Added player movement
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2cd93f2a39
commit
8370afd9a1
@ -11,11 +11,12 @@ const DECELERATE := 0.75
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var direction: Vector3
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var angle: float
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var controller: Node
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func _process(delta):
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if direction:
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if direction != Vector3.ZERO:
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angle = atan2(direction.x, direction.z)
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model.rotation.y = lerp_angle(model.rotation.y, angle, rotation_speed * delta)
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func _physics_process(delta):
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@ -21,13 +21,16 @@ func handle_packet(data: PackedByteArray, _peer: PacketPeer):
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var player := spawn_player()
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player.position = server_position
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player.set_character_name(player_name)
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player.set_character_name(player_id)
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if player_id == Global.account_id:
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Global.player = player
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var controller := PlayerController.new()
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controller.character = Global.player
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Global.player.add_child(controller)
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player.controller = PlayerController.new()
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else:
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player.controller = ProxyController.new()
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player.controller.character = player
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player.add_child(player.controller)
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func spawn_player() -> Player:
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var player = player_scene.instantiate()
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43
client/network/PlayerMove.gd
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43
client/network/PlayerMove.gd
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@ -0,0 +1,43 @@
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extends PacketHandler
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@export var delay := 50
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var last_sent := Time.get_ticks_msec()
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var last_sent_position := Vector3.ZERO
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func handle_packet(data: PackedByteArray, _peer: PacketPeer):
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var buffer := StreamPeerBuffer.new()
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buffer.data_array = data
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var player_id_length := buffer.get_size() - 8
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var player_id := buffer.get_string(player_id_length)
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var x := buffer.get_float()
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# var y := buffer.get_float()
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var z := buffer.get_float()
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var player := %Players.get_node(player_id)
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var controller := player.controller as ProxyController
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controller.server_position.x = x
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controller.server_position.z = z
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func _physics_process(_delta):
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if Global.player == null:
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return
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if Global.player.position == last_sent_position:
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return
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if Time.get_ticks_msec() < last_sent + delay:
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return
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send_position()
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last_sent = Time.get_ticks_msec()
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last_sent_position = Global.player.position
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func send_position():
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var buffer := StreamPeerBuffer.new()
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buffer.put_8(PacketHandler.Packet.PLAYER_MOVE)
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buffer.put_float(Global.player.position.x)
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# buffer.put_float(Global.player.position.y)
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buffer.put_float(Global.player.position.z)
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%Client.socket.put_packet(buffer.data_array)
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22
client/player/controller/ProxyController.gd
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22
client/player/controller/ProxyController.gd
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@ -0,0 +1,22 @@
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class_name ProxyController
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extends Node
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## The character that we're controlling.
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@export var character: Character
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var server_position: Vector3
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func _ready():
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server_position = character.position
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func _process(_delta):
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var move := server_position - character.position
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move.y = 0.0
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if move.length_squared() < 0.01:
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# character.position = server_position
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character.direction = Vector3.ZERO
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return
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character.direction = Vector3(move.x, 0, move.z)
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character.direction = character.direction.normalized()
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@ -21,6 +21,8 @@ Global="*res://Global.gd"
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[display]
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window/size/viewport_width=960
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window/size/viewport_height=540
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window/vsync/vsync_mode=0
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[gui]
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@ -1,4 +1,4 @@
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[gd_scene load_steps=17 format=3 uid="uid://b40y7iuskv1ar"]
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[gd_scene load_steps=18 format=3 uid="uid://b40y7iuskv1ar"]
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[ext_resource type="Script" path="res://Game.gd" id="1_pux6q"]
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[ext_resource type="Script" path="res://network/Client.gd" id="2_1ofik"]
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@ -6,6 +6,7 @@
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[ext_resource type="Script" path="res://network/Login.gd" id="4_k8n1i"]
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[ext_resource type="Script" path="res://network/PlayerAdd.gd" id="5_1dcs7"]
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[ext_resource type="PackedScene" uid="uid://2lcnu3dy54lx" path="res://player/Player.tscn" id="5_22pku"]
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[ext_resource type="Script" path="res://network/PlayerMove.gd" id="7_rjgcp"]
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[ext_resource type="Environment" uid="uid://dixa0yso2s1u3" path="res://world/Environment.tres" id="8_5uta8"]
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[ext_resource type="CameraAttributesPractical" uid="uid://b835orxyqq6w5" path="res://camera/CameraAttributes.tres" id="9_w4cdu"]
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[ext_resource type="PackedScene" uid="uid://tgmbtt7u172g" path="res://world/Arena.blend" id="10_cje7b"]
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@ -39,6 +40,7 @@ packet_type = 1
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autostart = true
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[node name="Login" type="Node" parent="Client"]
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unique_name_in_owner = true
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script = ExtResource("4_k8n1i")
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packet_type = 2
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@ -51,6 +53,10 @@ script = ExtResource("5_1dcs7")
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player_scene = ExtResource("5_22pku")
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packet_type = 10
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[node name="PlayerMove" type="Node" parent="Client"]
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script = ExtResource("7_rjgcp")
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packet_type = 12
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[node name="World" type="Node3D" parent="."]
