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_PORT = 2467
  6. var MAX_PLAYERS = 10
  7. var SERVER_PLAYING = true
  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("ServerStart").connect("pressed", self, "start_game")
  15. get_node("Client").connect("pressed", self, "_client_init")
  16. get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
  17. get_tree().connect("network_peer_connected", self, "_player_connected")
  18. get_tree().connect("connected_to_server", self, "_connected_ok")
  19. func _client_init():
  20. collect_info()
  21. var peer = NetworkedMultiplayerENet.new()
  22. var server_ip = get_node("IP").get_text()
  23. peer.create_client(server_ip, SERVER_PORT)
  24. get_tree().set_network_peer(peer)
  25. get_node("Client").set_text("Clienting!")
  26. func _singleplayer_init():
  27. collect_info()
  28. var peer = NetworkedMultiplayerENet.new()
  29. peer.create_server(SERVER_PORT, 1)
  30. get_tree().set_network_peer(peer)
  31. player_info[1] = my_info
  32. pre_configure_game()
  33. func _server_init():
  34. collect_info()
  35. var peer = NetworkedMultiplayerENet.new()
  36. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  37. get_tree().set_network_peer(peer)
  38. get_node("Server").set_text("Serving!")
  39. get_node("ServerStart").show()
  40. if SERVER_PLAYING:
  41. player_info[1] = my_info
  42. func _player_connected(id):
  43. print("Connect, my friend: " + str(id))
  44. func _connected_ok():
  45. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  46. func collect_info():
  47. my_info.username = get_node("Username").get_text()
  48. my_info.hero = get_node("HeroSelect").get_selected_id()
  49. remote func register_player(new_peer, info):
  50. player_info[new_peer] = info
  51. if (get_tree().is_network_server()):
  52. # Send current players' info to new player
  53. for old_peer in player_info:
  54. # Send new player, old player's info
  55. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  56. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  57. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  58. if old_peer != 1 and old_peer != new_peer:
  59. # Send old player, new player's info (not us, no infinite loop)
  60. rpc_id(old_peer, "register_player", new_peer, info)
  61. if (player_info.size() == MAX_PLAYERS):
  62. start_game()
  63. func start_game():
  64. rpc("pre_configure_game")
  65. if SERVER_PLAYING:
  66. pre_configure_game()
  67. var players_done = []
  68. remote func done_preconfiguring(who):
  69. players_done.append(who)
  70. if (players_done.size() == player_info.size()):
  71. rpc("post_configure_game")
  72. remote func pre_configure_game():
  73. var self_peer_id = get_tree().get_network_unique_id()
  74. get_node("/root/Control").queue_free()
  75. var world = load("res://scenes/world.tscn").instance()
  76. get_node("/root").add_child(world)
  77. # Load all players (including self)
  78. for p in player_info:
  79. var hero = player_info[p].hero
  80. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  81. player.set_name(str(p))
  82. player.set_network_master(p)
  83. get_node("/root/world/players").call_deferred("add_child", player)
  84. rpc_id(1, "done_preconfiguring", self_peer_id)
  85. #func _process(delta):
  86. # # Called every frame. Delta is time since last frame.
  87. # # Update game logic here.
  88. # pass