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- extends Control
-
- # class member variables go here, for example:
- # var a = 2
- # var b = "textvar"
- var SERVER_PORT = 2467
- var MAX_PLAYERS = 10
- var SERVER_PLAYING = true
-
- var player_info = {}
- var my_info = {}
-
- func _ready():
- # Called every time the node is added to the scene.
- # Initialization here
- get_node("Server").connect("pressed", self, "_server_init")
- get_node("ServerStart").connect("pressed", self, "start_game")
- get_node("Client").connect("pressed", self, "_client_init")
- get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
-
- get_tree().connect("network_peer_connected", self, "_player_connected")
- get_tree().connect("connected_to_server", self, "_connected_ok")
-
- func _client_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- var server_ip = get_node("IP").get_text()
- peer.create_client(server_ip, SERVER_PORT)
- get_tree().set_network_peer(peer)
- get_node("Client").set_text("Clienting!")
-
- func _singleplayer_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- peer.create_server(SERVER_PORT, 1)
- get_tree().set_network_peer(peer)
- player_info[1] = my_info
- pre_configure_game()
-
- func _server_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- peer.create_server(SERVER_PORT, MAX_PLAYERS)
- get_tree().set_network_peer(peer)
- get_node("Server").set_text("Serving!")
- get_node("ServerStart").show()
- if SERVER_PLAYING:
- player_info[1] = my_info
-
- func _player_connected(id):
- print("Connect, my friend: " + str(id))
-
- func _connected_ok():
- rpc("register_player", get_tree().get_network_unique_id(), my_info)
-
- func collect_info():
- my_info.username = get_node("Username").get_text()
- my_info.hero = get_node("HeroSelect").get_selected_id()
-
- remote func register_player(id, info):
- player_info[id] = info
- if (get_tree().is_network_server()):
- # Send current players' info to new player
- for peer_id in player_info:
- rpc_id(id, "register_player", peer_id, player_info[peer_id])
- if (player_info.size() == MAX_PLAYERS):
- start_game()
-
- func start_game():
- rpc("pre_configure_game")
- if SERVER_PLAYING:
- pre_configure_game()
-
- var players_done = []
- remote func done_preconfiguring(who):
- players_done.append(who)
- if (players_done.size() == player_info.size()):
- rpc("post_configure_game")
-
- remote func pre_configure_game():
- var self_peer_id = get_tree().get_network_unique_id()
-
- get_node("/root/Control").queue_free()
- var world = load("res://scenes/world.tscn").instance()
- get_node("/root").add_child(world)
-
- # Load all players (including self)
- for p in player_info:
- var hero = player_info[p].hero
- var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
- player.set_name(str(p))
- player.set_network_master(p)
- get_node("/root/world/players").call_deferred("add_child", player)
-
- rpc_id(1, "done_preconfiguring", self_peer_id)
-
- #func _process(delta):
- # # Called every frame. Delta is time since last frame.
- # # Update game logic here.
- # pass
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