53 lines
1.3 KiB
GDScript
53 lines
1.3 KiB
GDScript
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extends Node2D
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const SCORE_TO_WIN=10
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var score_left = 0
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var score_right = 0
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signal game_finished()
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sync func update_score(add_to_left):
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if (add_to_left):
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score_left+=1
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get_node("score_left").set_text( str(score_left) )
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else:
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score_right+=1
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get_node("score_right").set_text( str(score_right) )
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var game_ended = false
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if (score_left==SCORE_TO_WIN):
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get_node("winner_left").show()
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game_ended=true
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elif (score_right==SCORE_TO_WIN):
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get_node("winner_right").show()
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game_ended=true
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if (game_ended):
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get_node("exit_game").show()
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get_node("ball").rpc("stop")
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func _on_exit_game_pressed():
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emit_signal("game_finished")
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func _ready():
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# by default, all nodes in server inherit from master
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# while all nodes in clients inherit from slave
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if (get_tree().is_network_server()):
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#if in the server, get control of player 2 to the other peeer, this function is tree recursive by default
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get_node("player2").set_network_master(get_tree().get_network_connected_peers()[0])
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else:
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#if in the client, give control of player 2 to itself, this function is tree recursive by default
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get_node("player2").set_network_master(get_tree().get_network_unique_id())
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#let each paddle know which one is left, too
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get_node("player1").left=true
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get_node("player2").left=false
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print("unique id: ",get_tree().get_network_unique_id())
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