Created C# networked Pong

This commit is contained in:
Duroxxigar
2020-10-18 18:44:23 -04:00
committed by Aaron Franke
parent c7610e9334
commit 3f8567f920
43 changed files with 886 additions and 123 deletions

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<Project Sdk="Godot.NET.Sdk/3.2.3">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<RootNamespace>PongMultiplayer</RootNamespace>
</PropertyGroup>
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Pong Multiplayer with C#", "Pong Multiplayer with C#.csproj", "{4BB6C2D0-FC11-466E-8C73-8DAD689F135A}"
EndProject
Global
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ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
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# Pong Multiplayer with C#
A multiplayer demo of Pong. One player presses "host". The other presses "join". This only works locally.
Language: [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/networking/multiplayer_pong).
## Screenshots
![Screenshot](../../2d/pong/screenshots/pong.png)

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://logic/Lobby.cs" type="Script" id=1]
[node name="Lobby" type="Control"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
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margin_top = -200.0
margin_right = 320.0
margin_bottom = 200.0
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[node name="Title" type="Label" parent="."]
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margin_top = 40.0
margin_right = 430.0
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size_flags_horizontal = 2
size_flags_vertical = 0
text = "Multiplayer Pong"
align = 1
valign = 1
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[node name="AddressLabel" type="Label" parent="LobbyPanel"]
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margin_bottom = 24.0
size_flags_horizontal = 2
size_flags_vertical = 0
text = "Address"
[node name="Address" type="LineEdit" parent="LobbyPanel"]
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margin_top = 30.0
margin_right = 210.0
margin_bottom = 54.0
size_flags_horizontal = 2
size_flags_vertical = 2
text = "127.0.0.1"
[node name="HostButton" type="Button" parent="LobbyPanel"]
margin_left = 10.0
margin_top = 60.0
margin_right = 90.0
margin_bottom = 80.0
size_flags_horizontal = 2
size_flags_vertical = 2
text = "Host"
[node name="JoinButton" type="Button" parent="LobbyPanel"]
margin_left = 130.0
margin_top = 60.0
margin_right = 210.0
margin_bottom = 80.0
size_flags_horizontal = 2
size_flags_vertical = 2
text = "Join"
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[node name="StatusOk" type="Label" parent="LobbyPanel"]
margin_left = 10.0
margin_top = 90.0
margin_right = 210.0
margin_bottom = 104.0
size_flags_horizontal = 2
size_flags_vertical = 0
custom_colors/font_color = Color( 0, 1, 0.015625, 1 )
align = 1
[node name="StatusFail" type="Label" parent="LobbyPanel"]
margin_left = 10.0
margin_top = 90.0
margin_right = 210.0
margin_bottom = 104.0
size_flags_horizontal = 2
size_flags_vertical = 0
custom_colors/font_color = Color( 1, 0, 0, 1 )
align = 1
[connection signal="pressed" from="LobbyPanel/HostButton" to="LobbyPanel" method="OnHostPressed"]
[connection signal="pressed" from="LobbyPanel/JoinButton" to="LobbyPanel" method="OnJoinPressed"]

