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MultiplayerController.gd
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extends Control
@export var DefaulAddress = "127.0.0.1"
@export var port = 8910
var peer
# Called when the node enters the scene tree for the first time.
func _ready():
multiplayer.peer_connected.connect(peer_connected)
multiplayer.peer_disconnected.connect(peer_disconnected)
multiplayer.connected_to_server.connect(connected_to_server)
multiplayer.connection_failed.connect(connection_failed)
if "--server" in OS.get_cmdline_args():
host_game()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func peer_connected(id):
print("PLayer connected " + str(id))
func peer_disconnected(id):
print("PLayer disconnected " + str(id))
GameManager.Players.erase(id)
var players = get_tree().get_nodes_in_group("Player")
for i in players:
if i.name == str(id):
i.queue_free()
func connected_to_server():
print("PLayer connected to server")
SendPlayerInformation.rpc_id(1, $LineEdit.text, multiplayer.get_unique_id())
func connection_failed():
print("Failed connection ")
@rpc("any_peer")
func SendPlayerInformation(name, id):
if !GameManager.Players.has(id):
GameManager.Players[id] = {
"name": name,
"id": id,
"score": 0,
}
if multiplayer.is_server():
for i in GameManager.Players:
SendPlayerInformation.rpc(GameManager.Players[i].name, i)
@rpc("any_peer", "call_local")
func StartGame():
var scene = load("res://main.tscn").instantiate()
get_tree().root.add_child(scene)
self.hide()
func host_game():
var player_count = 2
peer = ENetMultiplayerPeer.new()
var error = peer.create_server(port, player_count )
if error != OK:
print("Cannot host: " + error)
return
peer.get_host().compress(ENetConnection.COMPRESS_RANGE_CODER)
multiplayer.set_multiplayer_peer(peer)
print("Waiting for Playuers!")
# Host
func _on_host_button_down():
host_game()
SendPlayerInformation($LineEdit.text, multiplayer.get_unique_id())
# Join
func _on_join_button_down():
peer = ENetMultiplayerPeer.new()
var address = $LineEdit2.text
if !address:
address = DefaulAddress
var error = peer.create_client(address, port)
peer.get_host().compress(ENetConnection.COMPRESS_RANGE_CODER)
multiplayer.set_multiplayer_peer(peer)
pass # Replace with function body.
# Start Game
func _on_start_game_button_down():
StartGame.rpc()
pass # Replace with function body.