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## Functions Scene
This is the scene where almost all of the gameplay logic is housed. There is no "scene", only the event sheet. This sheet will be linked to from each playable map.
### Event Sheet
![Multiplayer Architecture](images/FunctionsEvents01.png)
![Multiplayer Architecture](images/FunctionsEvents02.png)
![Multiplayer Architecture](images/FunctionsEvents03.png)
![Multiplayer Architecture](images/FunctionsEvents04.png)
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## Global Variables
The game as a few global variables:
![Multiplayer Architecture](images/GlobalVariables01.png)
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# Logic by GDevelop Scenes
Most logic happens on a single Event Sheet and is linked to on from other sheets. This allows for all of the code to be in one place and adding new scenes quite easy.
Most logic for the gameplay happens on a single Event Sheet and is linked to on from other sheets. This allows for all of the code to be in one place and adding new scenes quite easy. The exceptions to this are the Login and Register scenes. Each separate map also has some logic on its own for spawning, but this is kept very minimal.
Follow the links below for the screenshots of each scene and its event sheet
## Login Screen
The login screen has a few simple elements:
- Title Text object
- username input field
- password input field
- Login button
- Register button
It also houses a couple more text elements for reporting the server status:
- Json-server: online/offline
- MQTT broker: online/offline
# On Register Button Clicked
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## Login Scene
The login screen has a few simple elements:
- Title Text object
- username input field
- password input field
- Login button
- Register button
It also houses a couple more text elements for reporting the server status:
- Json-server: online/offline
- MQTT broker: online/offline
### Scene
![Multiplayer Architecture](images/LoginScene01.png)
### Event Sheet
![Multiplayer Architecture](images/LoginEvents01.png)
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## 000000 Scene
Maps are titled with a 6 digit code. Each digit pair represents world (overworld, caves, etc), then rows and columns of a grid.
- 000000 = overworld, column 0, and row 0
- 010203 = Caves, column 2, row 3
- etc
The gameplay map uses a background from the GBA Pokemon Fire Red game as a placeholder. This is dropped down as a sprite on a lower Z height than the player
### Scene
![Multiplayer Architecture](images/000000Scene01.png)
### Event Sheet
![Multiplayer Architecture](images/000000Events01.png)
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## Register Scene
The register screen is a little more involved than the login scene:
- Player sprite display
- Randomize button
- Username text input
- Two password text inputs
- Register button
- Back button
- Three text elements
1. Username is not avilable
2. Passwords do not match
3. Registration successful. Going back to login screen
### Scene
![Multiplayer Architecture](images/RegisterScene01.png)
### Event Sheet
![Multiplayer Architecture](images/RegisterEvents01.png)