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@ -9,14 +9,20 @@ onready var ready_button = get_node("Ready") |
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func _ready(): |
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# Connect (to networking) |
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get_node("Username").connect("text_changed", self, "_send_name") |
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var spectating = util.args.get_value("-silent") |
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get_node("Spectating").pressed = spectating |
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get_node("Spectating").connect("toggled", self, "_set_info_callback", ["spectating"]) |
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ready_button.connect("toggled", self, "_set_info_callback", ["ready"]) |
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start_game_button.connect("pressed", networking, "start_game") |
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# Connect (from networking) |
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networking.connect("info_updated", self, "render_player_list") |
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get_tree().connect("connected_to_server", self, "_connected") |
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# Connect (static) |
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get_node("Back").connect("pressed", self, "_exit_to_menu") |
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var spectating = util.args.get_value("-silent") |
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get_node("Spectating").pressed = spectating |
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# Shown, maybe, in _check_begun |
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start_game_button.hide() |
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if get_tree().is_network_server(): |
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@ -36,18 +42,18 @@ func _ready(): |
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else: |
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level_select.hide() |
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networking.connect("info_updated", self, "render_player_list") |
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get_tree().connect("connected_to_server", self, "_connected") |
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if get_tree().is_network_server(): |
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_connected() |
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func _connected(): |
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_send_name() |
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networking.set_info_from_server("ready", false) |
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networking.set_info_from_server("spectating", util.args.get_value("-silent")) |
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networking.set_info_from_server("begun", false) |
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if util.args.get_value("-hero") == "r": |
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hero_select.random_hero() |
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else: |
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print(util.args.get_value("-hero")) |
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hero_select.set_hero(int(util.args.get_value("-hero"))) |
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if util.args.get_value("-start-game"): |
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@ -59,7 +65,7 @@ func _set_level(level): |
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# Because of the annoying way callbacks work (automatic parameter, optional parameter) |
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# We need a utility function for making these kinds of callbacks for set_info |
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func _set_info_callback(value, key): |
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networking.set_info(key, value) |
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networking.set_info_from_server(key, value) |
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sync func set_hero(peer, hero): |
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networking.players[peer].hero = hero |
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@ -67,7 +73,7 @@ sync func set_hero(peer, hero): |
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func _send_name(): |
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var name = get_node("Username").text |
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networking.set_info("username", name) |
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networking.set_info_from_server("username", name) |
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func _check_begun(): |
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var game_started = networking.players[1].begun |
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