online multiplayer chess game (note server currently down)
Diffstat (limited to 'ui/barbutton/drawbutton.gd')
-rw-r--r--ui/barbutton/drawbutton.gd30
1 files changed, 15 insertions, 15 deletions
diff --git a/ui/barbutton/drawbutton.gd b/ui/barbutton/drawbutton.gd
index 6aa3cb4..fd2f01c 100644
--- a/ui/barbutton/drawbutton.gd
+++ b/ui/barbutton/drawbutton.gd
@@ -1,22 +1,25 @@
extends BarTextureButton
class_name DrawButton, "res://assets/ui/draw.png"
-export(NodePath) onready var status = get_node(status) as StatusLabel
-export(NodePath) onready var confirmbar = get_node(confirmbar) as Confirm
+const Confirm = preload("res://ui/confirm/Confirm.tscn")
+var waiting_on_answer: Confirm = null
-var waiting_on_answer := false
+export(NodePath) onready var status = get_node(status) as StatusLabel
-func _ready():
+func _ready() -> void:
+ PacketHandler.connect("game_over", self, "set_disabled", [true])
if Globals.network:
Globals.network.connect("signal_recieved", self, "_on_signal")
-func _on_signal(what: Dictionary):
+func _on_signal(what: Dictionary) -> void:
if what.type == Network.SIGNALHEADERS.draw:
if "question" in what:
- confirmbar.confirm(self, "Your opponent requests a draw", 20)
- waiting_on_answer = true
+ var confirm = Confirm.instance()
+ add_child(confirm)
+ confirm.confirm(self, "Your opponent wants to draw", 20)
+ waiting_on_answer = confirm
else:
disabled = false
if what.accepted:
@@ -29,24 +32,21 @@ func drawed() -> GDScriptFunctionState:
return Globals.grid.drawed("mutual agreement")
-func stoplooking() -> void:
- _handle_confirm(false)
-
-
func _pressed() -> void:
if waiting_on_answer:
- _handle_confirm(true)
- confirmbar.stop_looking()
+ _confirmed(true)
else:
disabled = true
Globals.network.signal("", Network.SIGNALHEADERS.draw, "question")
status.set_text("Draw request sent")
-func _handle_confirm(yes: bool) -> void: # called from confirmbar.confirmed
+func _confirmed(yes: bool) -> void: # called from confirmbar.confirmed
if waiting_on_answer:
+ if !waiting_on_answer.is_queued_for_deletion():
+ waiting_on_answer.queue_free()
disabled = false
- waiting_on_answer = false
+ waiting_on_answer = null
Globals.network.signal(yes, Network.SIGNALHEADERS.draw, "accepted")
if yes:
drawed()