mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 06:09:46 +03:00
Some fixed to networking demo
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@@ -12,7 +12,6 @@ func explode():
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if (not is_network_master()):
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#but will call explosion only on master
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return
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for p in in_area:
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if (p.has_method("exploded")):
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p.rpc("exploded",owner) #exploded has a master keyword, so it will only be received by the master
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@@ -72,7 +72,7 @@ remote func unregister_player(id):
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emit_signal("player_list_changed")
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remote func pre_start_game(spawn_points):
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#change scene
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#change scene
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var world = load("res://world.tscn").instance()
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get_tree().get_root().add_child(world)
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@@ -105,7 +105,9 @@ remote func pre_start_game(spawn_points):
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world.get_node("score").add_player(pn,players[pn])
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if (not get_tree().is_network_server()):
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rpc("ready_to_start", get_tree().get_network_unique_id() )
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#tell server we are ready to start
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rpc_id(1,"ready_to_start", get_tree().get_network_unique_id() )
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elif players.size()==0:
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post_start_game()
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@@ -124,7 +126,7 @@ remote func ready_to_start(id):
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if (players_ready.size() == players.size()):
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for p in players:
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rpc( "post_start_game" )
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rpc_id(p, "post_start_game" )
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post_start_game()
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@@ -158,7 +160,7 @@ func begin_game():
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spawn_point_idx+=1
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#call to pre-start game with the spawn points
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for p in players:
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rpc( "pre_start_game", spawn_points )
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rpc_id(p, "pre_start_game", spawn_points )
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pre_start_game( spawn_points )
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@@ -14,6 +14,8 @@ sync func setup_bomb(name,pos,by_who):
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bomb.set_name( name ) #ensure unique name for the bomb
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bomb.set_pos( pos )
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bomb.owner=by_who
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#no need to set network mode to bomb, will be owned by master by
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#default
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get_node("../..").add_child(bomb)
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var current_anim=""
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