extends Node2D var client : NetworkedMultiplayerENet var world var local_server_tree = null func _ready(): world = preload("res://scenes/GameBase.tscn").instance() #get_tree().connect("network_peer_connected", self, "_player_connected") #get_tree().connect("network_peer_disconnected", self, "_player_disconnected") var _discard = [get_tree().connect("connected_to_server", self, "_local_connection_successful"), get_tree().connect("connection_failed", self, "_connected_fail"), get_tree().connect("server_disconnected", world, "_connection_lost")] set_process(false) set_physics_process(false) func to_host_menu(): var host_menu = preload("res://ui/servermenu/ServerUI.tscn").instance() get_tree().get_root().add_child(host_menu) queue_free() func to_join_menu(): var client_menu = preload("res://ui/clientmenu/ClientUI.tscn").instance() get_tree().get_root().add_child(client_menu) queue_free() func run_local_server(): local_server_tree = SceneTree.new() local_server_tree.init() local_server_tree.get_root().set_update_mode(Viewport.UPDATE_DISABLED) var server_script = preload("res://scenes/Server.tscn").instance() #CHANGE LEVEL HERE server_script.start_server("Local Server", "Local Singleplayer Server", 3, "res://maps/Main.tscn", "127.0.0.1", 25565, local_server_tree, null, "print") set_process(true) set_physics_process(true) client = NetworkedMultiplayerENet.new() var cli_stat = client.create_client("127.0.0.1", 25565) if cli_stat != OK: print("Error creating client. Code: " + str(cli_stat)) get_tree().set_network_peer(client) func _local_connection_failed(): pass func _local_connection_successful(): get_tree().get_root().add_child(world) world.client = client world.client_id = get_tree().get_network_unique_id() world.player_name = "Player" world.is_local = true world.local_server_tree = local_server_tree print("Connected to local server.") queue_free() func _process(delta): local_server_tree.idle(delta) func _physics_process(delta): local_server_tree.iteration(delta) func quit_game(): get_tree().quit()