A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. extends Control
  2. # class member variables go here, for example:
  3. # var a = 2
  4. # var b = "textvar"
  5. var SERVER_IP = "127.0.0.1"
  6. var SERVER_PORT = 2467
  7. var MAX_PLAYERS = 2
  8. var player_info = {}
  9. var my_info = {}
  10. func _ready():
  11. # Called every time the node is added to the scene.
  12. # Initialization here
  13. get_node("Server").connect("pressed", self, "_server_init")
  14. get_node("Client").connect("pressed", self, "_client_init")
  15. get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
  16. get_tree().connect("network_peer_connected", self, "_player_connected")
  17. get_tree().connect("connected_to_server", self, "_connected_ok")
  18. func _client_init():
  19. my_info.username = get_node("Username").get_text()
  20. var peer = NetworkedMultiplayerENet.new()
  21. peer.create_client(SERVER_IP, SERVER_PORT)
  22. get_tree().set_network_peer(peer)
  23. get_node("Client").set_text("Clienting!")
  24. func _singleplayer_init():
  25. my_info.username = get_node("Username").get_text()
  26. var peer = NetworkedMultiplayerENet.new()
  27. peer.create_server(SERVER_PORT, 1)
  28. get_tree().set_network_peer(peer)
  29. pre_configure_game()
  30. func _server_init():
  31. var peer = NetworkedMultiplayerENet.new()
  32. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  33. get_tree().set_network_peer(peer)
  34. get_node("Server").set_text("Serving!")
  35. func _player_connected(id):
  36. print("Connect, my friend: " + str(id))
  37. func _connected_ok():
  38. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  39. remote func register_player(id, info):
  40. player_info[id] = info
  41. if (get_tree().is_network_server()):
  42. rpc_id(id, "register_player", 1, my_info)
  43. # Send current players' info to new player
  44. for peer_id in player_info:
  45. rpc_id(id, "register_player", peer_id, player_info[peer_id])
  46. if (player_info.size() == MAX_PLAYERS):
  47. rpc("pre_configure_game")
  48. pre_configure_game()
  49. var players_done = []
  50. remote func done_preconfiguring(who):
  51. players_done.append(who)
  52. if (players_done.size() == player_info.size()):
  53. rpc("post_configure_game")
  54. remote func pre_configure_game():
  55. var self_peer_id = get_tree().get_network_unique_id()
  56. get_node("/root/Control").queue_free()
  57. var world = load("res://world.tscn").instance()
  58. get_node("/root").add_child(world)
  59. var my_player = preload("res://player.tscn").instance()
  60. my_player.set_name(str(self_peer_id))
  61. my_player.set_network_master(self_peer_id)
  62. get_node("/root/world/players").add_child(my_player)
  63. # Load other players
  64. for p in player_info:
  65. var player = preload("res://player.tscn").instance()
  66. player.set_name(str(p))
  67. get_node("/root/world/players").add_child(player)
  68. rpc_id(1, "done_preconfiguring", self_peer_id)
  69. #func _process(delta):
  70. # # Called every frame. Delta is time since last frame.
  71. # # Update game logic here.
  72. # pass