bcirpggithubmirror/Phase2/Godot ===(Game Code)===/Experiments/Andrew_Multiplayer_Test/Network.gd

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GDScript3
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extends Node
const DEFAULT_PORT = 28960
const MAX_CLIENTS = 6
var server = null
var client = null
var player_counter = 1
var player = load("res://Player.tscn")
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var ip_address = ""
var room_name = ""
var room_password = ""
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func _ready() -> void:
ip_address = IP.get_local_addresses()[3]
for ip in IP.get_local_addresses():
if ip.begins_with("192.168.") and not ip.ends_with(".1"):
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ip_address = ip
get_tree().connect("connected_to_server", self, "_connected_to_server")
get_tree().connect("server_disconnected", self, "_server_disconnected")
func _create_server() -> void:
server = NetworkedMultiplayerENet.new()
server.create_server(DEFAULT_PORT, MAX_CLIENTS)
get_tree().set_network_peer(server)
func _join_server() -> void:
client = NetworkedMultiplayerENet.new()
client.create_client(ip_address, DEFAULT_PORT)
get_tree().set_network_peer(client)
func _connected_to_server() -> void:
print("Successfully connected to the server")
func _server_disconnected() -> void:
print("Disconnected from the server")
func _set_server_info(name, password) -> void:
room_name = name
room_password = password
func _instance_player(id, name) -> void:
var player_instance = Global._instance_node(player, Players)
player_instance.name = str(id)
player_instance._set_name(name)
#Using player_counter to determine the positioning of the player's name on the screen
#So that they aren't all overlapping
player_instance._set_name_position(player_counter)
player_instance.set_network_master(id)
player_counter += 1