Public repository for MUR pre alpha
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3.8 KiB

extends Node
const MAX_PEERS = 4
var world_scene = preload("res://scenes/game/world.tscn")
var player_scene = preload("res://scenes/player/Player.tscn")
var human_player_scene = preload("res://scenes/player/HumanPlayer.tscn")
var bot_player_scene = preload("res://scenes/player/BotPlayer.tscn")
var players = {}
signal players_changed(players)
signal connection_failed()
signal connection_succeeded()
signal game_ready()
signal game_start()
signal game_ended()
signal game_error(msg)
func _ready():
var arguments = {}
for argument in OS.get_cmdline_args():
if argument.split("=")[0] == "port":
host_game(int(argument.split("=")[1]))
func host_game(port:int):
var host = NetworkedMultiplayerENet.new()
host.create_server(port, MAX_PEERS)
get_tree().set_network_peer(host)
get_tree().connect("network_peer_connected", self, "_player_connected")
get_tree().connect("network_peer_disconnected", self,"_player_disconnected")
get_tree().connect("server_disconnected", self, "_server_disconnected")
func join_game(ip, port:int):
get_tree().connect("connected_to_server", self, "_connected_ok")
get_tree().connect("connection_failed", self, "_connected_fail")
var host = NetworkedMultiplayerENet.new()
host.create_client(ip, port)
get_tree().set_network_peer(host)
func _connected_ok():
rpc("set_player", get_tree().get_network_unique_id())
emit_signal("connection_succeeded")
func _connected_fail():
get_tree().set_network_peer(null)
emit_signal("connection_failed")
remote func set_player(id, new_name:String = " ", new_color:Color = Color.black, ready:bool = false):
if (get_tree().is_network_server()):
for p_id in players:
rpc_id(id, "set_player", p_id, players[p_id].name, players[p_id].color, ready)
rpc_id(p_id, "set_player", id, new_name, new_color, ready)
players[id] = {"name" : new_name, "color" : new_color, "ready" : ready}
emit_signal("players_changed", players)
func prepare_game(bots:bool):
get_tree().set_pause(true)
var world = world_scene.instance()
get_tree().get_root().add_child(world)
get_tree().get_root().get_node("main_menu").hide()
for p_id in players:
var controls
var player = players[p_id]
var _player_scene = player_scene.instance()
_player_scene.set_network_master(p_id)
_player_scene.set_name(str(p_id))
_player_scene.set_player_name(player.name)
_player_scene.set_player_color(player.color)
world.get_node("players").add_child(_player_scene)
if p_id == get_tree().get_network_unique_id():
controls = human_player_scene.instance()
controls.set_name("HumanControl_" + str(p_id))
world.add_child(controls)
controls.set_player(_player_scene.get_path())
controls.set_network_master(p_id)
_player_scene.set_start(_player_scene.get_index())
if bots:
for index in range(MAX_PEERS-players.size()):
var bot_index = players.size() + index
var _player_scene = player_scene.instance()
_player_scene.set_name("bot_player" + str(bot_index))
world.get_node("players").add_child(_player_scene)
_player_scene.add_to_group("bots")
if get_tree().is_network_server():
var bot = bot_player_scene.instance()
bot.set_name("bot" + str(bot_index))
world.add_child(bot)
bot.set_player(_player_scene.get_path())
bot.set_network_master(get_tree().get_network_unique_id())
_player_scene.set_start(bot_index)
remote func post_start_game():
get_tree().set_pause(false)
func local_game(name:String, color:Color, bots:bool):
var localhost = NetworkedMultiplayerENet.new()
localhost.create_server(0, 0)
get_tree().set_network_peer(localhost)
players[get_tree().get_network_unique_id()] = { "name" : name, "color" : color }
prepare_game(bots)
post_start_game()
func quit_game():
if (has_node("/root/world")):
get_node("/root/world").queue_free()
players.clear()
get_tree().set_network_peer(null)
get_tree().get_root().get_node("main_menu").show()