44 lines
1.4 KiB
GDScript
44 lines
1.4 KiB
GDScript
extends Node
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signal connection_failed()
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signal connection_succeeded()
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signal server_disconnected()
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func join_game(ip, port:int):
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get_tree().connect("connected_to_server", self, "_connected_ok")
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get_tree().connect("connection_failed", self, "_connected_fail")
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get_tree().connect("server_disconnected", self, "_server_disconnected")
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gamestate.connect("game_ended",self,"_game_ended")
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var host = NetworkedMultiplayerENet.new()
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host.create_client(ip, port)
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get_tree().set_network_peer(host)
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func _connected_ok():
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gamestate.rpc("set_player", get_tree().get_network_unique_id())
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emit_signal("connection_succeeded")
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func _connected_fail():
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get_tree().disconnect("connected_to_server", self, "_connected_ok")
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get_tree().disconnect("connection_failed", self, "_connected_fail")
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get_tree().disconnect("server_disconnected", self, "_server_disconnected")
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get_tree().set_network_peer(null)
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emit_signal("connection_failed")
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func _server_disconnected():
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gamestate.quit_game()
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emit_signal("server_disconnected")
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func _game_ended():
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get_tree().disconnect("connected_to_server", self, "_connected_ok")
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get_tree().disconnect("connection_failed", self, "_connected_fail")
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get_tree().disconnect("server_disconnected", self, "_server_disconnected")
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gamestate.disconnect("game_ended",self,"_game_ended")
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get_tree().set_refuse_new_network_connections(false)
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get_tree().set_network_peer(null) |