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liblast/Game.gd

79 lines
2.0 KiB
GDScript

extends Spatial
export var is_server = true
export var SERVER_PORT = 9999
export var SERVER_IP = "172.28.162.191"
export var MAX_PLAYERS = 10
var player_scene = preload("res://Player.tscn")
# Called when the node enters the scene tree for the first time.
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
initialize()
debug_connection_status()
func debug_connection_status():
#if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTED):
# print("We have connected succesfully")
if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTING):
print("We are trying to connect")
func initialize():
var peer
if is_server:
peer = initialize_server()
else:
peer = initialize_client()
get_tree().network_peer = peer
func initialize_server():
var peer = NetworkedMultiplayerENet.new()
peer.create_server(SERVER_PORT, MAX_PLAYERS)
get_tree().connect("network_peer_connected", self, "on_peer_connected")
add_player(get_tree().get_network_unique_id())
return peer
func initialize_client():
var peer = NetworkedMultiplayerENet.new()
peer.create_client(SERVER_IP, SERVER_PORT)
get_tree().connect("connected_to_server", self, "on_connection_established")
get_tree().connect("connection_failed", self, "on_connection_failed")
return peer
func get_players():
return $Players.get_children()
remote func check_players(players):
for player in players:
if not $Players.has_node(player.name):
$Players.add_child(player)
func add_player(id):
var player = player_scene.instance()
player.name = str(id)
$Players.add_child(player)
player.set_network_master(id)
player.translation += Vector3(0.0, 3.0, 0.0)
rpc("check_players", get_players())
func on_peer_connected(id):
print("Peer connected with id ", id)
add_player(id)
func on_connection_established():
print("Connection has been established")
func on_connection_failed():
print("Connection has failed")