Changed win/lose screen for multiplayer

This commit is contained in:
Kristofers Solo
2021-11-18 01:55:55 +02:00
parent 742ffd91f0
commit 9a31acda87
4 changed files with 64 additions and 60 deletions

View File

@@ -3,21 +3,27 @@ extends CanvasLayer
# if 0, then singleplayer will work, if 1, then multiplayer only
var winner_amount = 1
onready var win_timer = $winner/win_timer
onready var winner = $winner
onready var loser = $loser
onready var win_timer = $win_lose_screen/win_timer
onready var label = $win_lose_screen/Panel/Label
onready var win_lose_screen = $win_lose_screen
var green = Color("61d6a8")
var red = Color("dd6673")
func _ready() -> void:
winner.hide()
loser.hide()
win_lose_screen.hide()
func _process(_delta: float) -> void:
if Global.alive_players.size() <= winner_amount and get_tree().has_network_peer():
if Global.alive_players[0].name == str(get_tree().get_network_unique_id()):
winner.show()
label.text = "You won!"
label.add_color_override("font_color", green)
win_lose_screen.show()
else:
loser.show()
label.text = "You died!"
label.add_color_override("font_color", red)
win_lose_screen.show()
if win_timer.time_left <= 0:
win_timer.start()

View File

@@ -1,4 +1,4 @@
extends Label
extends Node2D
sync func return_to_lobby():
get_tree().change_scene("res://source/scenes/GUI/network_setup.tscn")