Public repository for MUR pre alpha
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85 lines
2.8 KiB

extends Control
func _ready():
# Called every time the node is added to the scene.
game_state.connect("connection_failed", self, "_on_connection_failed")
game_state.connect("connection_succeeded", self, "_on_connection_success")
game_state.connect("player_list_changed", self, "refresh_lobby")
game_state.connect("game_ended", self, "_on_game_ended")
game_state.connect("game_error", self, "_on_game_error")
func _on_host_pressed():
if (get_node("connect/name").text == ""):
get_node("connect/error_label").text="Invalid name!"
return
get_node("connect").hide()
get_node("players").show()
get_node("connect/error_label").text=""
var player_name = get_node("connect/name").text
var player_color = get_node("connect/color").color
var full = get_node("connect/full").is_pressed()
game_state.host_game(player_name, player_color, full)
refresh_lobby()
func _on_join_pressed():
if (get_node("connect/name").text == ""):
get_node("connect/error_label").text="Invalid name!"
return
var ip = get_node("connect/ip").text
if (not ip.is_valid_ip_address()):
get_node("connect/error_label").text="Invalid IPv4 address!"
return
get_node("connect/error_label").text=""
get_node("connect/host").disabled=true
get_node("connect/join").disabled=true
var player_name = get_node("connect/name").text
var player_color = get_node("connect/color").color
game_state.join_game(ip, player_name, player_color)
# refresh_lobby() gets called by the player_list_changed signal
func _on_connection_success():
get_node("connect").hide()
get_node("players").show()
func _on_connection_failed():
get_node("connect/host").disabled=false
get_node("connect/join").disabled=false
get_node("connect/error_label").set_text("Connection failed.")
func _on_game_ended():
show()
get_node("connect").show()
get_node("players").hide()
get_node("connect/host").disabled=false
get_node("connect/join").disabled=false
func _on_game_error(errtxt):
get_node("error").dialog_text = errtxt
get_node("error").popup_centered_minsize()
func refresh_lobby():
var players = game_state.get_player_list()
players.sort()
get_node("players/list").clear()
get_node("players/list").add_item(game_state.get_player_name() + " (You)")
get_node("players/list").set_item_custom_bg_color(get_node("players/list").get_item_count()-1, game_state.get_player_color())
for p in players:
get_node("players/list").add_item(p.name)
get_node("players/list").set_item_custom_bg_color(get_node("players/list").get_item_count()-1, p.color)
get_node("players/start").disabled=not get_tree().is_network_server()
func _on_start_pressed():
game_state.begin_game()
func _on_quick_pressed():
var player_name = get_node("connect/name").text
var player_color = get_node("connect/color").color
var full = get_node("connect/full").is_pressed()
game_state.host_game(player_name, player_color, full)
game_state.begin_game()