Add graze
This commit is contained in:
parent
6eec1f6181
commit
a0f27fe378
6 changed files with 121 additions and 60 deletions
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@ -41,3 +41,12 @@ script = ExtResource("4_ubrrh")
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unique_name_in_owner = true
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script = ExtResource("2_b2dol")
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player = NodePath("../Player")
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[node name="GrazeLabel" type="RichTextLabel" parent="."]
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unique_name_in_owner = true
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z_index = 5
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layout_mode = 1
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anchors_preset = 10
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anchor_right = 1.0
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grow_horizontal = 2
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fit_content = true
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@ -32,11 +32,13 @@ func _on_match_state(p_state : NakamaRTAPI.MatchData):
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if data["forcePlayerPos"]:
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player.set_position_data(
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Vector2(
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float(data["playerPos"]["x"]),
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float(data["playerPos"]["y"])
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float(data["playerHitPos"]["x"]),
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float(data["playerHitPos"]["y"])
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),
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float(data["playerPos"]["radius_multiplier"])
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float(data["playerHitPos"]["radius_multiplier"]),
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float(data["playerGrazePos"]["radius_multiplier"])
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)
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%GrazeLabel.text = "Graze: " + str(data["graze"])
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# Handle player death if there is an ongoing death timer
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if int(data["deathTimer"]) > 0:
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@ -61,6 +63,7 @@ func _on_match_state(p_state : NakamaRTAPI.MatchData):
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# Reimplemented from ScalableSprite2D here atm
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var scale_ratio = ((b["radius_multiplier"] * 2) * Globals.SERVER_SIZE.x) / bullet.texture.get_width()
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bullet.scale = Vector2(scale_ratio, scale_ratio)
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bullet.z_index = 4
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%BulletManager.add_child(bullet)
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%BulletManager.bullets.append(bullet)
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@ -3,10 +3,10 @@ extends Node2D
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@export var speed = 80
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var velocity := Vector2.ZERO
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var collision: DanmakuCircle = DanmakuCircle.new()
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var hurt_collision: DanmakuCircle = DanmakuCircle.new()
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var graze_collision: DanmakuCircle = DanmakuCircle.new()
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# This is temporary, it should be defined per-sprite when I get to the skin system
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const PLAYER_BODY_WIDTH_MULTIPLIER = 0.18
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const PLAYER_BODY_WIDTH_MULTIPLIER = 0.18 # This is temporary, it should be defined per-sprite when I get to the skin system
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var alive: bool = true
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@ -31,16 +31,22 @@ func _physics_process(delta: float):
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var attempted_position := position + (velocity * delta)
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attempted_position = attempted_position.clamp(Vector2(0, 0), Globals.SERVER_SIZE)
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set_position_data(attempted_position, null)
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set_position_data(attempted_position, null, null)
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func set_position_data(pos: Vector2, hurtcircle_scale_multiplier):
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func set_position_data(pos: Vector2, hurtcircle_scale_multiplier, grazecircle_scale_multiplier):
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position = pos
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collision.set_position(pos.x, pos.y)
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hurt_collision.set_position(pos.x, pos.y)
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graze_collision.set_position(pos.x, pos.y)
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if hurtcircle_scale_multiplier:
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collision.set_radius(Globals.SERVER_SIZE.x*hurtcircle_scale_multiplier)
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hurt_collision.set_radius(Globals.SERVER_SIZE.x*hurtcircle_scale_multiplier)
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$HurtcircleSprite.scale_sprite(hurtcircle_scale_multiplier*2)
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if grazecircle_scale_multiplier:
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graze_collision.set_radius(Globals.SERVER_SIZE.x*grazecircle_scale_multiplier)
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$GrazecircleSprite.scale_sprite(grazecircle_scale_multiplier*2)
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func kill():
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if alive == false:
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return
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@ -1,22 +1,30 @@
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[gd_scene load_steps=6 format=3 uid="uid://cd3tqt7hr5pqs"]
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[gd_scene load_steps=7 format=3 uid="uid://cd3tqt7hr5pqs"]
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[ext_resource type="Script" uid="uid://bhwiun72wpk6e" path="res://danmaku!/player.gd" id="1_r7xhp"]
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[ext_resource type="Texture2D" uid="uid://bs3fntlmlqpt2" path="res://icon.svg" id="2_04s0l"]
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[ext_resource type="Texture2D" uid="uid://c3deywcu4du2b" path="res://test-collision.png" id="3_gf44i"]
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[ext_resource type="Script" uid="uid://v6jris184o8u" path="res://danmaku!/ScalableSprite2D.gd" id="3_u0x7w"]
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[ext_resource type="Texture2D" uid="uid://brcxly3s7d1jt" path="res://test-graze.png" id="5_273wv"]
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[ext_resource type="AudioStream" uid="uid://c5n7x6q67tp78" path="res://test-death-noise.mp3" id="5_poktv"]
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[node name="Player" type="Node2D"]
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script = ExtResource("1_r7xhp")
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[node name="BodySprite" type="Sprite2D" parent="."]
