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

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GDScript3
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extends Control
var playerCounter = 1
var player = load("res://Player.tscn")
onready var multiplayer_config_ui = $Multiplayer_Configure
#onready var server_ip_address = $Multiplayer_Configure/Server_IP_Address
onready var device_ip_address = $CanvasLayer/Device_IP_Address
onready var player_name = $Multiplayer_Configure/Player_Name
onready var room_name = $Multiplayer_Configure/Room_Name
onready var room_password = $Multiplayer_Configure/Room_Password
onready var room_ui = $Room_UI
# Called when the node enters the scene tree for the first time.
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) + "connected")
Network._instance_player(id, "New Player")
func _player_disconnected(id) -> void:
print("Player " + str(id) + "disconnected")
if Players.has_node(str(id)):
Players.get_node(str(id)).queue_free()
func _on_Create_Server_pressed():
multiplayer_config_ui.hide()
Network._create_server()
Network._instance_player(get_tree().get_network_unique_id(), player_name.text)
Network._set_server_info(room_name.text, room_password.text)
$Room_UI/Room_Name.text = room_name.text
room_ui.show()
#func _on_Join_Server_pressed():
# if server_ip_address.text != "":
# multiplayer_config_ui.hide()
# Network.ip_address = server_ip_address.text
# Network._join_server()
func _connected_to_server() -> void:
yield(get_tree().create_timer(0.1), "timeout")
Network._instance_player(get_tree().get_network_unique_id(), player_name.text)