initial commit 4.2
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@@ -0,0 +1,48 @@
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extends Node
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const PlayerScene = preload("res://Player.tscn")
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var rng = RandomNumberGenerator.new()
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func _ready():
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$MultiplayerSpawner.add_spawnable_scene("res://Player.tscn")
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print($MultiplayerSpawner.get_spawnable_scene(0))
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# Start the server if Godot is passed the "--server" argument,
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# and start a client otherwise.
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if Globals.is_server:
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start_network(true)
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else:
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start_network(false)
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func start_network(server: bool):
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var peer = ENetMultiplayerPeer.new()
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if server:
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multiplayer.peer_connected.connect(self.create_player)
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multiplayer.peer_disconnected.connect(self.destroy_player)
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peer.create_server(4242)
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print('server listening on localhost 4242')
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else:
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multiplayer.connected_to_server.connect(self.connected_to_server)
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peer.create_client(Globals.server_ip, 4242)
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multiplayer.set_multiplayer_peer(peer)
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func create_player(id):
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#pass
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# Instantiate a new player for this client.
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var p = PlayerScene.instantiate()
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#var p = Node3D.new()
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# Set the name, so players can figure out their local authority
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p.name = str(1)
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print(str(id) + ' just connected')
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$NetworkedNodes.add_child(p)
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func destroy_player(id):
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pass
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# Delete this peer's node.
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#$NetworkedNodes.get_node(str(id)).queue_free()
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func connected_to_server():
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$Pole/Camera3D.queue_free()
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