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liblast/Game.gd

325 lines
8.0 KiB
GDScript

extends Node
export var SERVER_PORT = 12597 setget , get_port
export(String, "172.28.162.191", "172.28.166.24", "127.0.0.1") var SERVER_IP = "172.28.162.191" setget , get_ip
export var MAX_PLAYERS = 10
export (String, "MENU", "PLAYING") var GAME_MODE = "MENU"
export var auto_host = false
var mouse_sensitivity_multiplier = 1.0
var player_scene = preload("res://Assets/Characters/HerMajestyTheQueen/HerMajestyTheQueen.tscn")
var settingmap = {
"is_fullscreen": "set_fullscreen",
"mouse_sensitivity": "set_mouse_sensitivity",
"nickname": "set_nickname"
}
var peer = NetworkedMultiplayerENet.new()
var local_player = null setget set_local_player
onready var menu_stack = [$MenuContainer/MainMenu]
func set_local_player(player):
local_player = player
player.set_local_player()
# Called when the node enters the scene tree for the first time.
func _ready():
$MenuContainer/ConnectMenu/Destination/IPAdress.set_text(SERVER_IP)
$MenuContainer/ConnectMenu/Destination/Port.set_text(str(SERVER_PORT))
load_settings()
if auto_host:
initialize_server(false)
func load_settings():
var load_settings = File.new()
load_settings.open("user://settings.save", File.READ)
if load_settings.is_open():
var settings = parse_json(load_settings.get_as_text())
for setting in settings:
load_setting(setting, settings[setting])
func load_setting(setting, value):
call(settingmap[setting], value, false)
func save_setting(setting, value):
var save_settings = File.new()
save_settings.open("user://settings.save", File.READ_WRITE)
if save_settings.is_open():
var settings = parse_json(save_settings.get_as_text())
settings[setting] = value
save_settings.store_string(to_json(settings))
else:
save_settings.close()
save_settings.open("user://settings.save", File.WRITE)
var settings = {setting: value}
save_settings.store_string(to_json(settings))
func _input(event):
if event.is_action_pressed("ToggleMenu"):
if GAME_MODE == "PLAYING" and not $MenuContainer.is_visible():
open_menus()
elif $MenuContainer/CharacterSelectScreen.is_visible():
close_menus()
else:
# Find the back button
var children = $MenuContainer.get_children()
for child in children:
if child.is_visible():
var buttons = child.get_children()
for button in buttons:
if button.name == "Back":
button.emit_signal("pressed")
if event.is_action_pressed("ShowPlayerList") and !$MenuContainer.visible:
$PlayerListContainer.show()
if event.is_action_released("ShowPlayerList"):
$PlayerListContainer.hide()
func open_menus():
GAME_MODE = "MENU"
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
$MenuContainer.show()
func close_menus():
if has_node("MenuContainer"):
GAME_MODE = "PLAYING"
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
$MenuContainer.hide()
func return_to_menu(type=null):
if type == null:
menu_stack.pop_back()
type = menu_stack[-1].name
for menu in $MenuContainer.get_children():
if menu.name == type:
if type != null:
while menu_stack[-1].name != type:
menu_stack.pop_back()
menu.show()
else:
menu.hide()
func open_menu(type):
for menu in $MenuContainer.get_children():
if menu.name == type:
menu_stack.append(menu)
menu.show()
else:
menu.hide()
func join_test_server():
SERVER_IP = "unfa.xyz"
initialize_client()
#sync func set_player_name(player, name):
# print(name)
func join_home():
SERVER_IP = "127.0.0.1"
initialize_client()
func join_unfa():
SERVER_IP = "172.25.162.191"
initialize_client()
func join_jan():
SERVER_IP = "172.25.166.24"
initialize_client()
func set_ip(ip):
SERVER_IP = ip
func set_mouse_sensitivity(sensitivity_multiplier, save=true):
if mouse_sensitivity_multiplier != sensitivity_multiplier:
mouse_sensitivity_multiplier = sensitivity_multiplier
else:
return
if save:
save_setting("mouse_sensitivity", sensitivity_multiplier)
else:
$MenuContainer/ControlsMenu/HBoxContainer/SensitivitySlider.value = sensitivity_multiplier
