online multiplayer chess game (note server currently down)
Diffstat (limited to 'ui/Lobby.gd')
| -rw-r--r-- | ui/Lobby.gd | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/ui/Lobby.gd b/ui/Lobby.gd index 0637e84..b7332e8 100644 --- a/ui/Lobby.gd +++ b/ui/Lobby.gd @@ -19,12 +19,12 @@ onready var port_forward_label = $Back/Center/HBox/VBox2/Portforward onready var find_public_ip_button = $Back/Center/HBox/VBox2/FindPublicIP -func toggle(onoff): +func toggle(onoff) -> void: visible = onoff -func _ready(): - address.get_menu() +func _ready() -> void: + address.context_menu_enabled = false # Connect all the callbacks related to networking. get_tree().connect("network_peer_connected", self, "_player_connected") get_tree().connect("network_peer_disconnected", self, "_player_disconnected") @@ -37,16 +37,16 @@ func _ready(): # Callback from SceneTree. -func _player_connected(_id): +func _player_connected(_id) -> void: # Someone connected, start the game! var chess = load("res://World.tscn").instance() # Connect deferred so we can safely erase it from the callback. - chess.connect("game_over", self, "_end_game", [], CONNECT_DEFERRED) + Utils.connect("game_over", self, "_end_game", [], CONNECT_DEFERRED) get_tree().get_root().add_child(chess) -func _player_disconnected(_id): +func _player_disconnected(_id) -> void: if get_tree().is_network_server(): _end_game("Client disconnected") else: @@ -54,12 +54,12 @@ func _player_disconnected(_id): # Callback from SceneTree, only for clients (not server). -func _connected_ok(): +func _connected_ok() -> void: pass # This function is not needed for this project. # Callback from SceneTree, only for clients (not server). -func _connected_fail(): +func _connected_fail() -> void: _set_status("Couldn't connect", false) get_tree().set_network_peer(null) # Remove peer. @@ -67,14 +67,14 @@ func _connected_fail(): address.editable = true -func _server_disconnected(): +func _server_disconnected() -> void: _end_game("Server disconnected") ##### Game creation functions ###### -func _end_game(_with_error = ""): +func _end_game(_with_error = "") -> void: if has_node("/root/World"): # Erase immediately, otherwise network might show # errors (this is why we connected deferred above). @@ -87,7 +87,7 @@ func _end_game(_with_error = ""): address.editable = true -func _set_status(text, isok): +func _set_status(text, isok) -> void: # Simple way to show status. if isok: status_ok.set_text(text) @@ -101,7 +101,7 @@ func _set_status(text, isok): status_ok.visible = len(status_ok.text) > 0 -func _on_host_pressed(): +func _on_host_pressed() -> void: peer = NetworkedMultiplayerENet.new() peer.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER) var err = peer.create_server(DEFAULT_PORT, 1) # Maximum of 1 peer, since it's a 2-player game. @@ -119,7 +119,7 @@ func _on_host_pressed(): # Only show hosting instructions when relevant. -func _on_join_pressed(): +func _on_join_pressed() -> void: var ip = address.get_text() if not ip.is_valid_ip_address(): _set_status("IP address is invalid", false) @@ -131,5 +131,5 @@ func _on_join_pressed(): get_tree().set_network_peer(peer) -func _on_find_public_ip_pressed(): +func _on_find_public_ip_pressed() -> void: OS.shell_open("https://icanhazip.com/") |