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. onready var hero_select = get_node("HeroSelect/Hero")
  4. onready var level_select = get_node("LevelSelect")
  5. func _ready():
  6. get_node("Username").connect("text_changed", self, "_send_name")
  7. get_node("StartGame").connect("pressed", networking, "start_game")
  8. var spectating = util.args.get_value("-silent")
  9. get_node("Spectating").pressed = spectating
  10. get_node("Spectating").connect("toggled", networking, "set_spectating")
  11. if get_tree().is_network_server():
  12. # We put level in our players dict because it's automatically broadcast to other players
  13. var level = util.args.get_value("-level")
  14. if level == "r":
  15. level = randi() % level_select.get_item_count()
  16. _set_level(level)
  17. level_select.show()
  18. level_select.select(level)
  19. level_select.connect("item_selected", self, "_set_level")
  20. else:
  21. level_select.hide()
  22. networking.connect("info_updated", self, "render_player_list")
  23. get_tree().connect("connected_to_server", self, "_connected")
  24. if get_tree().is_network_server():
  25. _connected()
  26. func _connected():
  27. _send_name()
  28. hero_select.random_hero()
  29. if util.args.get_value("-start-game"):
  30. networking.start_game()
  31. func _set_level(level):
  32. networking.set_info("level", level)
  33. sync func set_hero(peer, hero):
  34. networking.players[peer].hero = hero
  35. render_player_list()
  36. func _send_name():
  37. var name = get_node("Username").text
  38. networking.set_info("username", name)
  39. func render_player_list():
  40. var list = ""
  41. var hero_names = hero_select.hero_names
  42. for p in networking.players:
  43. list += "%-15s" % networking.players[p].username
  44. list += "%-20s" % hero_names[networking.players[p].hero]
  45. if networking.players[p].is_right_team:
  46. list += "Right Team"
  47. else:
  48. list += "Left Team"
  49. list += "\n"
  50. get_node("PlayerList").set_text(list)