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z_index = 1
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texture = ExtResource("2_04s0l")
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script = ExtResource("3_u0x7w")
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[node name="HurtcircleSprite" type="Sprite2D" parent="."]
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z_index = 3
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texture = ExtResource("3_gf44i")
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script = ExtResource("3_u0x7w")
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[node name="GrazecircleSprite" type="Sprite2D" parent="."]
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z_index = 2
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texture = ExtResource("5_273wv")
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script = ExtResource("3_u0x7w")
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[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
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stream = ExtResource("5_poktv")
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volume_db = -20.0
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BIN
client/test-graze.png
Normal file
BIN
client/test-graze.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 978 B |
133
server/main.go
133
server/main.go
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@ -13,7 +13,6 @@ import (
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"database/sql"
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"encoding/json"
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"math"
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"math/rand"
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"slices"
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"github.com/heroiclabs/nakama-common/runtime"
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@ -32,22 +31,26 @@ const (
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)
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const (
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STAGE_WIDTH float64 = 90.0
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STAGE_HEIGHT float64 = 160.0
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BULLET_KILL_BUFFER_WIDTH float64 = 16.0
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PLAYER_COL_RADIUS_MULTIPLIER float64 = 0.01
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PLAYER_DEATH_TIMER_MAX int = 180
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STAGE_WIDTH float64 = 90.0
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STAGE_HEIGHT float64 = 160.0
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BULLET_KILL_BUFFER_WIDTH float64 = 16.0
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PLAYER_HIT_COL_RADIUS_MULTIPLIER float64 = 0.01
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PLAYER_GRAZE_COL_RADIUS_MULTIPLIER float64 = 0.04
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PLAYER_DEATH_TIMER_MAX int = 180
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GRAZE_ADDITION_MULTIPLIER int = 1000
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)
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// Interface for registering match handlers
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type BattleRoyaleMatch struct{}
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type PlayerStageState struct {
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col *C.Circle
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hitCol *C.Circle
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grazeCol *C.Circle
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bullets []*C.Bullet
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updatePlayerPos bool
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health int
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graze int
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score int
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deathTimer int
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}
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@ -58,10 +61,12 @@ type PlayerUpdate struct {
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type GameTickUpdate struct {
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Tick int64 `json:"tick"`
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PlayerPos map[string]interface{} `json:"playerPos"`
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PlayerHitPos map[string]interface{} `json:"playerHitPos"`
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PlayerGrazePos map[string]interface{} `json:"playerGrazePos"`
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NewBullets []map[string]interface{} `json:"newBullets"`
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ForcePlayerPos bool `json:"forcePlayerPos"`
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DeathTimer int `json:"deathTimer"`
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Graze int `json:"graze"`
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}
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type PresenceState struct { // present time! hahahahahahahah!
