extends Control var account_information: LoginServerLoginSuccessPacket var character_server_information: Array var current_character_information: CharacterInformation func _ready() -> void: switch_screen(%Login) $BackgroundMusic.play() %ChatWindow.visible = false func switch_screen(screen: Node): for node in get_children(): if node is CenterContainer: node.visible = false screen.visible = true func _on_login_pressed() -> void: $ButtonClickSound.play() Network.login_server.login(%Username.text, %Password.text) account_information = await Network.login_server.logged_in character_server_information = account_information.character_server_information Client.account.id = account_information.account_id get_tree().root.add_child(Network.login_server.get_keep_alive_timer()) for node in %CharacterServerList.get_children(): node.queue_free() for info: CharacterServerInformation in character_server_information: var select_character_server = Button.new() select_character_server.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND select_character_server.text = info.server_name select_character_server.pressed.connect(_on_character_server_login_pressed.bind(info)) %CharacterServerList.add_child(select_character_server) switch_screen(%CharacterServer) func _on_character_server_login_pressed(character_server_info: CharacterServerInformation) -> void: $ButtonClickSound.play() Network.character_server = CharacterServer.new( character_server_info.get_server_ip(), character_server_info.server_port ) Network.character_server.login( account_information.account_id, account_information.login_id1, account_information.login_id2, account_information.gender ) var response = await Network.character_server.received_packet if response is CharacterSelectionFailedPacket: print("character server login failed") %ChatWindow.add_message("character server login failed") return get_tree().root.add_child(Network.character_server.get_keep_alive_timer()) var character_list: CharacterServerLoginSuccessCharacterListPacket = await Network.character_server.logged_in_character_list for slot_idx in character_list.character_information.size(): var info: CharacterInformation = character_list.character_information[slot_idx] var character = preload("res://ui/character_selection_item.tscn").instantiate() character.initialize_with_info(info) character.pressed.connect(func(): current_character_information = info _on_character_selected_pressed(slot_idx) ) %CharacterList.add_child(character) switch_screen(%CharacterSelection) func _on_character_selected_pressed(slot_idx: int): $ButtonClickSound.play() Network.character_server.select_character(slot_idx) var selected_character = await Network.character_server.selected_character if selected_character is CharacterSelectionFailedPacket: # TODO: show error return Client.character.name = current_character_information.name Network.map_server = MapServer.new( selected_character.get_map_server_ip(), selected_character.map_server_port ) Network.map_server.login( account_information.account_id, current_character_information.character_id, account_information.login_id1, account_information.gender ) var _logged_in = await Network.map_server.logged_in # TODO: switch to game :) %ChatWindow.visible = true %ChatWindow.initialize() # TODO: load map var map_loaded_packet := MapLoadedPacket.new() Network.map_server.send(map_loaded_packet) # TODO: check which map server packets to send next