mirror of
https://github.com/kristoferssolo/FuncIt.git
synced 2025-10-21 19:30:35 +00:00
50 lines
1.5 KiB
GDScript
50 lines
1.5 KiB
GDScript
extends Control
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var player = load("res://scenes/player.tscn")
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onready var multiplayer_config_ui = $multiplayer_configure
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onready var server_ip_address = $multiplayer_configure/server_ip_address
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onready var device_ip_address = $CanvasLayer/device_ip_address
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func _ready():
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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_to_server")
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device_ip_address.text = Network.ip_address
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func _player_connected(id) -> void:
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print("Player " + str(id) + " has connected")
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instance_player(id)
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func _player_disconnected(id) -> void:
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print("Player " + str(id) + " has disconnected")
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if Players.has_node(str(id)):
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Players.get_node(str(id)).queue_free()
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func _on_create_server_pressed():
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multiplayer_config_ui.hide()
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Network.create_server()
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instance_player(get_tree().get_network_unique_id())
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func _on_join_server_pressed():
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if server_ip_address.text != "":
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multiplayer_config_ui.hide()
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Network.ip_address = server_ip_address.text
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Network.join_server()
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func _connected_to_server() -> void:
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yield(get_tree().create_timer(0.1), "timeout")
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instance_player(get_tree().get_network_unique_id())
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func instance_player(id) -> void:
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var player_instance = Global.instance_node_at_location(player, Players, Vector2(rand_range(0, 1920), rand_range(0, 1080)))
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player_instance.name = str(id)
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player_instance.set_network_master(id)
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