forked from unfa/liblast
218 lines
5.6 KiB
GDScript
218 lines
5.6 KiB
GDScript
extends Node
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export var SERVER_PORT = 9999 setget , get_port
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export(String, "172.28.162.191", "172.28.166.24", "127.0.0.1") var SERVER_IP = "172.28.162.191" setget , get_ip
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export var MAX_PLAYERS = 10
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export (String, "MENU", "PLAYING") var GAME_MODE = "MENU"
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var mouse_sensitivity_multiplier = 1.0
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var player_scene = preload("res://Player.tscn")
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var settingmap = {
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"is_fullscreen": "set_fullscreen",
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"mouse_sensitivity": "set_mouse_sensitivity"
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}
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# Called when the node enters the scene tree for the first time.
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func _ready():
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$MenuContainer/MainMenu/Destination/IPAdress.set_text(SERVER_IP)
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$MenuContainer/MainMenu/Destination/Port.set_text(str(SERVER_PORT))
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load_settings()
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func load_settings():
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var load_settings = File.new()
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load_settings.open("user://settings.save", File.READ)
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if load_settings.is_open():
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var settings = parse_json(load_settings.get_as_text())
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for setting in settings:
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load_setting(setting, settings[setting])
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func load_setting(setting, value):
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call(settingmap[setting], value, false)
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func save_setting(setting, value):
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var save_settings = File.new()
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save_settings.open("user://settings.save", File.READ_WRITE)
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if save_settings.is_open():
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var settings = parse_json(save_settings.get_as_text())
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settings[setting] = value
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save_settings.store_string(to_json(settings))
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else:
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save_settings.close()
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save_settings.open("user://settings.save", File.WRITE)
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var settings = {setting: value}
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save_settings.store_string(to_json(settings))
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func _input(event):
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if event.is_action_pressed("ToggleMenu"):
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if GAME_MODE == "PLAYING" and not $MenuContainer.is_visible():
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open_menus()
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elif $MenuContainer/MainMenu.is_visible():
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close_menus()
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else:
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# Find the back button
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var children = $MenuContainer.get_children()
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for child in children:
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if child.is_visible():
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var buttons = child.get_children()
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for button in buttons:
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if button.name == "Back":
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print(child.name)
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button.emit_signal("pressed")
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func open_menus():
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GAME_MODE = "MENU"
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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$MenuContainer.show()
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func close_menus():
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GAME_MODE = "PLAYING"
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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$MenuContainer.hide()
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func return_to_menu(type):
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for menu in $MenuContainer.get_children():
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if menu.name == type:
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menu.show()
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else:
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menu.hide()
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func open_menu(type):
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for menu in $MenuContainer.get_children():
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if menu.name == type:
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menu.show()
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else:
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menu.hide()
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func join_home():
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SERVER_IP = "127.0.0.1"
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initialize_client()
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func join_unfa():
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SERVER_IP = "172.25.162.191"
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initialize_client()
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func join_jan():
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SERVER_IP = "172.25.166.24"
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initialize_client()
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func set_ip(ip):
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SERVER_IP = ip
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func set_mouse_sensitivity(sensitivity_multiplier, save=true):
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if mouse_sensitivity_multiplier != sensitivity_multiplier:
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mouse_sensitivity_multiplier = sensitivity_multiplier
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else:
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return
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if save:
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save_setting("mouse_sensitivity", sensitivity_multiplier)
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else:
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$MenuContainer/ControlsMenu/HBoxContainer/SensitivitySlider.value = sensitivity_multiplier
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func set_fullscreen(is_fullscreen, save=true):
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if OS.window_fullscreen != is_fullscreen:
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OS.window_fullscreen = is_fullscreen
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else:
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return
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if save:
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save_setting("is_fullscreen", is_fullscreen)
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else:
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$MenuContainer/GraphicsMenu/Fullscreen.pressed = is_fullscreen
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func debug_connection_status():
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if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTING):
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print("We are trying to connect")
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func get_ip():
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return SERVER_IP
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func get_port():
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return SERVER_PORT
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func initialize_server(join=true):
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var peer = NetworkedMultiplayerENet.new()
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peer.create_server(SERVER_PORT, MAX_PLAYERS)
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get_tree().connect("network_peer_connected", self, "on_peer_connected")
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get_tree().connect("network_peer_disconnected", self, "on_peer_disconnected")
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get_tree().network_peer = peer
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close_menus()
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if join:
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add_player(1, false)
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func initialize_client():
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var peer = NetworkedMultiplayerENet.new()
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peer.create_client(SERVER_IP, SERVER_PORT)
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get_tree().connect("connected_to_server", self, "on_connection_established")
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get_tree().connect("connection_failed", self, "on_connection_failed")
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get_tree().network_peer = peer
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close_menus()
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func quit():
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get_tree().quit()
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func get_player_names():
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var players = $Players.get_children()
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var player_names = []
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for player in players:
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player_names.append(player.name)
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return player_names
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sync func check_players(player_names):
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for player_name in player_names:
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if not $Players.has_node(player_name):
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var player = player_scene.instance()
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player.name = player_name
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$Players.add_child(player)
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player.translation += Vector3(0.0, 3.0, 0.0)
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if player_name == str(get_tree().get_network_unique_id()):
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player.camera.current = true
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player.set_network_master(get_tree().get_network_unique_id())
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print(get_tree().get_network_unique_id())
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func add_player(id, check=true):
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var player = player_scene.instance()
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player.name = str(id)
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$Players.add_child(player)
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player.set_network_master(id)
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player.translation += Vector3(0.0, 0.0, 0.0)
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var player_names = get_player_names()
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if check:
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rpc("check_players", player_names)
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sync func remove_player(id):
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for player in $Players.get_children():
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if player.name == str(id):
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$Players.remove_child(player)
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func get_spawn_point():
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return $Level/SpawnPoint
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func on_peer_connected(id):
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print("Peer connected with id ", id)
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add_player(id)
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func on_peer_disconnected(id):
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print("Peer disconnected with id ", id)
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rpc("remove_player", id)
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func on_connection_established():
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print("Connection has been established")
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func on_connection_failed():
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print("Connection has failed")
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