extends Node2D const SCORE_TO_WIN=10 var score_left = 0 var score_right = 0 signal game_finished() sync func update_score(add_to_left): if (add_to_left): score_left+=1 get_node("score_left").set_text( str(score_left) ) else: score_right+=1 get_node("score_right").set_text( str(score_right) ) var game_ended = false if (score_left==SCORE_TO_WIN): get_node("winner_left").show() game_ended=true elif (score_right==SCORE_TO_WIN): get_node("winner_right").show() game_ended=true if (game_ended): get_node("exit_game").show() get_node("ball").rpc("stop") func _on_exit_game_pressed(): emit_signal("game_finished") func _ready(): # by default, all nodes in server inherit from master # while all nodes in clients inherit from slave if (get_tree().is_network_server()): #set to not control player 2. since it's master as everything else # get_node("player2").set_network_mode(NETWORK_MODE_SLAVE) get_node("player2").set_network_master(2, true) else: #set to control player 2, as it's slave as everything else get_node("player2").set_network_mode(NETWORK_MODE_MASTER) #let each paddle know which one is left, too get_node("player1").left=true get_node("player2").left=false