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algodist-steffo-nanogolf/scenes/game.gd

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1.1 KiB
GDScript

extends Node
class_name Game
# This cannot be called in _ready because the multiplayer node is set *after* adding the node to the tree.
func init_signals():
print("[Game] Initializing signals...")
multiplayer.connected_to_server.connect(_on_connected_to_server)
multiplayer.server_disconnected.connect(_on_server_disconnected)
multiplayer.connection_failed.connect(_on_connection_failed)
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
func _on_connected_to_server():
print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Connected to server!")
func _on_server_disconnected():
print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Server disconnected...")
func _on_connection_failed():
print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Connection failed...")
func _on_peer_connected(peer_id: int):
print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Peer connected: ", peer_id)
func _on_peer_disconnected(peer_id: int):
print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Peer disconnected: ", peer_id)