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using Godot;
using System;
public class Ball : Area2D
{
private const int DefaultSpeed = 100;
private Vector2 _direction = Vector2.Left;
private bool _stopped = false;
private float _speed = DefaultSpeed;
private Vector2 _screenSize;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_screenSize = GetViewportRect().Size;
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(float delta)
{
_speed += delta;
// Ball will move normally for both players,
// even if it's slightly out of sync between them,
// so each player sees the motion as smooth and not jerky.
if (!_stopped)
{
Translate(_speed * delta * _direction);
}
// Check screen bounds to make ball bounce.
var ballPosition = Position;
if ((ballPosition.y < 0 && _direction.y < 0) || (ballPosition.y > _screenSize.y && _direction.y > 0))
{
_direction.y = -_direction.y;
}
if (IsNetworkMaster())
{
// Only the master will decide when the ball is out in
// the left side (it's own side). This makes the game
// playable even if latency is high and ball is going
// fast. Otherwise ball might be out in the other
// player's screen but not this one.
if (ballPosition.x < 0)
{
GetParent().Rpc("UpdateScore", false);
Rpc("ResetBall", false);
}
else
{
// Only the puppet will decide when the ball is out in
// the right side, which is it's own side. This makes
// the game playable even if latency is high and ball
// is going fast. Otherwise ball might be out in the
// other player's screen but not this one.
if (ballPosition.x > _screenSize.x)
{
GetParent().Rpc("UpdateScore", true);
Rpc("ResetBall", true);
}
}
}
}
[Sync]
private void Bounce(bool left, float random)
{
// Using sync because both players can make it bounce.
if (left)
{
_direction.x = Mathf.Abs(_direction.x);
}
else
{
_direction.x = -Mathf.Abs(_direction.x);
}
_speed *= 1.1f;
_direction.y = random * 2.0f - 1;
_direction = _direction.Normalized();
}
[Sync]
private void Stop()
{
_stopped = true;
}
[Sync]
private void ResetBall(bool forLeft)
{
Position = _screenSize / 2;
_direction = forLeft ? Vector2.Left : Vector2.Right;
_speed = DefaultSpeed;
}
}

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using Godot;
using System;
using Godot.Collections;
public class Lobby : Control
{
private const int DefaultPort = 8910; // An arbitrary number.
private const int MaxNumberOfPeers = 1; // How many people we want to have in a game
private LineEdit _address;
private Button _hostButton;
private Button _joinButton;
private Label _statusOk;
private Label _statusFail;
private NetworkedMultiplayerENet _peer;
public override void _Ready()
{
// Get nodes - the generic is a class, argument is node path.
_address = GetNode<LineEdit>("Address");
_hostButton = GetNode<Button>("HostButton");
_joinButton = GetNode<Button>("JoinButton");
_statusOk = GetNode<Label>("StatusOk");
_statusFail = GetNode<Label>("StatusFail");
// Connect all callbacks related to networking.
// Note: Use snake_case when talking to engine API.
GetTree().Connect("network_peer_connected", this, nameof(PlayerConnected));
GetTree().Connect("network_peer_disconnected", this, nameof(PlayerDisconnected));
GetTree().Connect("connected_to_server", this, nameof(ConnectedOk));
GetTree().Connect("connection_failed", this, nameof(ConnectedFail));
GetTree().Connect("server_disconnected", this, nameof(ServerDisconnected));
}
// Network callbacks from SceneTree
// Callback from SceneTree.
private void PlayerConnected(int id)
{
// Someone connected, start the game!
var pong = ResourceLoader.Load<PackedScene>("res://pong.tscn").Instance();
// Connect deferred so we can safely erase it from the callback.
pong.Connect("GameFinished", this, nameof(EndGame), new Godot.Collections.Array(), (int) ConnectFlags.Deferred);
GetTree().Root.AddChild(pong);
Hide();
}
private void PlayerDisconnected(int id)
{
EndGame(GetTree().IsNetworkServer() ? "Client disconnected" : "Server disconnected");
}
// Callback from SceneTree, only for clients (not server).
private void ConnectedOk()
{
// This function is not needed for this project.
}
// Callback from SceneTree, only for clients (not server).
private void ConnectedFail()
{
SetStatus("Couldn't connect", false);
GetTree().NetworkPeer = null; // Remove peer.
_hostButton.Disabled = false;
_joinButton.Disabled = false;
}
private void ServerDisconnected()
{
EndGame("Server disconnected");
}
// Game creation functions
private void EndGame(string withError = "")
{
if (HasNode("/root/Pong"))
{
// Erase immediately, otherwise network might show
// errors (this is why we connected deferred above).
GetNode("/root/Pong").Free();
Show();
}
GetTree().NetworkPeer = null; // Remove peer.
_hostButton.Disabled = false;
_joinButton.Disabled = false;
SetStatus(withError, false);
}
private void SetStatus(string text, bool isOk)
{
// Simple way to show status.
if (isOk)
{
_statusOk.Text = text;
_statusFail.Text = "";
}
else
{
_statusOk.Text = "";
_statusFail.Text = text;
}
}
private void OnHostPressed()
{
_peer = new NetworkedMultiplayerENet();
_peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder;
Error err = _peer.CreateServer(DefaultPort, MaxNumberOfPeers);
if (err != Error.Ok)
{
// Is another server running?
SetStatus("Can't host, address in use.", false);
return;
}
GetTree().NetworkPeer = _peer;
_hostButton.Disabled = true;
_joinButton.Disabled = true;
SetStatus("Waiting for player...", true);
}
private void OnJoinPressed()
{
string ip = _address.Text;
if (!ip.IsValidIPAddress())
{
SetStatus("IP address is invalid", false);
return;
}
_peer = new NetworkedMultiplayerENet();
_peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder;
_peer.CreateClient(ip, DefaultPort);
GetTree().NetworkPeer = _peer;
SetStatus("Connecting...", true);
}
}

