A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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100 lines
2.9 KiB

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