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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()
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