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bunch of fixes based on feedback, adding changelog

galo 1 year ago
parent
commit
d1ad5374bb
7 changed files with 36 additions and 27 deletions
  1. 10 3
      Client.gd
  2. 20 18
      Server.gd
  3. 1 1
      bullet.gd
  4. 2 2
      enemie/newai.gd
  5. 1 1
      enemy.tres.gd
  6. 0 1
      main.tscn
  7. 2 1
      playersprite.tscn

+ 10 - 3
Client.gd

@@ -25,18 +25,20 @@ remote func ping():
 	print('messaged received from server')
 
 remote func tokerequest():
+	print('tokenreply_')
 	var tk = get_parent().get_node('Loginetcode').token_buffer
 	print('tk is ' + tk)
 	var username = get_parent().get_node('Loginetcode').username_server
 	rpc_id(1,'tokenreply', tk, username)
 
 remote func on_token_confirmed():
-	if loadlevel_buffer == 'lobby':
-		$spawnmsg/CenterContainer.visible = true
+#	if loadlevel_buffer == 'lobby':
+	$spawnmsg/CenterContainer.visible = true
 
 remote func on_player_state_data(arg):
 	print(arg)
 	$spawnmsg/CenterContainer/VBoxContainer/spawnmsg2.text = str(arg)
+#	$spawnmsg/CenterContainer.visible = false
 
 remote func on_queue_spawn():
 	$spawnmsg/CenterContainer/VBoxContainer/spawnmsg2.text = 'awaiting checkpoint...'
@@ -45,8 +47,13 @@ func spawn_request():
 	rpc_id(1,'spawn_request')
 
 remote func on_spawn_request_reply():
-	$spawnmsg/CenterContainer.visible = false
 	emit_signal('client_request')
+	yield(get_tree(),"physics_frame")
+	yield(get_tree(),"physics_frame")
+	yield(get_tree(),"physics_frame")
+	for x in get_tree().get_nodes_in_group('playersprite'): x.die = false
+	$spawnmsg/CenterContainer.visible = false
+	
 
 func _On_Connection_Failed():
 	print("Failed to connect to game server")

+ 20 - 18
Server.gd

@@ -33,29 +33,34 @@ func conn(id):
 export var db_validation = true
 
 remote func tokenreply(token, username):
-	var db = get_parent().get_node('PostgreSQL')
-	var data = db.Read('validtokens_database','username',"'"+str(username)+"'")
 	var message = 'token validated'
+	print('tokenreply')
 	if db_validation:
+		var db = get_parent().get_node('PostgreSQL')
+		var data = db.Read('validtokens_database','username',"'"+str(username)+"'")
 		if data == [] or data == null:
 			message = "no token found"
 			return
 		if data[0][2] != token:
 			message = "token is invalid"
 		print('check tokens....')
-	print(token)
-	print(data)
-	print(message)
+		print(token)
+		print(data)
+		print(message)
 	if username == null or username == "":
 		username = 'player ' +  str(api.get_rpc_sender_id()) + ' '
 	if message == 'token validated':
+		print('xxxx')
+		print(game_status)
+		print('xxxx')
+		rpc_id(api.get_rpc_sender_id(),'on_queue_spawn')
+		rpc_id(api.get_rpc_sender_id(),'on_token_confirmed')
 		if game_status == 'await':
 			player_spawn_queue[api.get_rpc_sender_id()] = {'id' : str(api.get_rpc_sender_id()), 'username':username, 'can_spawn':true}
 			user_state_dict[str(username)] =  ' ...await'
 			usernames_dict[api.get_rpc_sender_id()] =  str(username)
 			rpc_id(0,'on_player_state_data',user_state_dict)
-		rpc_id(api.get_rpc_sender_id(),'on_queue_spawn')
-		rpc_id(api.get_rpc_sender_id(),'on_token_confirmed')
+
 
 remote func spawn_request():
 	if player_spawn_queue.has(api.get_rpc_sender_id()):
@@ -68,6 +73,7 @@ remote func spawn_request():
 					rpc_id(x,'on_spawn_request_reply')
 					player_spawn_queue.erase(x)
 				game_status = 'game_started'
+				
 