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using Godot;
using System;
public class Paddle : Area2D
{
private const int MotionSpeed = 150;
[Export] private bool _left = false;
private float _motion = 0.0f;
private bool _youHidden = false;
private float _screenSizeY = 0.0f;
public override void _Ready()
{
_screenSizeY = GetViewportRect().Size.y;
}
public override void _Process(float delta)
{
// Is the master of the paddle.
if (IsNetworkMaster())
{
_motion = Input.GetActionStrength("move_down") - Input.GetActionStrength("move_up");
if (!_youHidden && _motion != 0)
{
HideYouLabel();
}
_motion *= MotionSpeed;
// Using unreliable to make sure position is updated as fast as possible,
// even if one of the calls is dropped
RpcUnreliable(nameof(SetPosAndMotion), Position, _motion);
}
else
{
if (!_youHidden)
{
HideYouLabel();
}
}
Translate(new Vector2(0, _motion * delta));
// Set screen limits. Can't modify structs directly, so we create a new one.
Position = new Vector2(Position.x, Mathf.Clamp(Position.y, 16, _screenSizeY - 16));
}
[Puppet]
private void SetPosAndMotion(Vector2 pos, float motion)
{
Position = pos;
_motion = motion;
}
private void HideYouLabel()
{
_youHidden = true;
GetNode<Label>("You").Hide();
}
private void OnPaddleAreaEnter(Area2D area)
{
if (IsNetworkMaster())
{
area.Rpc("Bounce", _left, GD.Randf());
}
}
}

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using Godot;
using System;
public class Pong : Node2D
{
[Signal]
private delegate void GameFinished(string withError);
private const int ScoreToWin = 10;
private int _scoreLeft = 0;
private int _scoreRight = 0;
private Paddle _playerTwo;
private Label _scoreLeftNode;
private Label _scoreRightNode;
private Label _winnerLeft;
private Label _winnerRight;
public override void _Ready()
{
// Get nodes. The generic is the class, argument is path to the node.
_playerTwo = GetNode<Paddle>("Player2");
_scoreLeftNode = GetNode<Label>("ScoreLeft");
_scoreRightNode = GetNode<Label>("ScoreRight");
_winnerLeft = GetNode<Label>("WinnerLeft");
_winnerRight = GetNode<Label>("WinnerRight");
// By default, all nodes in server inherit from master,
// while all nodes in clients inherit from puppet.
// SetNetworkMaster is tree-recursive by default.
if (GetTree().IsNetworkServer())
{
_playerTwo.SetNetworkMaster(GetTree().GetNetworkConnectedPeers()[0]);
}
else
{
_playerTwo.SetNetworkMaster(GetTree().GetNetworkUniqueId());
}
GD.Print("Unique id: ", GetTree().GetNetworkUniqueId());
}
[Sync]
private void UpdateScore(bool addToLeft)
{
if (addToLeft)
{
_scoreLeft += 1;
_scoreLeftNode.Text = _scoreLeft.ToString();
}
else
{
_scoreRight += 1;
_scoreRightNode.Text = _scoreRight.ToString();
}
var gameEnded = false;
if (_scoreLeft == ScoreToWin)
{
_winnerLeft.Show();
gameEnded = true;
}
else if (_scoreRight == ScoreToWin)
{
_winnerRight.Show();
gameEnded = true;
}
if (gameEnded)
{
GetNode<Button>("ExitGame").Show();
GetNode<Ball>("Ball").Rpc("Stop");
}
}
private void OnExitGamePressed()
{
EmitSignal(nameof(GameFinished), "");
}
}