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@ -115,7 +120,8 @@ func (m *BattleRoyaleMatch) MatchJoin(ctx context.Context, logger runtime.Logger
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lobbyState.presences[presences[i].GetSessionId()] = &PresenceState{
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presence: presences[i],
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stageState: PlayerStageState{
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col: C.new_circle(C.double(STAGE_WIDTH*0.5), C.double(STAGE_HEIGHT-STAGE_HEIGHT*0.1), C.double(STAGE_WIDTH*PLAYER_COL_RADIUS_MULTIPLIER)),
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hitCol: C.new_circle(C.double(STAGE_WIDTH*0.5), C.double(STAGE_HEIGHT-STAGE_HEIGHT*0.1), C.double(STAGE_WIDTH*PLAYER_HIT_COL_RADIUS_MULTIPLIER)),
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grazeCol: C.new_circle(C.double(STAGE_WIDTH*0.5), C.double(STAGE_HEIGHT-STAGE_HEIGHT*0.1), C.double(STAGE_WIDTH*PLAYER_GRAZE_COL_RADIUS_MULTIPLIER)),
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bullets: []*C.Bullet{},
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updatePlayerPos: true,
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health: 3,
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@ -143,7 +149,8 @@ func (m *BattleRoyaleMatch) MatchLeave(ctx context.Context, logger runtime.Logge
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for _, bullet := range playerState.stageState.bullets {
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C.destroy_bullet(bullet)
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}
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C.destroy_circle(playerState.stageState.col)
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C.destroy_circle(playerState.stageState.hitCol)
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C.destroy_circle(playerState.stageState.grazeCol)
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delete(lobbyState.presences, sessionID)
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}
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}
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@ -215,8 +222,11 @@ func (m *BattleRoyaleMatch) MatchLoop(ctx context.Context, logger runtime.Logger
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update.X = math.Max(0, math.Min(update.X, STAGE_WIDTH))
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update.Y = math.Max(0, math.Min(update.Y, STAGE_HEIGHT))
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lobbyState.presences[msg.GetSessionId()].stageState.col.x = C.double(update.X)
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lobbyState.presences[msg.GetSessionId()].stageState.col.y = C.double(update.Y)
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lobbyState.presences[msg.GetSessionId()].stageState.hitCol.x = C.double(update.X)
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lobbyState.presences[msg.GetSessionId()].stageState.hitCol.y = C.double(update.Y)
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lobbyState.presences[msg.GetSessionId()].stageState.grazeCol.x = C.double(update.X)
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lobbyState.presences[msg.GetSessionId()].stageState.grazeCol.y = C.double(update.Y)
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if clampedX || clampedY {
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lobbyState.presences[msg.GetSessionId()].stageState.updatePlayerPos = true
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@ -240,65 +250,90 @@ func (m *BattleRoyaleMatch) MatchLoop(ctx context.Context, logger runtime.Logger
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}
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if v.stageState.deathTimer == 0 { // If the player's death timer has run out, reset them. 0 is a special deathTimer tick that indicates reset to the clients.
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v.stageState.col.x = C.double(STAGE_WIDTH * 0.5)
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v.stageState.col.y = C.double(STAGE_HEIGHT - STAGE_HEIGHT*0.1)
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v.stageState.hitCol.x = C.double(STAGE_WIDTH * 0.5)
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v.stageState.hitCol.y = C.double(STAGE_HEIGHT - STAGE_HEIGHT*0.1)
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v.stageState.grazeCol.x = C.double(STAGE_WIDTH * 0.5)
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v.stageState.grazeCol.y = C.double(STAGE_HEIGHT - STAGE_HEIGHT*0.1)
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v.stageState.updatePlayerPos = true
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} else { // If the player is alive, check if the player collided with a bullet and kill them if so
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} else if v.stageState.deathTimer == -1 { // If the player is alive, check if the player collided with a bullet and kill them if so
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if slices.ContainsFunc(v.stageState.bullets, func(b *C.Bullet) bool {
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return bool(C.bullet_collides_with(b, C.int64_t(tick), v.stageState.col))
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return bool(C.bullet_collides_with(b, C.int64_t(tick), v.stageState.hitCol))
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}) {
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v.stageState.deathTimer = PLAYER_DEATH_TIMER_MAX
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} else if slices.ContainsFunc(v.stageState.bullets, func(b *C.Bullet) bool { // Otherwise, check the graze col and increment the graze and score
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return bool(C.bullet_collides_with(b, C.int64_t(tick), v.stageState.grazeCol))
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}) {
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v.stageState.graze += GRAZE_ADDITION_MULTIPLIER
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}
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}
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var newBulletsToBroadcast = []map[string]interface{}{}
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// Test bullet spawning, only when player is alive
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if tick%10 == 0 && v.stageState.deathTimer == -1 {
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velx := (rand.Float64() * STAGE_WIDTH) / float64(lobbyState.tickRate)
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vely := (rand.Float64() * STAGE_WIDTH) / float64(lobbyState.tickRate)
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radius_multiplier := 0.01 + rand.Float64()*(0.1-0.01)
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vel_x_sign := 2*rand.Intn(2) - 1
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vel_y_sign := 2*rand.Intn(2) - 1
