()
@rpc("any_peer", "call_local")
func msg_rpc(nick, msg):
chat.text += str(nick, " : ", msg, "\n")
# ---------- PRESET BUTTONS ----------
func _create_preset_buttons():
# Create a container for preset buttons
var preset_container = HBoxContainer.new()
preset_container.name = "PresetContainer"
var preset_label = Label.new()
preset_label.text = "Quick Fill:"
preset_container.add_child(preset_label)
# Scott button
var scott_button = Button.new()
scott_button.text = "Scott"
scott_button.pressed.connect(_on_scott_preset)
preset_container.add_child(scott_button)
# Jemz button
var jemz_button = Button.new()
jemz_button.text = "Jemz"
jemz_button.pressed.connect(_on_jemz_preset)
preset_container.add_child(jemz_button)
# Add to main menu at the top
main_menu.add_child(preset_container)
main_menu.move_child(preset_container, 0)
func _on_scott_preset():
nick_input.text = "Scott"
skin_input.text = "Blue"
address_input.text = "127.0.0.1"
func _on_jemz_preset():
nick_input.text = "Jemz"
skin_input.text = "Red"
address_input.text = "127.0.0.1"
# ---------- WEAPON SPAWNING ----------
## Spawn a weapon in the world (called from server, syncs to all clients)
@rpc("authority", "call_local", "reliable")
func spawn_world_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int):
if not weapons_container:
push_error("WeaponsContainer not found in level!")
return
# Load the weapon data resource
var weapon_data = load(weapon_data_path) as WeaponData
if not weapon_data:
push_error("Failed to load weapon data from: " + weapon_data_path)
return
# Create WorldWeapon instance
var world_weapon = WorldWeapon.new()
world_weapon.weapon_data = weapon_data
world_weapon.name = "WorldWeapon_" + str(weapon_id) # Deterministic name
world_weapon.position = spawn_position
# Add to weapons container
weapons_container.add_child(world_weapon, true)
print("Spawned weapon: ", world_weapon.name, " at ", spawn_position)
# Apply velocity after physics is ready
if initial_velocity != Vector3.ZERO:
await get_tree().process_frame
world_weapon.linear_velocity = initial_velocity