extends Node
const SERVER_PORT = 8080const SERVER_IP = "XXX.XXX.XX.XX" 
var multiplayer_scene = preload("res://scenes/multiplayer_player.tscn")
var _player_spawn_nodevar host_mode_enabled = falsevar mutiplayer_mode_enabled = falsevar respawn_point = Vector2(30, 20)
var chat_content = []
func become_host():	print("Become")		_player_spawn_node = get_tree().get_current_scene().get_node("Players")		host_mode_enabled = true	mutiplayer_mode_enabled = true		var server_peer = WebSocketMultiplayerPeer.new()	server_peer.create_server(SERVER_PORT)		multiplayer.multiplayer_peer = server_peer	multiplayer.peer_connected.connect(_add_player_to_game)	multiplayer.peer_disconnected.connect(_del_player)		_remove_single_player()
	if not OS.has_feature("dedicated_server"):		_add_player_to_game(1)	func join_game():	print("Join")		mutiplayer_mode_enabled = true		var client_peer = WebSocketMultiplayerPeer.new()		client_peer.create_client("ws://" + SERVER_IP + ":" + str(SERVER_PORT))		multiplayer.multiplayer_peer = client_peer		_remove_single_player()	
func _add_player_to_game(id: int):	print("Player %s joined the game!" % id)	var player_to_add = multiplayer_scene.instantiate()	player_to_add.player_id = id	player_to_add.name = str(id)		_player_spawn_node.add_child(player_to_add, true)	func _del_player(id: int):	print("Player %s left the game!" % id)	if not _player_spawn_node.has_node(str(id)):		return	_player_spawn_node.get_node(str(id)).queue_free()
func _remove_single_player():	print("Remove single player")	var player_to_remove = get_tree().get_current_scene().get_node("Player")	player_to_remove.queue_free()extends CharacterBody2D
const SPEED = 130.0const JUMP_VELOCITY = -300.0
@onready var animated_sprite = $AnimatedSprite2D
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var direction = 1var do_jump = falsevar _is_on_floor = truevar alive = true
@export var player_id = 1:	set(id):		player_id = id		%InputSynchronizer.set_multiplayer_authority(id)		func _ready():	if multiplayer.get_unique_id() == player_id:		$Camera2D.make_current()	else:		$AnimatedSprite2D.set_modulate(Color(1,1,1,0.3))		$Camera2D.enabled = false
func _apply_animations(delta):	# Flip the Sprite	if direction > 0:		animated_sprite.flip_h = false	elif direction < 0:		animated_sprite.flip_h = true		# Play animations	if _is_on_floor:		if direction == 0:			animated_sprite.play("idle")		else:			animated_sprite.play("run")	else:		animated_sprite.play("jump")
func _apply_movement_from_input(delta):	# Add the gravity.	if not is_on_floor():		velocity.y += gravity * delta
	# Handle jump.	if do_jump and is_on_floor():		velocity.y = JUMP_VELOCITY		do_jump = false
	# Get the input direction: -1, 0, 1	direction = %InputSynchronizer.input_direction		# Apply movement	if direction:		velocity.x = direction * SPEED	else:		velocity.x = move_toward(velocity.x, 0, SPEED)
	move_and_slide()
func _physics_process(delta):	if multiplayer.is_server():		if not alive && is_on_floor():			_set_alive()				_is_on_floor = is_on_floor()		_apply_movement_from_input(delta)
	if not multiplayer.is_server() || MultiplayerManager.host_mode_enabled:		_apply_animations(delta)
func mark_dead():	alive = false	$CollisionShape2D.set_deferred("disabled", true)	$RespawnTimer.start()	func _respawn():	position = MultiplayerManager.respawn_point	$CollisionShape2D.set_deferred("disabled", false)	func _set_alive():	alive = true	Engine.time_scale = 1.0extends MultiplayerSynchronizer
@onready var player = $".."
var input_direction
func _ready():	if get_multiplayer_authority() != multiplayer.get_unique_id():		set_process(false)		set_physics_process(false)		input_direction = Input.get_axis("move_left", "move_right")
func _process(delta):	if Input.is_action_just_pressed("jump"):		jump.rpc()
func _physics_process(delta):	input_direction = Input.get_axis("move_left", "move_right")
@rpc("call_local")func jump():	if multiplayer.is_server() && player._is_on_floor:		player.do_jump = true