online multiplayer chess game (note server currently down)
Diffstat (limited to 'ui/Lobby.gd')
-rw-r--r--ui/Lobby.gd28
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/")