extends Node2D var client : NetworkedMultiplayerENet var world 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") get_tree().connect("connected_to_server", self, "_connection_successful") get_tree().connect("connection_failed", self, "_connected_fail") get_tree().connect("server_disconnected", world, "_server_disconnected") func _connect_btn(): client = NetworkedMultiplayerENet.new() client.create_client($IP.text, $Port.value) get_tree().set_network_peer(client) func _connection_successful(): get_tree().get_root().add_child(world) world.client = client world.client_id = get_tree().get_network_unique_id() world.player_name = $Name.text print("Connected.") queue_free()