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if tick%30 == 0 && v.stageState.deathTimer == -1 {
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numBullets := 20
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spreadAngle := 60.0 // Spread in degrees
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startAngle := 90 - (spreadAngle / 2)
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bulletSpeed := STAGE_WIDTH / float64(lobbyState.tickRate) / 3
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bulletRadiusMult := 0.03
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bullet := C.new_bullet(
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C.uint8_t(BULLET_LINEAR),
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C.int64_t(tick),
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C.double(STAGE_WIDTH*rand.Float64()),
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C.double(STAGE_HEIGHT*rand.Float64()),
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C.double(radius_multiplier*STAGE_WIDTH),
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C.double(float64(vel_x_sign)*velx),
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C.double(float64(vel_y_sign)*vely),
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)
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// Define a single spawn point near the top of the screen
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spawnX := STAGE_WIDTH / 2 // Centered horizontally
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spawnY := STAGE_HEIGHT * 0.1 // 10% from the top
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v.stageState.bullets = append(v.stageState.bullets, bullet)
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for i := 0; i < numBullets; i++ {
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angle := startAngle + (spreadAngle/float64(numBullets-1))*float64(i)
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angleRad := angle * (math.Pi / 180.0)
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var x, y C.double
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C.bullet_get_current_pos(bullet, C.int64_t(tick), &x, &y)
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velx := bulletSpeed * math.Cos(angleRad)
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vely := bulletSpeed * math.Sin(angleRad)
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bulletData := map[string]interface{}{
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"class": BULLET_LINEAR,
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"tick": tick,
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"x": float64(x),
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"y": float64(y),
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"radius_multiplier": float64(radius_multiplier),
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"vel_x": float64(vel_x_sign) * velx,
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"vel_y": float64(vel_y_sign) * vely,
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bullet := C.new_bullet(
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C.uint8_t(BULLET_LINEAR),
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C.int64_t(tick),
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C.double(spawnX), // Fixed X start position
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C.double(spawnY), // Fixed Y start position
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C.double(bulletRadiusMult*STAGE_WIDTH), // Fixed radius
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C.double(velx),
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C.double(vely),
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)
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v.stageState.bullets = append(v.stageState.bullets, bullet)
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var x, y C.double
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C.bullet_get_current_pos(bullet, C.int64_t(tick), &x, &y)
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bulletData := map[string]interface{}{
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"class": BULLET_LINEAR,
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"tick": tick,
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"x": float64(x),
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"y": float64(y),
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"radius_multiplier": bulletRadiusMult,
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"vel_x": velx,
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"vel_y": vely,
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}
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newBulletsToBroadcast = append(newBulletsToBroadcast, bulletData)
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}
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newBulletsToBroadcast = append(newBulletsToBroadcast, bulletData)
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}
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var tickData = GameTickUpdate{
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Tick: tick,
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PlayerPos: map[string]interface{}{
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"x": v.stageState.col.x,
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"y": v.stageState.col.y,
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"radius_multiplier": PLAYER_COL_RADIUS_MULTIPLIER,
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PlayerHitPos: map[string]interface{}{
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"x": v.stageState.hitCol.x,
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"y": v.stageState.hitCol.y,
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"radius_multiplier": PLAYER_HIT_COL_RADIUS_MULTIPLIER,
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},
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PlayerGrazePos: map[string]interface{}{
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"x": v.stageState.grazeCol.x,
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"y": v.stageState.grazeCol.y,
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"radius_multiplier": PLAYER_GRAZE_COL_RADIUS_MULTIPLIER,
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},
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NewBullets: newBulletsToBroadcast,
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ForcePlayerPos: v.stageState.updatePlayerPos,
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DeathTimer: v.stageState.deathTimer,
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Graze: v.stageState.graze,
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}
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v.stageState.updatePlayerPos = false
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