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Arena.gd
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extends Node2D
func _ready():
set_network_master(1, false)
get_tree().multiplayer_poll = true
get_tree().set_network_peer(null)
get_tree().paused = true
var blue_field = $Choke/TileMap/blue_field
var red_field = $Choke/TileMap/red_field
if global.host:
$HostScreen.visible = true
$JointScreen.visible = false
compute_field(blue_field)
compute_field(red_field)
spin_server()
else :
$HostScreen.visible = false
$JointScreen.visible = true
red_field.queue_free()
blue_field.queue_free()
return
func compute_field(par:Node):
for i in par.get_children():
i.compute_field()
return
func _exit_tree():
get_tree().set_network_peer(null)
get_tree().paused = false
return
func spin_server():
var net = NetworkedMultiplayerENet.new()
net.create_server(9999, 1)
get_tree().set_network_peer(net)
if get_tree().is_connected("network_peer_connected", self, "network_peer_connected"):
get_tree().disconnect("network_peer_connected", self, "network_peer_connected")
get_tree().disconnect("network_peer_disconnected", self, "network_peer_disconnected")
get_tree().connect("network_peer_connected", self, "network_peer_connected")
get_tree().connect("network_peer_disconnected", self, "network_peer_disconnected")
return
func spin_client(ip):
var net = NetworkedMultiplayerENet.new()
var error = net.create_client(ip, 9999)
get_tree().set_network_peer(net)
if error:
$JointScreen/Control/input2/FailedInfo.show()
if get_tree().is_connected("connection_failed", self, "connection_failed"):
get_tree().disconnect("connection_failed", self, "connection_failed")
get_tree().disconnect("connected_to_server", self, "connected_to_server")
get_tree().disconnect("server_disconnected", self, "server_disconnected")
get_tree().connect("connection_failed", self, "connection_failed")
get_tree().connect("connected_to_server", self, "connected_to_server")
get_tree().connect("server_disconnected", self, "server_disconnected")
return
master func client_ready():
print("client ready")
rpc("server_start")
get_tree().multiplayer.refuse_new_network_connections = true
return
remotesync func server_start():
$JointScreen.visible = false
$HostScreen.visible = false
get_tree().paused = false
$Camera2D.init_deck()
return
func server_disconnected():
print("Server disconnected")
get_tree().change_scene("res://Menu.tscn")
return
func connected_to_server():
rpc("client_ready")
return
func connection_failed():
print("Connection failed ...")
$JointScreen/Control/input2/FailedInfo.show()
return
func network_peer_connected(id):
print(id, " Joined Server")
return
func network_peer_disconnected(id):
print(id, " Leave Server")
get_tree().change_scene("res://Menu.tscn")
return