extends Node const MAX_PLAYERS : int = 2 const PORT : int = 9374 const Arena = preload("res://Scenes/Arena.tscn") var peer : NetworkedMultiplayerENet = null var ids = [] var console_output : TextEdit = null var ready_ids = [] func _ready() -> void: peer = NetworkedMultiplayerENet.new() peer.create_server( PORT, MAX_PLAYERS ) get_tree().set_network_peer( peer ) get_tree().connect("network_peer_connected", self, "_peer_connected") get_tree().connect("network_peer_disconnected", self, "_peer_disconnected") console_output = $ConsoleOutput func console_print(text : String) -> void: console_output.text += "\n" + text console_output.cursor_set_line(console_output.get_line_count()) print(text) func _peer_connected(id : int) -> void: if not id: return ids.append(id) self.console_print("Player has connected with id " + String(id)) if len(ids) == MAX_PLAYERS: console_print('Got required players... Ready to start game...') peer.refuse_new_connections = true rpc('start_game') # TODO: When we reach max players -> start the game func _peer_disconnected(id : int) -> void: ids.erase(id) self.console_print("Player has disconnected with id " + String(id)) remote func client_ready(id : int) -> void: if id in ready_ids: return ready_ids.append(id) if len(ready_ids) == MAX_PLAYERS: start_game() func start_game() -> void: var arena = Arena.instance() add_child(arena) arena.init() console_print('Starting Game...') # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): # pass