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extends Control
signal joined
var current_map_idx := 0
var current_map_scene: Node
var settings := {}
var teams := {}
@onready var list: Control = %PlayersListContainer.list
func _ready() -> void:
if not multiplayer.is_server():
%StartButton.disabled = true
if multiplayer.is_server():
joined.connect(func():
set_map.rpc(current_map_idx)
)
for idx in %Maps.get_child_count():
%Maps.get_child(idx).pressed.connect(func():
if current_map_idx != idx:
set_map.rpc(idx)
)
if not multiplayer.is_server():
for node: Control in %Maps.get_children():
node.mouse_filter = Control.MOUSE_FILTER_IGNORE
Network.players_changed.connect(update_players)
update_players()
multiplayer.peer_disconnected.connect(remove_player)
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
# reset map texture for clean load
%Thumbnail.texture = null
set_map(current_map_idx)
# send keep-alive to game-lobby-server
if multiplayer.is_server():
$KeepAliveTimer.start()
$KeepAliveTimer.timeout.connect(func():
await GameLobby.request_post("/keep-alive")
)
func update_players():
update_list(list, Network.get_ordered_player_ids())
func remove_player(id):
list.remove_child(list.get_node(str(id)))
func update_list(current_list: Control, player_ids: Array):
for id in player_ids:
var player: Player = Network.get_player(id)
var control: Control = current_list.get_node_or_null(str(id))
if not control:
control = MarginContainer.new()
control.name = str(id)
var label = Label.new()
label.add_theme_color_override("font_color", player.get_color())
if id == multiplayer.get_unique_id():
label.add_theme_color_override("font_outline_color", Color(0.75, 0.75, 0.75, 0.75))
label.add_theme_constant_override("outline_size", 10)
control.add_child(label)
current_list.add_child(control)
#joined.emit()
control.get_child(0).text = str(player.username)
control.get_child(0).tooltip_text = str(id)
current_list.move_child(control, player_ids.find(id) + 1)
# TODO: test with 3 players
func _on_peer_connected(id):
Network._on_peer_connected(id)
func _on_peer_disconnected(id):
Network._on_peer_disconnected(id)
func _on_start_button_pressed() -> void:
start.rpc()
func _on_cancel_button_pressed() -> void:
multiplayer.multiplayer_peer.close()
# TODO: if was host => Start. if was joined and connected from list => List
get_tree().change_scene_to_file("res://UI/Start.tscn")
@rpc("authority", "call_local")
func start():
var packed_scene = %Maps.get_child(current_map_idx).get_meta("map_scene")
var scene = packed_scene.instantiate()
for setting in settings:
scene[setting] = settings[setting]
if settings.get("use_premade_teams"):
var premade_teams = {}
for team_name in teams:
premade_teams[team_name] = teams[team_name]["players"]
scene.premade_teams = premade_teams
Client.change_scene_to_instance(scene)
@rpc("authority", "call_local")
func set_map(index: int):
current_map_idx = index
for node: Control in %Teams.get_children().slice(1):
node.queue_free()
%PlayersListContainer.visible = true
for node: Button in %Maps.get_children():
node.add_theme_color_override("font_color", Color(1.0, 1.0, 1.0, 0.5))
var map_button = %Maps.get_child(index)
var thumbnail = map_button.get_meta("thumbnail")
# settings
for child in %Settings.get_children():
child.queue_free()
if map_button.has_meta("settings"):
current_map_scene = map_button.get_meta("map_scene").instantiate()
var map_settings = map_button.get_meta("settings", [])
for setting in map_settings:
settings[setting] = current_map_scene[setting]
var control = preload("res://UI/PlayerLobby/lobby_setting.tscn").instantiate()
control.label = setting
control.value = settings[setting]
control.disabled = !multiplayer.is_server()
if multiplayer.is_server():
control.value_changed.connect(func(value):
set_setting.rpc(setting, value)
)
%Settings.add_child(control)
map_button.add_theme_color_override("font_color", Color(1.0, 1.0, 1.0, 1.0))
%Thumbnail.texture = thumbnail
@rpc("authority", "call_local")
func set_setting(key: String, value: Variant):
settings[key] = value
if not multiplayer.is_server():
%Settings.get_node(key).value = value
# generate PlayersLists per team with clickable labels to switch team
if settings.get("use_premade_teams"):
%PlayersListContainer.visible = false
var team_names = current_map_scene.teams.names()
var players_per_team = Network.get_ordered_player_ids().size() / team_names.size()
for idx in team_names.size():
var team_name = team_names[idx]
var new_list_container = preload("res://UI/players_list_container.tscn").instantiate()
new_list_container.label = team_name.to_upper()
new_list_container.clicked.connect(func():
switch_team.rpc(team_name)
)
%Teams.add_child(new_list_container)
var offset = players_per_team * idx
teams[team_name] = {}
teams[team_name]["players"] = Network.get_ordered_player_ids().slice(offset, offset + players_per_team)
teams[team_name]["list"] = new_list_container.list
update_list(teams[team_name]["list"], teams[team_name]["players"])
@rpc("any_peer", "call_local")
func switch_team(team_name: String):
#func switch_team(previous_team_name: String, new_team_name: String):
var player_id = multiplayer.get_remote_sender_id()
for key in teams:
var team = teams[key]
team["players"].erase(player_id)
var node = team["list"].get_node_or_null(str(player_id))
if node: team["list"].remove_child(node)
teams[team_name]["players"].append(player_id)
update_list(teams[team_name]["list"], teams[team_name]["players"])
|