FuncIt/Game/source/assets/scripts/ui_element_handlers/lobby.gd
2021-11-06 02:05:24 +02:00

78 lines
2.6 KiB
GDScript

extends Node2D
var player = load("res://source/entities/player/player_node.tscn")
var min_players = 2
var current_spawn_location_instance_number = 1
var current_player_for_spawn_location_number = null
onready var multiplayer_config_ui = $multiplayer_configure
onready var device_ip_address = $background/background_lobby/Control/device_ip_address
onready var start_game = $UI/start_game
func _ready():
get_tree().connect("network_peer_connected", self, "_player_connected")
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
get_tree().connect("connected_to_server", self, "_connected_to_server")
device_ip_address.text = Network.ip_address
if get_tree().network_peer != null:
current_spawn_location_instance_number = 1
for player in PersistentNodes.get_children():
if player.is_in_group("Player"):
for spawn_location in $spawn_locations.get_children():
if int(spawn_location.name) == current_spawn_location_instance_number and current_player_for_spawn_location_number != player:
player.rpc("update_position", spawn_location.global_position)
player.rpc("enable")
current_spawn_location_instance_number += 1
current_player_for_spawn_location_number = player
func _process(delta: float) -> void:
if get_tree().network_peer != null:
if get_tree().get_network_connected_peers().size() >= (min_players - 1) and get_tree().is_network_server():
start_game.show()
else:
start_game.hide()
func _player_connected(id) -> void:
print("Player " + str(id) + " has connected")
instance_player(id)
func _player_disconnected(id) -> void:
print("Player " + str(id) + " has disconnected")
if PersistentNodes.has_node(str(id)):
PersistentNodes.get_node(str(id)).username_text_instance.queue_free()
PersistentNodes.get_node(str(id)).queue_free()
func _connected_to_server() -> void:
yield(get_tree().create_timer(0.1), "timeout")
instance_player(get_tree().get_network_unique_id())
func instance_player(id) -> void:
var player_instance = Global.instance_node_at_location(player, PersistentNodes, get_node("spawn_locations/" + str(current_spawn_location_instance_number)).global_position)
player_instance.name = str(id)
player_instance.set_network_master(id)
#player_instance.username = username_text_edit.text
current_spawn_location_instance_number += 1
func _on_start_game_pressed():
rpc("switch_to_game")
sync func switch_to_game() -> void:
for child in PersistentNodes.get_children():
if child.is_in_group("Player"):
child.update_shoot_mode(true)
get_tree().change_scene("res://source/levels/trinity_site/trinity_site_level.tscn")