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Diffstat (limited to 'client')
-rw-r--r--client/multiplayer.gd8
-rw-r--r--client/player/controllable_player.gd10
2 files changed, 10 insertions, 8 deletions
diff --git a/client/multiplayer.gd b/client/multiplayer.gd
index d3e80613..d40c00d7 100644
--- a/client/multiplayer.gd
+++ b/client/multiplayer.gd
@@ -54,7 +54,7 @@ signal server_message(text: String)
signal replay_start()
signal connection_closed(reason: String)
-const VERSION_MAJOR: int = 1
+const VERSION_MAJOR: int = 2
const VERSION_MINOR: int = 0
var connected := false
@@ -264,11 +264,11 @@ func send_join(player_name: String, character: int):
"character": character
})
-func send_position(pos: Vector2, rotation: float, boosting: bool):
+func send_movement(pos: Vector2, direction: Vector2, boosting: bool):
send_packet({
- "type": "position",
+ "type": "movement",
"pos": [pos.x, pos.y],
- "rot": rotation,
+ "direction": [direction.x, direction.y],
"boosting": boosting
})
diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd
index 9287a533..5e3dba97 100644
--- a/client/player/controllable_player.gd
+++ b/client/player/controllable_player.gd
@@ -26,9 +26,10 @@ const BOOST_RESTORE = 0.5
var onscreen_controls = preload("res://player/onscreen_controls/controls.tscn").instantiate()
-var facing = Vector2(1, 0)
-var velocity_ = Vector2(0, 0)
-var stamina = 0
+var facing := Vector2(1, 0)
+var velocity_ := Vector2(0, 0)
+var direction := Vector2(0, 0)
+var stamina := 0.
var chat_open := false
var enable_input := true
@@ -42,7 +43,7 @@ func _ready():
timer.start()
timer.connect("timeout", func():
if game.mp != null:
- game.mp.send_position(position_, rotation_, boosting)
+ game.mp.send_movement(position_, direction, boosting)
)
add_child(onscreen_controls)
super()
@@ -88,6 +89,7 @@ func _process_movement(delta):
func update(dt: float, input: Vector2, boost: bool):
input = input.limit_length(1.);
+ direction = input
if input.length() > 0.1:
self.facing = input + (self.facing - input) * exp( - dt * 10.)
rotation_ = atan2(self.facing.x, self.facing.y);