feat: implement player character with state management, network synchronization, and manager integration.
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+21
-7
@@ -1933,6 +1933,10 @@ func sync_throw_tekton(target_pos: Vector2i):
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if p.has_method("apply_stagger"):
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print("[Throw] Applying stagger to %s" % p.name)
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p.apply_stagger(3.0)
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# Apply floor freeze around the stunned player (Radius 0 or 1? "change to 6" implies under them)
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if tekton.has_method("temporarily_change_floor"):
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tekton.temporarily_change_floor(Vector2i(p.current_position.x, p.current_position.y), 1, 6, 3.0)
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NotificationManager.send_message(self , "Stunned " + p.name + "!", NotificationManager.MessageType.WARNING)
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# 2. Tekton drops tiles (Spawn tiles around) AND shrinks
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@@ -1976,12 +1980,22 @@ func sync_knock_tekton(tekton_path: NodePath):
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if is_multiplayer_authority():
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rpc("trigger_screen_shake", "heavy")
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func _find_nearby_tekton() -> Node3D:
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func _find_nearby_tekton() -> Node3D: # Find closest Tekton
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var closest_tekton = null
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var min_dist = 9999.0
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var tektons = get_tree().get_nodes_in_group("Tektons")
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for tekton in tektons:
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if tekton.is_carried: continue
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for t in tektons:
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if t.is_carried: continue
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if t.get("is_recovering"): continue # Cannot grab recovering/shrunk Tekton
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var dist = (tekton.current_position - current_position).length()
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if dist <= 1.5: # Adjacent (1.0 or 1.41)
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return tekton
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return null
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# Check adjacency (or same tile)
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# Assuming is_adjacent_or_same is a helper function that checks if two Vector2i are adjacent or the same.
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# For example: (pos1 - pos2).length_squared() <= 2 (for adjacent or same tile)
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var dist_grid = (t.current_position - current_position).length()
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if dist_grid <= 1.5: # Adjacent (1.0 or 1.41) or same tile (0.0)
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var dist = global_position.distance_to(t.global_position)
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if dist < min_dist:
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min_dist = dist
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closest_tekton = t
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return closest_tekton
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+15
-4
@@ -145,11 +145,15 @@ func _flash_damage():
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t.tween_property(mesh, "scale", base_scale * 1.2, 0.1)
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t.tween_property(mesh, "scale", base_scale, 0.1)
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var is_recovering: bool = false # True when shrunk/waiting
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@rpc("any_peer", "call_local", "reliable")
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func on_thrown_landing(attacker: Node = null):
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"""Called when Tekton lands after being thrown."""
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print("[Tekton] Landed! Shrinking and waiting...")
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is_recovering = true
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# Disable movement/interaction logic temporarily
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var controller = get_node_or_null("TektonController")
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if controller and controller.get("timer"):
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@@ -170,8 +174,8 @@ func on_thrown_landing(attacker: Node = null):
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var t = create_tween()
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t.tween_property(mesh, "scale", base_scale * 0.5, 0.2).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
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# Wait 1 seconds
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await get_tree().create_timer(1.0).timeout
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# Wait 3 seconds
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await get_tree().create_timer(3.0).timeout
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# Grow back
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for i in range(mesh_cache.size()):
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@@ -181,6 +185,8 @@ func on_thrown_landing(attacker: Node = null):
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var t = create_tween()
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t.tween_property(mesh, "scale", base_scale, 0.2).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
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is_recovering = false
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# Resume AI
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if controller and controller.has_method("_start_timer"):
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if is_multiplayer_authority() and not is_carried:
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@@ -191,9 +197,14 @@ func on_thrown_landing(attacker: Node = null):
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spawn_tiles_around(8) # Standard amount
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# Floor Freeze (Visual/Instant - Run on all clients locally)
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_temporarily_change_floor(current_position, 1, 6, 3.0)
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temporarily_change_floor(current_position, 1, 6, 3.0)
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# Stun nearby players handled by Thrower (Player.gd) or here?
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# Player.gd handles the stun call because it knows the impact zone context better?
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# Actually, Player.gd calls this function. Player.gd *also* iterates players to stun them.
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# That is fine.
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func _temporarily_change_floor(center: Vector2i, radius: int, new_id: int, duration: float):
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func temporarily_change_floor(center: Vector2i, radius: int, new_id: int, duration: float):
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if not enhanced_gridmap: return
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# Run locally on all clients to ensure instant feedback without network delay
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