godot-webrtc-mplayer-testing/global.gd

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GDScript3
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extends Node
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const MultiplayerClient = preload("multiplayer_client.gd")
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onready var client = MultiplayerClient.new()
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func _ready():
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# client.signaller.connect("websocket_connected", self, "signaller_disconnected")
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add_child(client)
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client.signaller.connect("websocket_connected", self, "_signaller_connected")
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func goto_scene(scene_resource_name):
var _result = get_tree().change_scene("res://%s.tscn" % scene_resource_name)
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func main_menu():
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client.close()
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goto_scene("main")
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func start_singleplayer_game():
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client.close()
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goto_scene("game")
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func _signaller_connected():
goto_scene("multiplayer")
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func lobby_browser():
client.close()
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Global.client.connect_to_signaller()
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func lobby():
goto_scene("lobby")
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func quit():
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client.close()
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get_tree().quit()