 func player_spawn(arg, arg2):
 	var id = arg.id
@@ -142,16 +148,12 @@ func _physics_process(delta):
 	tick += 1
 	if fmod(tick,tickrate) == 0:
 		synnc(get_tree().get_nodes_in_group('enemy'), 'enemies_position_2')
-#		var enemies_datachunk = PoolByteArray()
-#		for i in $enemies.dict.arraypos.size():
-#			if $enemies.dict.arrayvida[i] > 0:
-#				var pos = $enemies.dict.arraypos[i]
-#				enemies_datachunk.append_array( return_int16(pos.x) )
-#				enemies_datachunk.append_array( return_int16(pos.y) )
-#				var bytetest : PoolByteArray
-#				bytetest.append($enemies.dict.type[i] )
-#				enemies_datachunk.append_array( bytetest )
-#		rpc_unreliable_id(0, 'enemies_position_2', enemies_datachunk)
+	
+	if get_tree().get_nodes_in_group('player').size() == 0:
+		print('everyone is dead')
+		game_status = 'await'
+		conn(0)
+	
 
 func _enemy_dmg(enemy_id):
 	rpc_unreliable_id(0, 'enemy_dmg_anim', enemy_id)
@@ -206,7 +208,7 @@ func spriter_nuke_request(time, id):
 	rpc_id( 0,'nuke_sprite', id)
 
 func flash_spriter(id):
-	print('flash')
+#	print('flash')
 	rpc_id( 0,'flash_spriter', id)
 
 var enemy_counter

+ 1 - 1
bullet.gd

@@ -16,7 +16,7 @@ func _on_bullet_body_entered(collide):
 	if collide: 
 		if collide.is_in_group(target):
 			collide.damage(-dmg,id)
-			print('col enemy')
+#			print('col enemy')
 			queue_free()
 		if collide.is_in_group('terrain'):
 			queue_free()

+ 2 - 2
enemie/newai.gd

@@ -41,7 +41,7 @@ func _ready():
 	for x in get_tree().get_nodes_in_group('enemycount'):
 		x.enemycount += 1
 		enemy_id = x.enemycount
-		print(enemy_id)
+#		print(enemy_id)
 		find_target()
 
 var bullet = preload('res://bullet.tscn')
@@ -117,7 +117,7 @@ func _physics_process(delta):
 		gen.shuffle()
 		state = gen[0]
 		clock = behaviours[state]
-		print(state)
+#		print(state)
 		onceacycle = true
 	move_and_slide(motion)
 

+ 1 - 1
enemy.tres.gd

@@ -52,7 +52,7 @@ func _physics_process(delta):
 					get_tree().get_nodes_in_group('proj')[0].add_child(instance)
 
 func _on_Area2D_body_entered(body):
-	print(body)
+#	print(body)
 	if body.is_in_group('players'):
 		var array = get_tree().get_nodes_in_group('players')
 		array.shuffle()

+ 0 - 1
main.tscn

@@ -227,7 +227,6 @@ render_target_v_flip = true
 [node name="Goblin" type="AnimatedSprite" parent="Textures/Goblin4"]
 modulate = Color( 1, 0, 0.984314, 1 )
 frames = SubResource( 5 )
-frame = 1
 speed_scale = 0.9
 playing = true
 offset = Vector2( 32, 32 )

+ 2 - 1
playersprite.tscn

@@ -192,7 +192,8 @@ tracks/1/keys = {
 "values": [ Vector2( 1e-05, 1e-05 ), Vector2( 1.25, 1.25 ), Vector2( 1.25, 1.25 ), Vector2( 1.25, 1.25 ), Vector2( 1.25, 1.25 ), Vector2( 1e-05, 1e-05 ) ]
 }
 
-[node name="playersprite" type="Node2D"]
+[node name="playersprite" type="Node2D" groups=["playersprite"]]
+z_index = 999
 script = SubResource( 28 )
 
 [node name="AnimationPlayer" type="AnimationPlayer" parent="."]