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radius = 4.78568
height = 23.6064
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texture = ExtResource( 2 )
[node name="Shape" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="You" type="Label" parent="."]
margin_left = -26.0
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margin_bottom = -19.0
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[ext_resource path="res://separator.png" type="Texture" id=2]
[ext_resource path="res://paddle.tscn" type="PackedScene" id=3]
[ext_resource path="res://ball.tscn" type="PackedScene" id=4]
[node name="Pong" type="Node2D"]
script = ExtResource( 1 )
[node name="ColorRect" type="ColorRect" parent="."]
margin_right = 640.0
margin_bottom = 400.0
color = Color( 0.141176, 0.152941, 0.164706, 1 )
__meta__ = {
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[node name="Separator" type="Sprite" parent="."]
position = Vector2( 320, 200 )
texture = ExtResource( 2 )
[node name="Player1" parent="." instance=ExtResource( 3 )]
modulate = Color( 0, 1, 1, 1 )
position = Vector2( 32.49, 188.622 )
_left = true
[node name="Player2" parent="." instance=ExtResource( 3 )]
modulate = Color( 1, 0, 1, 1 )
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position = Vector2( 320.206, 184 )
[node name="ScoreLeft" type="Label" parent="."]
margin_left = 240.0
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align = 1
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margin_top = 10.0
margin_right = 400.0
margin_bottom = 30.0
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text = "0"
align = 1
[node name="WinnerLeft" type="Label" parent="."]
visible = false
margin_left = 190.0
margin_top = 170.0
margin_right = 267.0
margin_bottom = 184.0
size_flags_horizontal = 2
size_flags_vertical = 0
text = "The Winner!"
[node name="WinnerRight" type="Label" parent="."]
visible = false
margin_left = 380.0
margin_top = 170.0
margin_right = 457.0
margin_bottom = 184.0
size_flags_horizontal = 2
size_flags_vertical = 0
text = "The Winner!"
[node name="ExitGame" type="Button" parent="."]
visible = false
margin_left = 280.0
margin_top = 340.0
margin_right = 360.0
margin_bottom = 360.0
size_flags_horizontal = 2
size_flags_vertical = 2
text = "Exit Game"
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2( 320, 200 )
current = true
[connection signal="pressed" from="ExitGame" to="." method="OnExitGamePressed"]
[editable path="Player1"]
[editable path="Player2"]

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@@ -0,0 +1,56 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Pong Multiplayer with C#"
config/description="A multiplayer demo of the classical pong game.
One of the players should press 'host', while the
other should select the address and press 'join'."
run/main_scene="res://lobby.tscn"
config/icon="res://icon.png"
[display]
window/size/width=640
window/size/height=400
window/stretch/mode="2d"
window/stretch/aspect="expand"
[input]
move_down={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
]
}
move_up={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
]
}
[rendering]
quality/driver/driver_name="GLES2"
quality/2d/use_pixel_snap=true

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@@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/left_pallete.png-bc33611074a0f886142e37c77bd2545a.stex"
path="res://.import/separator.png-f981c8489b9148e2e1dc63398273da74.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://left_pallete.png"
dest_files=[ "res://.import/left_pallete.png-bc33611074a0f886142e37c77bd2545a.stex" ]
source_file="res://separator.png"
dest_files=[ "res://.import/separator.png-f981c8489b9148e2e1dc63398273da74.stex" ]
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mono/pong/paddle.png Normal file

