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Begin players properly

master
Luna 7 years ago
parent
commit
2d93fd4d1e
1 changed files with 2 additions and 7 deletions
  1. +2
    -7
      scripts/networking.gd

+ 2
- 7
scripts/networking.gd View File

@ -147,14 +147,9 @@ sync func _spawn_player(p):
sync func _pre_configure_game(level):
begun = true
# my_info.level = level # Remember the level for future player registration
var self_peer_id = get_tree().get_network_unique_id()
# Remove the interface so as to not fuck with things
# But we still need the lobby alive to deal with networking!
# for element in get_node("/root/Lobby").get_children():
# element.queue_free()
get_node("/root/Lobby").hide()
var world = load("res://scenes/levels/%d.tscn" % level).instance()
@ -165,13 +160,13 @@ sync func _pre_configure_game(level):
players[p].level = level
_spawn_player(p)
rpc_id(1, "done_preconfiguring", self_peer_id)
rpc_id(1, "_done_preconfiguring", self_peer_id)
sync func _done_preconfiguring(who):
players_done.append(who)
if players_done.size() == players.size():
# We call deferred in case singleplayer has placing the player in queue still
call_deferred("rpc", "post_configure_game")
call_deferred("rpc", "_post_configure_game")
sync func _post_configure_game():
# Begin all players (including self)


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