initial commit
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extends Control
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@export var Address = "127.0.0.1";
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@export var port = 8910
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var peer;
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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multiplayer.peer_connected.connect(PlayerConnected)
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multiplayer.peer_disconnected.connect(PlayerDisconnected)
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multiplayer.connected_to_server.connect(ConnectedToServer)
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multiplayer.connection_failed.connect(ConnectionFailed)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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# server and client
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func PlayerConnected(id):
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print("Player connected " + str(id));
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func PlayerDisconnected(id):
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print("Player disconnected " + str(id))
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# client only
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func ConnectedToServer():
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print("connected to server!")
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func ConnectionFailed():
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print("connection failed");
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func _on_host_button_down() -> void:
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peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(port, 2)
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if error != OK:
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print("cannot host" + error)
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return
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multiplayer.set_multiplayer_peer(peer);
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print("waiting for players")
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func _on_join_button_down() -> void:
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peer = ENetMultiplayerPeer.new()
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peer.create_client(Address, port);
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multiplayer.set_multiplayer_peer(peer)
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func _on_start_button_down() -> void:
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pass # Replace with function body.
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