func set_fullscreen(is_fullscreen, save=true):
if OS.window_fullscreen != is_fullscreen:
OS.window_fullscreen = is_fullscreen
else:
return
if save:
save_setting("is_fullscreen", is_fullscreen)
else:
$MenuContainer/GraphicsMenu/Fullscreen.pressed = is_fullscreen
func set_nickname(nickname, save=true):
if save:
save_setting("nickname", nickname)
else:
$MenuContainer/MainMenu/Name.text = nickname
func debug_connection_status():
if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTING):
print("We are trying to connect")
func get_ip():
return SERVER_IP
func get_port():
return SERVER_PORT
func initialize_server(join=true):
peer.create_server(SERVER_PORT, MAX_PLAYERS)
get_tree().connect("network_peer_connected", self, "on_peer_connected")
get_tree().connect("network_peer_disconnected", self, "on_peer_disconnected")
get_tree().network_peer = peer
initialize()
if join:
join_game()
#add_player(peer.get_unique_id(), false)
func initialize_client():
peer.create_client(SERVER_IP, SERVER_PORT)
get_tree().connect("connected_to_server", self, "on_connection_established")
get_tree().connect("connection_failed", self, "on_connection_failed")
get_tree().network_peer = peer
initialize()
func initialize():
return_to_menu("MainMenu")
#$MenuContainer/MainMenu/Connect.hide()
#$MenuContainer/MainMenu/Disconnect.show()
#close_menus()
func free_client():
$MenuContainer/MainMenu/Connect.show()
$MenuContainer/MainMenu/Disconnect.hide()
for player in $Players.get_children():
player.queue_free()
for player_list_item in $PlayerListContainer/Panel/PlayerList.get_children():
player_list_item.queue_free()
peer.close_connection()
get_tree().network_peer = null
local_player = null
return_to_menu("MainMenu")
func quit():
get_tree().quit()
func get_player_data():
var players = $Players.get_children()
var player_data = {}
for player in players:
var data = {}
data["nickname"] = player.nickname
player_data[player.name] = data
return player_data
remote func check_players(player_data):
for player_name in player_data:
if not $Players.has_node(player_name):
var player = player_scene.instance()
player.name = player_name
player.set_network_master(int(player_name))
$Players.add_child(player)
player.translation += Vector3(0.0, 3.0, 0.0)
var data = player_data[player_name]
player.set_nickname(data["nickname"])
on_player_added(player)
func join_game():
var player = player_scene.instance()
var id = peer.get_unique_id()
player.name = str(id)
player.set_network_master(id)
$Players.add_child(player)
set_local_player(player)
var nickname = $MenuContainer/MainMenu/Name.text
set_nickname(nickname)
player.set_nickname(nickname)
on_player_added(player)
var player_data = get_player_data()
rpc("set_player_data", player_data)
player.hide()
open_menu("CharacterSelectScreen")
sync func spawn(player_id):
var spawning_player = $Players.get_node(str(player_id))
$Level.show()
spawning_player.spawn()
spawning_player.show()
close_menus()
func on_player_added(player):
var player_list_item = preload("res://PlayerListItem.tscn").instance()
$PlayerListContainer/Panel/PlayerList.add_child(player_list_item)
player_list_item.player = player
sync func remove_player(id):
for player_list_item in $PlayerListContainer/Panel/PlayerList.get_children():
if player_list_item.network_id == str(id):
player_list_item.queue_free()
for player in $Players.get_children():
if player.name == str(id):
player.queue_free()
func get_spawn_point():
return $Level/SpawnPoint
func on_peer_connected(id):
print("Peer connected with id ", id)
master func set_player_data(player_data):
check_players(player_data)
var new_player_data = get_player_data()
rpc("check_players", new_player_data)
func on_peer_disconnected(id):
print("Peer disconnected with id ", id)
rpc("remove_player", id)
func on_connection_established():
print("connection_established")
join_game()
func on_connection_failed():
print("Connection has failed")