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://paddle.png"
dest_files=[ "res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@@ -1,8 +1,7 @@
[gd_scene load_steps=13 format=2]
[gd_scene load_steps=12 format=2]
[ext_resource path="res://Logic/Paddle.cs" type="Script" id=1]
[ext_resource path="res://left_pallete.png" type="Texture" id=2]
[ext_resource path="res://right_pallete.png" type="Texture" id=3]
[ext_resource path="res://paddle.png" type="Texture" id=2]
[ext_resource path="res://Logic/Ball.cs" type="Script" id=4]
[ext_resource path="res://ball.png" type="Texture" id=5]
[ext_resource path="res://separator.png" type="Texture" id=6]
@@ -29,6 +28,7 @@ margin_bottom = 400.0
color = Color( 0.141176, 0.152941, 0.164706, 1 )
[node name="Left" type="Area2D" parent="."]
modulate = Color( 0, 1, 1, 1 )
position = Vector2( 67.6285, 192.594 )
script = ExtResource( 1 )
@@ -39,11 +39,12 @@ texture = ExtResource( 2 )
shape = SubResource( 1 )
[node name="Right" type="Area2D" parent="."]
modulate = Color( 1, 0, 1, 1 )
position = Vector2( 563.815, 188.919 )
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="Right"]
texture = ExtResource( 3 )
texture = ExtResource( 2 )
[node name="Collision" type="CollisionShape2D" parent="Right"]
shape = SubResource( 1 )

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@@ -22,16 +22,20 @@ func _process(delta):
direction.y = -direction.y
if is_network_master():
# Only master will decide when the ball is out in the left side (it's own side).
# This makes the game playable even if latency is high and ball is going fast.
# Otherwise ball might be out in the other player's screen but not this one.
# Only the master will decide when the ball is out in
# the left side (it's own side). This makes the game
# playable even if latency is high and ball is going
# fast. Otherwise ball might be out in the other
# player's screen but not this one.
if ball_pos.x < 0:
get_parent().rpc("update_score", false)
rpc("_reset_ball", false)
else:
# Only the puppet will decide when the ball is out in the right side (it's own side).
# This makes the game playable even if latency is high and ball is going fast.
# Otherwise ball might be out in the other player's screen but not this one.
# Only the puppet will decide when the ball is out in
# the right side, which is it's own side. This makes
# the game playable even if latency is high and ball
# is going fast. Otherwise ball might be out in the
# other player's screen but not this one.
if ball_pos.x > _screen_size.x:
get_parent().rpc("update_score", true)
rpc("_reset_ball", true)

View File

@@ -40,7 +40,7 @@ func _player_disconnected(_id):
# Callback from SceneTree, only for clients (not server).
func _connected_ok():
pass # We don't need this function.
pass # This function is not needed for this project.
# Callback from SceneTree, only for clients (not server).
@@ -59,7 +59,8 @@ func _server_disconnected():
func _end_game(with_error = ""):
if has_node("/root/Pong"):
# Erase immediately, otherwise network might show errors (this is why we connected deferred above).
# Erase immediately, otherwise network might show
# errors (this is why we connected deferred above).
get_node("/root/Pong").free()
show()

