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()) rpc_config("update_score", MultiplayerAPI.RPC_MODE_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")