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MUR/scripts/menus/lobby_menu.gd

102 lines
3.1 KiB
GDScript3
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extends Control
onready var countdown_timer = get_node("countdown_timer")
onready var player_settings = find_node("player_settings")
onready var player_list = find_node("players")
func _ready():
if get_tree().get_root().has_node("multiplayer_menu"):
get_tree().get_root().get_node("multiplayer_menu").hide()
if get_tree().get_root().has_node("main_menu"):
get_tree().get_root().get_node("main_menu").hide()
get_node("menu/back").connect("pressed",self,"_on_back_pressed")
gamestate.connect("players_changed", self, "_players_changed")
gamestate.connect("game_ready", self, "_game_ready")
gamestate.connect("game_started", self, "_game_started")
client.connect("server_disconnected", self, "_server_disconnected")
player_settings.get_name_node().connect("text_changed",self,"_on_name_text_changed")
player_settings.get_color_node().connect("color_changed",self,"_on_color_color_changed")
player_settings.get_color_node().connect("draw",self,"_on_player_changed")
countdown_timer.set_wait_time(server.LOBBY_READY_WAIT_TIME)
if gamestate.game_name:
find_node("server_name").set_text(gamestate.game_name)
find_node("server_name").set_tooltip(gamestate.game_name)
func _draw():
find_node("ready").grab_focus()
func _physics_process(delta):
if not countdown_timer.is_stopped():
get_node("countdown").text = str(int(countdown_timer.get_time_left()) + 1)
func _players_changed(players):
player_list.clear()
for p_id in players:
var player = players[p_id]
if p_id == get_tree().get_network_unique_id():
player_list.add_item(player.name + " (You)")
else:
player_list.add_item(player.name)
player_list.set_item_custom_bg_color(player_list.get_item_count()-1, player.color)
if player.ready:
player_list.set_item_icon(player_list.get_item_count()-1, player_list.get_node("ready_icon").get_button_icon())
else:
player_list.set_item_icon(player_list.get_item_count()-1, player_list.get_node("not_ready_icon").get_button_icon())
find_node("server_bots").set_pressed(gamestate.bots)
func _game_ready(all_ready):
if all_ready:
get_node("countdown").show()
countdown_timer.start()
else:
countdown_timer.stop()
get_node("countdown").hide()
func _game_started():
queue_free()
func _on_name_text_changed(new_text):
_on_player_changed()
func _on_color_color_changed(color):
_on_player_changed()
func _on_ready_toggled(button_pressed):
_on_player_changed()
player_settings.get_name_node().set_editable(not button_pressed)
player_settings.get_color_node().set_disabled(button_pressed)
func _on_player_changed():
var name = player_settings.get_name_node().text
var color = player_settings.get_color_node().color
var ready = find_node("ready").pressed
gamestate.update_player(name,color,ready)
func _on_back_pressed():
gamestate.quit_game()
if get_tree().get_root().has_node("multiplayer_menu"):
get_tree().get_root().get_node("multiplayer_menu").show()
get_tree().get_root().get_node("main_menu").hide()
elif get_tree().get_root().has_node("main_menu"):
get_tree().get_root().get_node("main_menu").show()
queue_free()
func _server_disconnected():
_on_back_pressed()