View File

@@ -4,42 +4,42 @@ const MOTION_SPEED = 150
export var left = false
var motion = 0
var you_hidden = false
var _motion = 0
var _you_hidden = false
onready var _screen_size_y = get_viewport_rect().size.y
func _process(delta):
# Is the master of the paddle.
if is_network_master():
motion = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
_motion = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
if not you_hidden and motion != 0:
if not _you_hidden and _motion != 0:
_hide_you_label()
motion *= MOTION_SPEED
_motion *= MOTION_SPEED
# Using unreliable to make sure position is updated as fast
# as possible, even if one of the calls is dropped.
rpc_unreliable("set_pos_and_motion", position, motion)
rpc_unreliable("set_pos_and_motion", position, _motion)
else:
if not you_hidden:
if not _you_hidden:
_hide_you_label()
translate(Vector2(0, motion * delta))
translate(Vector2(0, _motion * delta))
# Set screen limits.
position.y = clamp(position.y, 16, _screen_size_y - 16)
# Synchronize position and speed to the other peers.
puppet func set_pos_and_motion(p_pos, p_motion):
position = p_pos
motion = p_motion
puppet func set_pos_and_motion(pos, motion):
position = pos
_motion = motion
func _hide_you_label():
you_hidden = true
_you_hidden = true
get_node("You").hide()

View File

@@ -1,12 +1,12 @@
extends Node2D
signal game_finished()
const SCORE_TO_WIN = 10
var score_left = 0
var score_right = 0
signal game_finished()
onready var player2 = $Player2
onready var score_left_node = $ScoreLeft
onready var score_right_node = $ScoreRight
@@ -23,7 +23,8 @@ func _ready():
else:
# For the client, give control of player 2 to itself.
player2.set_network_master(get_tree().get_network_unique_id())
print("unique id: ", get_tree().get_network_unique_id())
print("Unique id: ", get_tree().get_network_unique_id())
sync func update_score(add_to_left):

View File

@@ -21,19 +21,14 @@ position = Vector2( 320, 200 )
texture = ExtResource( 2 )
[node name="Player1" parent="." instance=ExtResource( 3 )]
modulate = Color( 0, 1, 1, 1 )
position = Vector2( 32.49, 188.622 )
left = true
[node name="Sprite" parent="Player1" index="0"]
self_modulate = Color( 0, 1, 1, 1 )
[node name="Player2" parent="." instance=ExtResource( 3 )]
self_modulate = Color( 1, 0, 1, 1 )
modulate = Color( 1, 0, 1, 1 )
position = Vector2( 608.88, 188.622 )
[node name="Sprite" parent="Player2" index="0"]
self_modulate = Color( 1, 0, 1, 1 )
[node name="Ball" parent="." instance=ExtResource( 4 )]
position = Vector2( 320.387, 189.525 )

View File

@@ -64,4 +64,3 @@ move_up={
quality/driver/driver_name="GLES2"
quality/2d/use_pixel_snap=true
viewport/default_clear_color=Color( 0, 0, 0, 1 )

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://paddle.png"
dest_files=[ "res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
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flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
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size_limit=0
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svg/scale=1.0

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@@ -1,8 +1,7 @@
[gd_scene load_steps=13 format=2]
[gd_scene load_steps=12 format=2]
[ext_resource path="res://scripts/paddle.vs" type="Script" id=1]
[ext_resource path="res://left_pallete.png" type="Texture" id=2]
[ext_resource path="res://right_pallete.png" type="Texture" id=3]
[ext_resource path="res://paddle.png" type="Texture" id=2]
[ext_resource path="res://scripts/ball.vs" type="Script" id=4]
[ext_resource path="res://ball.png" type="Texture" id=5]
[ext_resource path="res://separator.png" type="Texture" id=6]
@@ -32,6 +31,7 @@ __meta__ = {
}
[node name="Left" type="Area2D" parent="."]
modulate = Color( 0, 1, 1, 1 )
position = Vector2( 67.6285, 192.594 )
script = ExtResource( 1 )
@@ -42,12 +42,13 @@ texture = ExtResource( 2 )
shape = SubResource( 1 )
[node name="Right" type="Area2D" parent="."]
modulate = Color( 1, 0, 1, 1 )
position = Vector2( 563.815, 188.919 )
script = ExtResource( 1 )
ball_dir = -1.0
[node name="Sprite" type="Sprite" parent="Right"]
texture = ExtResource( 3 )
texture = ExtResource( 2 )
[node name="Collision" type="CollisionShape2D" parent="Right"]
shape = SubResource( 1 )

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[deps]
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