From 2d93fd4d1e10504e4d7dc1cefd78a9c04536e857 Mon Sep 17 00:00:00 2001 From: Luna Date: Sun, 20 May 2018 16:40:45 -0400 Subject: [PATCH] Begin players properly --- scripts/networking.gd | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) diff --git a/scripts/networking.gd b/scripts/networking.gd index bb5329f..b092f9c 100644 --- a/scripts/networking.gd +++ b/scripts/networking.gd @@ -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)