A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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3.7 KiB

extends Control
onready var hero_select = get_node("HeroSelect/Hero")
onready var level_select = get_node("LevelSelect")
onready var start_game_button = get_node("StartGame")
onready var ready_button = get_node("Ready")
func _ready():
# Connect (to networking)
get_node("Username").connect("text_changed", self, "_send_name")
get_node("Spectating").connect("toggled", self, "_set_info_callback", ["spectating"])
ready_button.connect("toggled", self, "_set_info_callback", ["ready"])
start_game_button.connect("pressed", networking, "start_game")
# Connect (from networking)
networking.connect("info_updated", self, "_render_player_list")
get_tree().connect("connected_to_server", self, "_connected")
# Connect (static)
get_node("Back").connect("pressed", self, "_exit_to_menu")
var spectating = util.args.get_value("-silent")
get_node("Spectating").pressed = spectating
# Shown, maybe, in _check_begun
start_game_button.hide()
if get_tree().is_network_server():
start_game_button.show()
if get_tree().is_network_server():
# We put level in our players dict because it's automatically broadcast to other players
var level = util.args.get_value("-level")
if level == "r":
level = randi() % level_select.get_item_count()
level = int(level)
_set_level(level)
level_select.show()
level_select.select(level)
level_select.connect("item_selected", self, "_set_level")
else:
level_select.hide()
if get_tree().is_network_server():
_connected()
func _connected():
_send_name()
networking.set_info_from_server("ready", false)
networking.set_info_from_server("spectating", util.args.get_value("-silent"))
networking.set_info_from_server("begun", false)
if util.args.get_value("-hero") == "r":
hero_select.random_hero()
else:
hero_select.set_hero(int(util.args.get_value("-hero")))
if util.args.get_value("-start-game"):
networking.start_game()
func _set_level(level):
networking.level = level
# Because of the annoying way callbacks work (automatic parameter, optional parameter)
# We need a utility function for making these kinds of callbacks for set_info
func _set_info_callback(value, key):
networking.set_info_from_server(key, value)
sync func set_hero(peer, hero):
networking.players[peer].hero = hero
_render_player_list()
func _send_name():
var name = get_node("Username").text
networking.set_info_from_server("username", name)
func _check_begun():
if networking.players.has(1) and networking.players[1].has("begun"):
var game_started = networking.players[1].begun
if game_started:
start_game_button.show()
start_game_button.text = "Join game"
# The "Ready" toggle doesn't really make sense on a started game
ready_button.hide()
func _render_player_list():
_check_begun()
var list = ""
var hero_names = hero_select.hero_names
for p in networking.players:
var player = networking.players[p]
# A spectating server is just a dedicated server, ignore it
if p and player.has("spectating") and not (player.spectating and p == 1):
var username = player.username if player.has("username") else "Loading..."
list += "%-15s " % username
var hero = hero_names[player.hero] if player.has("hero") else "Loading..."
list += "%-10s " % hero
var team = "Loading..."
if player.has("is_right_team"):
if player.is_right_team:
team = "Right Team"
else:
team = "Left Team"
list += "%-11s" % team
var ready_text = "Ready" if player.has("ready") and player.ready else ""
list += "%-6s" % ready_text
if player.has("spectating") and player.spectating:
list += "Spectating"
list += "\n"
get_node("PlayerList").set_text(list)
func _exit_to_menu():
get_tree().network_peer.close_connection()
get_tree().change_scene("res://scenes/menu.tscn")