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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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