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extends Node2D
var peer = ENetMultiplayerPeer.new()
@export var player_scene: PackedScene
@export var game_scene: PackedScene
@onready var line_edit: LineEdit = $LineEdit
@onready var namelabel: Label = $Name
func _ready() -> void:
line_edit.text_submitted.connect(_on_text_entered)
func _on_text_entered(new_text: String) -> void:
namelabel.text = "Currently: " + new_text
Global.player_name = new_text
func _on_host_pressed() -> void:
peer.create_server(135)
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_add_player)
start_game()
$Host.hide()
$Join.hide()
func _on_join_pressed() -> void:
peer.create_client("localhost", 135)
multiplayer.multiplayer_peer = peer
start_game()
func start_game():
# Change to the new scene
await get_tree().change_scene_to_packed(game_scene)
_on_scene_ready()
func _on_scene_ready():
await 1.0
_add_player()
func _add_player(id = 1):
print("Adding player")
var current_scene = get_tree().current_scene
if current_scene:
var player = player_scene.instantiate()
player.name = str(id)
current_scene.add_child(player)
print("addedplayer")
else:
print("failed")
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