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