A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
  1. extends Control
  2. var port = null # Defined by command-line argument with default
  3. var player_info = []
  4. var my_info = {}
  5. var server_playing = true
  6. var global_server_ip = "nv.cosinegaming.com"
  7. var ip = null
  8. var players_done = []
  9. var is_connected = false # Technically this can be done with ENetcetera but it's easier this way
  10. onready var matchmaking = preload("res://scripts/matchmaking.gd").new()
  11. onready var networking = preload("res://scripts/networking.gd").new()
  12. var matchmaker_tcp
  13. func _ready():
  14. add_child(matchmaking)
  15. add_child(networking)
  16. if get_tree().is_network_server():
  17. get_node("LevelSelect").show()
  18. get_node("Username").connect("text_changed", self, "resend_name")
  19. get_node("StartGame").connect("pressed", self, "_start_game")
  20. # get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level") TODO
  21. func collect_info():
  22. if not "username" in my_info:
  23. my_info.username = get_node("PlayerSettings/Username").get_text()
  24. if not "hero" in my_info:
  25. my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
  26. if not "is_right_team" in my_info:
  27. my_info.is_right_team = false # Server assigns team, wait for that
  28. func select_hero(hero):
  29. var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
  30. get_node("PlayerSettings/HeroDescription").set_text(description)
  31. if is_connected:
  32. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  33. sync func set_hero(peer, hero):
  34. player_info[peer].hero = hero
  35. render_player_list()
  36. func resend_name():
  37. if is_connected:
  38. var name = get_node("PlayerSettings/Username").get_text()
  39. rpc("set_name", get_tree().get_network_unique_id(), name)
  40. sync func set_name(peer, name):
  41. player_info[peer].username = name
  42. render_player_list()
  43. func render_player_list():
  44. if has_node("PlayerSettings"):
  45. var list = ""
  46. var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
  47. for p in player_info:
  48. list += "%-15s" % player_info[p].username
  49. list += "%-20s" % hero_names[player_info[p].hero]
  50. if player_info[p].is_right_team:
  51. list += "Right Team"
  52. else:
  53. list += "Left Team"
  54. list += "\n"
  55. get_node("JoinedGameLobby/PlayerList").set_text(list)
  56. sync func assign_team(peer, is_right_team):
  57. player_info[peer].is_right_team = is_right_team
  58. if peer == get_tree().get_network_unique_id():
  59. if is_right_team:
  60. get_node("PlayerSettings/Team").set_text("Right Team")
  61. else:
  62. get_node("PlayerSettings/Team").set_text("Left Team")
  63. render_player_list()
  64. func _start_game():
  65. var level = 2 # TODO
  66. networking.rpc_id(1, "start_game", level)