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@ -36,15 +36,24 @@ func option_sel(button_name, option): |
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func _ready(): |
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randomize() |
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get_node("Server").connect("pressed", self, "_server_init") |
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get_node("ServerStart").connect("pressed", self, "start_game") |
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get_node("Client").connect("pressed", self, "_client_init") |
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get_node("Singleplayer").connect("pressed", self, "_singleplayer_init") |
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get_node("HeroSelect").connect("item_selected", self, "select_hero") |
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var o = setup_options() |
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o.parse() |
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randomize() |
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if o.get_value("-silent-server"): |
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SERVER_PLAYING = false # TODO: Uncaps :( |
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if o.get_value("-hero"): |
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option_sel("HeroSelect", o.get_value("-hero")) |
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var hero = o.get_value("-hero") |
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option_sel("HeroSelect", hero) |
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# For some reason, calling option_sel doesn't trigger the actual selection |
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select_hero(get_node("HeroSelect").get_selected_id()) |
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if o.get_value("-level"): |
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option_sel("ServerStart/LevelSelect", o.get_value("-level")) |
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if o.get_value("-server"): |
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@ -64,18 +73,9 @@ func _ready(): |
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o.print_help() |
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quit() |
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# Called every time the node is added to the scene. |
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# Initialization here |
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get_node("Server").connect("pressed", self, "_server_init") |
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get_node("ServerStart").connect("pressed", self, "start_game") |
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get_node("Client").connect("pressed", self, "_client_init") |
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get_node("Singleplayer").connect("pressed", self, "_singleplayer_init") |
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get_tree().connect("network_peer_connected", self, "_player_connected") |
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get_tree().connect("network_peer_disconnected", self, "_player_disconnected") |
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get_tree().connect("connected_to_server", self, "_connected_ok") |
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get_node("HeroSelect").connect("item_selected", self, "select_hero") |
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func _client_init(): |
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collect_info() |
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@ -157,6 +157,8 @@ sync func unregister_player(peer): |
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get_node("/root/Level/Players/%d" % peer).queue_free() |
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func select_hero(hero): |
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var description = get_node("HeroSelect").hero_text[hero] |
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get_node("HeroDescription").set_text(description) |
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rpc("set_hero", get_tree().get_network_unique_id(), hero) |
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sync func set_hero(peer, hero): |
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@ -228,7 +230,3 @@ sync func post_configure_game(): |
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for p in player_info: |
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get_node("/root/Level/Players/%d" % p).begin() |
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#func _process(delta): |
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# # Called every frame. Delta is time since last frame. |
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# # Update game logic here. |
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# pass |