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[node name="Sun" type="DirectionalLight3D" parent="World"]
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@ -84,7 +90,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.00829, 1.28057, -1.95247)
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[node name="Slime3" parent="World/Enemies" instance=ExtResource("12_6yrwn")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8.53558, 1.28057, -0.306177)
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[node name="Players" type="Node3D" parent="World"]
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[node name="Players" type="Node3D" parent="."]
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unique_name_in_owner = true
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[node name="UI" parent="." instance=ExtResource("13_s76b0")]
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@ -100,7 +106,7 @@ stretch = true
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[node name="SubViewport" type="SubViewport" parent="Viewport"]
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handle_input_locally = false
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size = Vector2i(1152, 648)
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size = Vector2i(960, 540)
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render_target_update_mode = 4
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[node name="CameraPivot" type="Node3D" parent="Viewport/SubViewport"]
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@ -41,6 +41,7 @@ func (game *Game) start() {
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func (game *Game) network() {
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game.server.SetHandler(packet.Ping, game.Ping)
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game.server.SetHandler(packet.Login, game.Login)
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game.server.SetHandler(packet.PlayerMove, game.Move)
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game.server.Run(4242)
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}
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@ -3,7 +3,6 @@ package game
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import (
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"crypto/rand"
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"encoding/base64"
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"encoding/binary"
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"encoding/json"
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"errors"
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"net"
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@ -46,20 +45,14 @@ func (game *Game) Login(data []byte, address *net.UDPAddr, server *Server) error
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player.KeepAlive()
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response := []byte{Success}
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response = appendString(response, account.ID)
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response = appendString(response, player.authToken)
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response = AppendString(response, account.ID)
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response = AppendString(response, player.authToken)
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server.Send(packet.Login, response, address)
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game.onLogin(player)
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return nil
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}
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func appendString(data []byte, str string) []byte {
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data = binary.LittleEndian.AppendUint32(data, uint32(len(str)))
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data = append(data, []byte(str)...)
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return data
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}
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// Inform the newly logged in player about existing players.
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// Also inform existing players about the newly logged in player.
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func (game *Game) onLogin(player *Player) {
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30
server/game/Move.go
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30
server/game/Move.go
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@ -0,0 +1,30 @@
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package game
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import (
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"encoding/binary"
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"math"
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"net"
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"server/game/packet"
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)
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// Move updates the location and direction the client is currently moving towards.
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func (game *Game) Move(data []byte, address *net.UDPAddr, server *Server) error {
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player := game.players.Get(address)
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player.Position.X = math.Float32frombits(binary.LittleEndian.Uint32(data))
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player.Position.Z = math.Float32frombits(binary.LittleEndian.Uint32(data[4:]))
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update := []byte(player.ID)
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update = AppendFloat(update, player.Position.X)
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update = AppendFloat(update, player.Position.Z)
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game.players.Each(func(other *Player) bool {
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if other == player {
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return true
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}
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game.server.Send(packet.PlayerMove, update, other.address)
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return true
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})
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return nil
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}
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@ -40,9 +40,9 @@ func (c *Player) Tick() {
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// State returns the player state (ID, name and position).
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func (player *Player) State() []byte {
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state := []byte{}
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state = appendString(state, player.ID)
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state = appendString(state, player.Name)
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state = appendVector3(state, player.Position)
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state = AppendString(state, player.ID)
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state = AppendString(state, player.Name)
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state = AppendVector3(state, player.Position)
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return state
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}
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10
server/game/String.go
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10
server/game/String.go
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@ -0,0 +1,10 @@
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package game
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import "encoding/binary"
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// AppendString appends the length of the string followed by its contents.
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func AppendString(data []byte, str string) []byte {
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data = binary.LittleEndian.AppendUint32(data, uint32(len(str)))
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data = append(data, []byte(str)...)
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return data
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}
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@ -12,8 +12,8 @@ type Vector3 struct {
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Z float32 `json:"z"`
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}
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// appendVector3 adds the raw bits of the vector to the given byte slice in XYZ order.
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func appendVector3(data []byte, vector Vector3) []byte {
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// AppendVector3 appends the raw bits of the vector to the given byte slice in XYZ order.
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func AppendVector3(data []byte, vector Vector3) []byte {
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bits := math.Float32bits(vector.X)
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data = binary.LittleEndian.AppendUint32(data, bits)
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@ -23,3 +23,17 @@ func appendVector3(data []byte, vector Vector3) []byte {
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bits = math.Float32bits(vector.Z)
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return binary.LittleEndian.AppendUint32(data, bits)
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}
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// AppendFloat appends the raw bits of the float to the given byte slice in XYZ order.
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func AppendFloat(data []byte, value float32) []byte {
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bits := math.Float32bits(value)
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return binary.LittleEndian.AppendUint32(data, bits)
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}
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func Vector3FromBytes(data []byte) Vector3 {
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return Vector3{
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X: math.Float32frombits(binary.LittleEndian.Uint32(data)),
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Y: math.Float32frombits(binary.LittleEndian.Uint32(data[4:])),
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Z: math.Float32frombits(binary.LittleEndian.Uint32(data[8:])),
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}
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}
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