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 SERVER_PLAYING = true
  9. var player_info = {}
  10. var my_info = {}
  11. func _ready():
  12. # Called every time the node is added to the scene.
  13. # Initialization here
  14. get_node("Server").connect("pressed", self, "_server_init")
  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. peer.create_client(SERVER_IP, SERVER_PORT)
  23. get_tree().set_network_peer(peer)
  24. get_node("Client").set_text("Clienting!")
  25. func _singleplayer_init():
  26. collect_info()
  27. var peer = NetworkedMultiplayerENet.new()
  28. peer.create_server(SERVER_PORT, 1)
  29. get_tree().set_network_peer(peer)
  30. player_info[1] = my_info
  31. pre_configure_game()
  32. func _server_init():
  33. collect_info()
  34. var peer = NetworkedMultiplayerENet.new()
  35. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  36. get_tree().set_network_peer(peer)
  37. get_node("Server").set_text("Serving!")
  38. if SERVER_PLAYING:
  39. player_info[1] = my_info
  40. func _player_connected(id):
  41. print("Connect, my friend: " + str(id))
  42. func _connected_ok():
  43. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  44. func collect_info():
  45. my_info.username = get_node("Username").get_text()
  46. my_info.hero = get_node("HeroSelect").get_selected_id()
  47. remote func register_player(id, info):
  48. player_info[id] = info
  49. if (get_tree().is_network_server()):
  50. # Send current players' info to new player
  51. rpc_id(id, "register_player", 1, my_info)
  52. for peer_id in player_info:
  53. rpc_id(id, "register_player", peer_id, player_info[peer_id])
  54. if (player_info.size() == MAX_PLAYERS):
  55. rpc("pre_configure_game")
  56. if SERVER_PLAYING:
  57. pre_configure_game()
  58. var players_done = []
  59. remote func done_preconfiguring(who):
  60. players_done.append(who)
  61. if (players_done.size() == player_info.size()):
  62. rpc("post_configure_game")
  63. remote func pre_configure_game():
  64. var self_peer_id = get_tree().get_network_unique_id()
  65. get_node("/root/Control").queue_free()
  66. var world = load("res://world.tscn").instance()
  67. get_node("/root").add_child(world)
  68. # Load all players (including self)
  69. for p in player_info:
  70. var hero = player_info[p].hero
  71. var player = load("res://hero_" + str(hero) + ".tscn").instance()
  72. player.set_name(str(p))
  73. player.set_network_master(p)
  74. get_node("/root/world/players").call_deferred("add_child", player)
  75. rpc_id(1, "done_preconfiguring", self_peer_id)
  76. #func _process(delta):
  77. # # Called every frame. Delta is time since last frame.
  78. # # Update game logic here.
  79. # pass