godot-third-person-basic-scene/PlayerB/Maps/main.gd

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GDScript3
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extends Node
@export var port := 8313
@export var ip_address_to_connect := "localhost"
var singleplayer := false
@export var PlayerCharacter = preload("res://PlayerB/Player/Player.tscn")
var is_the_server_a_player := true #if it is peer to peer the server will also have a playable character
# Called when the node enters the scene tree for the first time.
func _enter_tree():
# Start the server if Godot passed the "--server" argument,
# and start the client if Godot passed the "--client" argument.
if "--listen_server" in OS.get_cmdline_args():
_on_server_pressed()
elif "--client" in OS.get_cmdline_args():
_on_client_pressed()
elif "--server" in OS.get_cmdline_args():
_on_d_server_pressed()
func single_player():
singleplayer = true
$ListenServer.visible = false
$DServer.visible = false
$Client.visible = false
$Singleplayer.visible = false
var p = PlayerCharacter.instantiate()
$PlayerSpawnLocation.add_child(p)
func start_network(server:bool) -> void:
singleplayer = false
$ListenServer.visible = false
$DServer.visible = false
$Client.visible = false
$Singleplayer.visible = false
var peer = ENetMultiplayerPeer.new()
#on server disconnected
multiplayer.server_disconnected.connect(self.server_disconnected)
#on connection failed
multiplayer.connection_failed.connect(self.connection_failed)
if server:
#listen to peer connections, and create new player for them
multiplayer.peer_connected.connect(self.player_joined)
#listen to peer disconnections, and destroy their players
multiplayer.peer_disconnected.connect(self.player_disconnected)
peer.create_server(port)
multiplayer.set_multiplayer_peer(peer)
if is_the_server_a_player:
create_player(1)
print("server listening on %s" %IP.get_local_addresses()[0])
else:
peer.create_client(ip_address_to_connect,port)
multiplayer.set_multiplayer_peer(peer)
func player_joined(id:int):
create_player(id)
func player_disconnected(id:int):
destroy_player(id)
func server_disconnected():
_on_main_menu_pressed()
func connection_failed():
print("connection failed")
func create_player(id: int) -> void:
var p = PlayerCharacter.instantiate()
p.set_name(str(id))
$PlayerSpawnLocation.add_child(p)
# p.top_level = true
func destroy_player(id: int) -> void:
$PlayerSpawnLocation.get_node(str(id)).queue_free()
func _on_server_pressed():
is_the_server_a_player = true
start_network(true)
func _on_d_server_pressed():
is_the_server_a_player = false
start_network(true)
func _on_client_pressed():
start_network(false)
func _on_singleplayer_pressed():
single_player()
func _on_main_menu_pressed():
$ListenServer.visible = true
$DServer.visible = true
$Client.visible = true
$Singleplayer.visible = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if singleplayer:
for i in $PlayerSpawnLocation.get_child_count():
$PlayerSpawnLocation.get_child(i).queue_free()
else:
if multiplayer.is_server():
for p in multiplayer.get_peers():
destroy_player(p)
if is_the_server_a_player:
destroy_player(1)
multiplayer.set_multiplayer_peer(null)
func _input(event):
if Input.is_action_just_pressed("ui_menu"):
_on_main_menu_pressed()
func _on_ip_address_text_changed():
if $Client/IP_address.text == "":
ip_address_to_connect = "localhost"
else:
ip_address_to_connect = $Client/IP_address.text