extends Control var player = load("res://scenes/player.tscn") onready var multiplayer_config_ui = $multiplayer_configure onready var server_ip_address = $multiplayer_configure/server_ip_address onready var device_ip_address = $CanvasLayer/device_ip_address func _ready(): get_tree().connect("network_peer_connected", self, "_player_connected") get_tree().connect("network_peer_disconnected", self, "_player_disconnected") get_tree().connect("connected_to_server", self, "_connected_to_server") device_ip_address.text = Network.ip_address func _player_connected(id) -> void: print("Player " + str(id) + " has connected") instance_player(id) func _player_disconnected(id) -> void: print("Player " + str(id) + " has disconnected") if Players.has_node(str(id)): Players.get_node(str(id)).queue_free() func _on_create_server_pressed(): multiplayer_config_ui.hide() Network.create_server() instance_player(get_tree().get_network_unique_id()) func _on_join_server_pressed(): if server_ip_address.text != "": multiplayer_config_ui.hide() Network.ip_address = server_ip_address.text Network.join_server() func _connected_to_server() -> void: yield(get_tree().create_timer(0.1), "timeout") instance_player(get_tree().get_network_unique_id()) func instance_player(id) -> void: var player_instance = Global.instance_node_at_location(player, Players, Vector2(rand_range(0, 1920), rand_range(0, 1080))) player_instance.name = str(id) player_instance.set_network_master(id)