extends Node const PORT = 1280 const IP_ADDRESS = "127.0.0.1" const MAX_CLIENTS = 5 var in_game_scene = preload("res://scenes/in_game.tscn") var main_menu_scene = preload("res://scenes/main_menu.tscn") func _ready() -> void: set_process(false) set_physics_process(false) if OS.has_feature("dedicated_server"): get_tree().change_scene_to_packed.call_deferred(in_game_scene) var peer = ENetMultiplayerPeer.new() peer.create_server(PORT, MAX_CLIENTS) multiplayer.multiplayer_peer = peer multiplayer.peer_connected.connect(_on_connect) multiplayer.peer_disconnected.connect(_on_disconnect) else: get_tree().change_scene_to_packed.call_deferred(main_menu_scene) func connect_to_ip(ip: String = "") -> void: if ip.is_empty(): ip = IP_ADDRESS print("Connecting to: %s" % ip) var peer = ENetMultiplayerPeer.new() peer.create_client(ip, PORT) multiplayer.multiplayer_peer = peer multiplayer.connected_to_server.connect(_on_connect_client) multiplayer.connection_failed.connect(_on_disconnect_client) multiplayer.server_disconnected.connect(_on_server_closed_client) func _on_connect(id: int) -> void: print("Client ID #%s connected" % id) get_tree().get_current_scene().spawn_player(id) func _on_disconnect(id: int) -> void: print("Client ID #%s disconnected" % id) pass func _on_connect_client() -> void: print("[%s] Connected to server" % multiplayer.get_unique_id()) pass func _on_disconnect_client() -> void: print("[%s] Disconnected" % multiplayer.get_unique_id()) pass func _on_server_closed_client() -> void: print("[%s] Server closed" % multiplayer.get_unique_id()) pass