diff --git a/godot_ship/export_presets.cfg b/godot_ship/export_presets.cfg index 5a38ab4..fafb8c4 100644 --- a/godot_ship/export_presets.cfg +++ b/godot_ship/export_presets.cfg @@ -31,7 +31,7 @@ codesign/timestamp_server_url="" codesign/digest_algorithm=1 codesign/description="" codesign/custom_options=PoolStringArray( ) -application/icon="" +application/icon="res://icon.ico" application/file_version="" application/product_version="" application/company_name="" diff --git a/godot_ship/script/network/Net.gd b/godot_ship/script/network/Net.gd index 7bd1de7..65b9be9 100644 --- a/godot_ship/script/network/Net.gd +++ b/godot_ship/script/network/Net.gd @@ -36,11 +36,14 @@ sync func receive(mail): # Sent it off to anything that expects mail emit_signal("incoming", mail) +# send: Called when sending a message +# id: Peer ID of the recipient +# mail: Variant of a json-encodable type (non-Object) to send func send(id, mail): # Make the recipient receive the mail rpc_id(id, "receive", to_json(mail)) -# start_server: Host the game +# start_host: Host the game # port: TCP port # max_players: Largest number of players allowed to connect at a time func start_host(port = DEFAULT_PORT, max_players = 2): @@ -53,13 +56,14 @@ func start_host(port = DEFAULT_PORT, max_players = 2): hosting = true return -# connect_server: Connect to a host +# connect_host: Connect to a host func connect_host(ip = LOCALHOST, port = DEFAULT_PORT): get_hostname() var peer = NetworkedMultiplayerENet.new() peer.create_client(ip, port) get_tree().network_peer = peer +# disconnect_host func disconnect_host(): # Set state to disconnected connected = false