FuncIt/Game_4/code/network_setup.gd
2021-10-11 15:56:15 +03:00

52 lines
1.6 KiB
GDScript

extends Control
var player = load("res://scenes/player.tscn")
onready var multiplayer_config_ui = $multiplayer_configure
onready var username_text_edit = $multiplayer_configure/username_text_edit
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():
if username_text_edit.text != "":
Network.current_player_username = username_text_edit.text
multiplayer_config_ui.hide()
Network.create_server()
instance_player(get_tree().get_network_unique_id())
func _on_join_server_pressed():
if username_text_edit.text != "":
multiplayer_config_ui.hide()
username_text_edit.hide()
Global.instance_node(load("res://scenes/server_browser.tscn"), self)
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)