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- extends Node2D
- signal game_finished()
- const SCORE_TO_WIN = 10
- var score_left = 0
- var score_right = 0
- onready var player2 = $Player2
- onready var score_left_node = $ScoreLeft
- onready var score_right_node = $ScoreRight
- onready var winner_left = $WinnerLeft
- onready var winner_right = $WinnerRight
- func _ready():
- # By default, all nodes in server inherit from master,
- # while all nodes in clients inherit from puppet.
- # set_network_master is tree-recursive by default.
- if get_tree().is_network_server():
- # For the server, give control of player 2 to the other peer.
- player2.set_network_master(get_tree().get_network_connected_peers()[0])
- else:
- # For the client, give control of player 2 to itself.
- player2.set_network_master(get_tree().get_network_unique_id())
- print("Unique id: ", get_tree().get_network_unique_id())
- remotesync func update_score(add_to_left):
- if add_to_left:
- score_left += 1
- score_left_node.set_text(str(score_left))
- else:
- score_right += 1
- score_right_node.set_text(str(score_right))
- var game_ended = false
- if score_left == SCORE_TO_WIN:
- winner_left.show()
- game_ended = true
- elif score_right == SCORE_TO_WIN:
- winner_right.show()
- game_ended = true
- if game_ended:
- $ExitGame.show()
- $Ball.rpc("stop")
- func _on_exit_game_pressed():
- emit_signal("game_finished")
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