Use remotesync instead of the deprecated sync in networking demos

The `sync` keyword has been deprecated since Godot 3.1.
This commit is contained in:
Hugo Locurcio
2021-08-29 12:22:37 +02:00
parent 11a72411cc
commit d1f25ca4aa
5 changed files with 12 additions and 12 deletions

View File

@@ -8,7 +8,7 @@ puppet var puppet_motion = Vector2()
export var stunned = false
# Use sync because it will be called everywhere
sync func setup_bomb(bomb_name, pos, by_who):
remotesync func setup_bomb(bomb_name, pos, by_who):
var bomb = preload("res://bomb.tscn").instance()
bomb.set_name(bomb_name) # Ensure unique name for the bomb
bomb.position = pos

View File

@@ -16,7 +16,7 @@ func _process(_delta):
$"../Winner".show()
sync func increase_score(for_who):
remotesync func increase_score(for_who):
assert(for_who in player_labels)
var pl = player_labels[for_who]
pl.score += 1

View File

@@ -41,7 +41,7 @@ func _process(delta):
rpc("_reset_ball", true)
sync func bounce(left, random):
remotesync func bounce(left, random):
# Using sync because both players can make it bounce.
if left:
direction.x = abs(direction.x)
@@ -53,11 +53,11 @@ sync func bounce(left, random):
direction = direction.normalized()
sync func stop():
remotesync func stop():
stopped = true
sync func _reset_ball(for_left):
remotesync func _reset_ball(for_left):
position = _screen_size / 2
if for_left:
direction = Vector2.LEFT

View File

@@ -27,7 +27,7 @@ func _ready():
print("Unique id: ", get_tree().get_network_unique_id())
sync func update_score(add_to_left):
remotesync func update_score(add_to_left):
if add_to_left:
score_left += 1
score_left_node.set_text(str(score_left))

View File

@@ -13,7 +13,7 @@ master func set_player_name(name):
rpc("update_player_name", sender, name)
sync func update_player_name(player, name):
remotesync func update_player_name(player, name):
var pos = _players.find(player)
if pos != -1:
_list.set_item_text(pos, name)
@@ -28,13 +28,13 @@ master func request_action(action):
next_turn()
sync func do_action(action):
remotesync func do_action(action):
var name = _list.get_item_text(_turn)
var val = randi() % 100
rpc("_log", "%s: %ss %d" % [name, action, val])
sync func set_turn(turn):
remotesync func set_turn(turn):
_turn = turn
if turn >= _players.size():
return
@@ -46,7 +46,7 @@ sync func set_turn(turn):
_action.disabled = _players[turn] != get_tree().get_network_unique_id()
sync func del_player(id):
remotesync func del_player(id):
var pos = _players.find(id)
if pos == -1:
return
@@ -58,7 +58,7 @@ sync func del_player(id):
rpc("set_turn", _turn)
sync func add_player(id, name=""):
remotesync func add_player(id, name=""):
_players.append(id)
if name == "":
_list.add_item("... connecting ...", null, false)
@@ -106,7 +106,7 @@ func on_peer_del(id):
rpc("del_player", id)
sync func _log(what):
remotesync func _log(what):
$HBoxContainer/RichTextLabel.add_text(what + "\n")