forked from unfa/liblast
Remved unused old player profile code from main
parent
6331d6aa0a
commit
3ac920d495
33
Game/Main.gd
33
Game/Main.gd
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@ -73,7 +73,7 @@ const reset_delay = 10 # seconds
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var spawn_queue = {}
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var reset_at = -1
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var game_score_limit = 10
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var game_score_limit = 2 #15
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const destroy_free_player_crash_workaround = true
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@ -414,7 +414,6 @@ func _server_disconnected() -> void:
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func _ready() -> void:
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hud.hide() # start in the menu
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#peer.compression_mode = NetworkedMultiplayerENet.COMPRESS_ZSTD
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print("Commandline arguments: ", OS.get_cmdline_args())
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get_tree().multiplayer.connect("peer_connected", self._player_connected)
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@ -426,34 +425,10 @@ func _ready() -> void:
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if OS.get_cmdline_args().has("dedicated_server"):
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start_dedicated_server()
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func _on_TextEdit_text_submitted(new_text):
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player_list.players[get_tree().multiplayer.get_unique_id()].name = new_text
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push_local_player_info()
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#chat_announcement("Player " + old_name + " is now known as " + new_name)
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func change_player_color(color):
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_on_ColorPickerButton_color_changed(color)
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func _on_ColorPickerButton_color_changed(color):
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player_list.players[get_tree().multiplayer.get_unique_id()].color = color
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push_local_player_info()
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#local_player.rpc(&'set_color', color)
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func _on_CheckButton_toggled(button_pressed):
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AudioServer.set_bus_mute(0, button_pressed)
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func _on_Button_pressed():
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destroy_player(get_tree().multiplayer.get_unique_id())
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### sound preloads to force Godot to pakcage theh in game exports (this is a bug workaround)
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#var required_sounds = [ null,
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# preload("res://Assets/SFX/Player_Death_01.wav"),
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# preload("res://Assets/SFX/Player_Death_02.wav"),
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# preload("res://Assets/SFX/Player_Pain_01.wav"),
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# preload("res://Assets/SFX/Player_Pain_02.wav"),
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# preload("res://Assets/SFX/Player_Pain_03.wav"),
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# ]
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if get_tree().multiplayer.has_multiplayer_peer():
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player_list.players[get_tree().multiplayer.get_unique_id()].color = color
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push_local_player_info()
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