fixed other players overlapping when one is neither first nor last in lobby
This commit is contained in:
+37
-37
@@ -7,6 +7,43 @@
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ksc6e"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ksc6e"]
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albedo_color = Color(0.84, 0.4725, 0.21, 1)
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albedo_color = Color(0.84, 0.4725, 0.21, 1)
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[sub_resource type="Animation" id="Animation_j3yk6"]
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length = 0.001
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loop_mode = 1
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position:x")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/1/type = "bezier"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath(".:position:y")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/2/type = "bezier"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath(".:position:z")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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[sub_resource type="Animation" id="Animation_ksc6e"]
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[sub_resource type="Animation" id="Animation_ksc6e"]
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resource_name = "hover"
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resource_name = "hover"
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length = 2.0
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length = 2.0
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@@ -45,43 +82,6 @@ tracks/2/keys = {
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"times": PackedFloat32Array(0, 1, 2)
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"times": PackedFloat32Array(0, 1, 2)
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}
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}
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[sub_resource type="Animation" id="Animation_j3yk6"]
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length = 0.001
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loop_mode = 1
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position:x")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/1/type = "bezier"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath(".:position:y")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/2/type = "bezier"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath(".:position:z")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_v6rd7"]
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_v6rd7"]
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_data = {
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_data = {
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&"RESET": SubResource("Animation_j3yk6"),
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&"RESET": SubResource("Animation_j3yk6"),
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@@ -71,19 +71,19 @@ func _on_web_client_tcp_client_order_received(playing_order: Array[ClientData])
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for index in new_ids.size():
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for index in new_ids.size():
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_bets[new_ids[index]] = []
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_bets[new_ids[index]] = []
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var hand: PlayerHand
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var hand: PlayerHand
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if client_ids[index] == _own_client_id:
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if new_ids[index] == _own_client_id:
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hand = own_player_hand
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hand = own_player_hand
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else:
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else:
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hand = player_hand_scene.instantiate()
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hand = player_hand_scene.instantiate()
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var client_data: ClientData
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var client_data: ClientData
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for client in playing_order:
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for client in playing_order:
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if client.client_id == client_ids[index]:
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if client.client_id == new_ids[index]:
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client_data = client
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client_data = client
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break
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break
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hand.set_player_data(client_data) # also for own hand?
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hand.set_player_data(client_data) # also for own hand?
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marker_positions[index - 1].add_child(hand)
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marker_positions[index - 1].add_child(hand)
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hand_associations[client_ids[index]] = hand
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hand_associations[new_ids[index]] = hand
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func _on_web_client_tcp_cards_received(cards: Dictionary) -> void:
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func _on_web_client_tcp_cards_received(cards: Dictionary) -> void:
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for client_id in cards.keys():
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for client_id in cards.keys():
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