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Make start_game work for the first time!

master
Luna 7 years ago
parent
commit
5ffb754185
2 changed files with 29 additions and 25 deletions
  1. +28
    -24
      scripts/lobby.gd
  2. +1
    -1
      scripts/networking.gd

+ 28
- 24
scripts/lobby.gd View File

@ -2,8 +2,7 @@ extends Control
var port = null # Defined by command-line argument with default
var player_info = []
var my_info = {}
# var my_info = {}
var server_playing = true
var global_server_ip = "nv.cosinegaming.com"
var ip = null
@ -23,45 +22,49 @@ func _ready():
if get_tree().is_network_server():
get_node("LevelSelect").show()
get_node("Username").connect("text_changed", self, "resend_name")
get_node("Username").connect("text_changed", self, "_send_name")
get_node("StartGame").connect("pressed", self, "_start_game")
# get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level") TODO
_send_name()
func collect_info():
func _collect_info():
var my_id = get_tree().get_network_unique_id()
var my_info = networking.players[my_id]
if not "username" in my_info:
my_info.username = get_node("PlayerSettings/Username").get_text()
my_info.username = get_node("Username").get_text()
if not "hero" in my_info:
my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
my_info.hero = get_node("HeroSelect/Hero").get_selected_id()
if not "is_right_team" in my_info:
my_info.is_right_team = false # Server assigns team, wait for that
func select_hero(hero):
var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
get_node("PlayerSettings/HeroDescription").set_text(description)
if is_connected:
rpc("set_hero", get_tree().get_network_unique_id(), hero)
var description = get_node("HeroSelect").hero_text[hero]
get_node("HeroDescription").set_text(description)
var my_id = get_tree().get_network_unique_id()
networking.players[my_id].hero = hero
rpc("set_hero", get_tree().get_network_unique_id(), hero)
sync func set_hero(peer, hero):
player_info[peer].hero = hero
networking.players[peer].hero = hero
render_player_list()
func resend_name():
func _send_name():
if is_connected:
var name = get_node("PlayerSettings/Username").get_text()
rpc("set_name", get_tree().get_network_unique_id(), name)
var name = get_node("Username").text
rpc("_set_name", get_tree().get_network_unique_id(), name)
sync func set_name(peer, name):
player_info[peer].username = name
sync func _set_name(peer, name):
networking.players[peer].username = name
render_player_list()
func render_player_list():
if has_node("PlayerSettings"):
var list = ""
var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
for p in player_info:
list += "%-15s" % player_info[p].username
list += "%-20s" % hero_names[player_info[p].hero]
if player_info[p].is_right_team:
var hero_names = get_node("HeroSelect").hero_names
for p in networking.players:
list += "%-15s" % networking.players[p].username
list += "%-20s" % hero_names[networking.players[p].hero]
if networking.players[p].is_right_team:
list += "Right Team"
else:
list += "Left Team"
@ -69,15 +72,16 @@ func render_player_list():
get_node("JoinedGameLobby/PlayerList").set_text(list)
sync func assign_team(peer, is_right_team):
player_info[peer].is_right_team = is_right_team
networking.players[peer].is_right_team = is_right_team
if peer == get_tree().get_network_unique_id():
if is_right_team:
get_node("PlayerSettings/Team").set_text("Right Team")
get_node("Team").set_text("Right Team")
else:
get_node("PlayerSettings/Team").set_text("Left Team")
get_node("Team").set_text("Left Team")
render_player_list()
func _start_game():
_collect_info()
var level = 2 # TODO
networking.rpc_id(1, "start_game", level)

+ 1
- 1
scripts/networking.gd View File

@ -117,7 +117,7 @@ sync func _spawn_player(p):
var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
player.set_name(str(p))
player.set_network_master(p)
player.players = players[p]
player.player_info = players[p]
get_node("/root/Level/Players").call_deferred("add_child", player)
sync func _pre_configure_game(level):


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