extends Control # class member variables go here, for example: # var a = 2 # var b = "textvar" var SERVER_IP = "127.0.0.1" var SERVER_PORT = 2467 var MAX_PLAYERS = 10 var SERVER_PLAYING = true var player_info = {} var my_info = {} func _ready(): # Called every time the node is added to the scene. # Initialization here get_node("Server").connect("pressed", self, "_server_init") get_node("ServerStart").connect("pressed", self, "start_game") get_node("Client").connect("pressed", self, "_client_init") get_node("Singleplayer").connect("pressed", self, "_singleplayer_init") get_tree().connect("network_peer_connected", self, "_player_connected") get_tree().connect("connected_to_server", self, "_connected_ok") func _client_init(): collect_info() var peer = NetworkedMultiplayerENet.new() peer.create_client(SERVER_IP, SERVER_PORT) get_tree().set_network_peer(peer) get_node("Client").set_text("Clienting!") func _singleplayer_init(): collect_info() var peer = NetworkedMultiplayerENet.new() peer.create_server(SERVER_PORT, 1) get_tree().set_network_peer(peer) player_info[1] = my_info pre_configure_game() func _server_init(): collect_info() var peer = NetworkedMultiplayerENet.new() peer.create_server(SERVER_PORT, MAX_PLAYERS) get_tree().set_network_peer(peer) get_node("Server").set_text("Serving!") get_node("ServerStart").show() if SERVER_PLAYING: player_info[1] = my_info func _player_connected(id): print("Connect, my friend: " + str(id)) func _connected_ok(): rpc("register_player", get_tree().get_network_unique_id(), my_info) func collect_info(): my_info.username = get_node("Username").get_text() my_info.hero = get_node("HeroSelect").get_selected_id() remote func register_player(id, info): player_info[id] = info if (get_tree().is_network_server()): # Send current players' info to new player for peer_id in player_info: rpc_id(id, "register_player", peer_id, player_info[peer_id]) if (player_info.size() == MAX_PLAYERS): start_game() func start_game(): rpc("pre_configure_game") if SERVER_PLAYING: pre_configure_game() var players_done = [] remote func done_preconfiguring(who): players_done.append(who) if (players_done.size() == player_info.size()): rpc("post_configure_game") remote func pre_configure_game(): var self_peer_id = get_tree().get_network_unique_id() get_node("/root/Control").queue_free() var world = load("res://scenes/world.tscn").instance() get_node("/root").add_child(world) # Load all players (including self) for p in player_info: var hero = player_info[p].hero var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance() player.set_name(str(p)) player.set_network_master(p) get_node("/root/world/players").call_deferred("add_child", player) rpc_id(1, "done_preconfiguring", self_peer_id) #func _process(delta): # # Called every frame. Delta is time since last frame. # # Update game logic here. # pass