online multiplayer chess game (note server currently down)
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extends Control
onready var address: LineEdit = $Darken/Center/HBox/VBox/Address
onready var buttons = $Darken/Center/HBox/VBox/buttons
onready var status_ok = $Darken/Center/HBox/VBox/StatusOK
onready var status_fail = $Darken/Center/HBox/VBox/StatusFail
func toggle(onoff) -> void:
visible = onoff
func _ready():
PacketHandler.connect("set_back_button", $Darken/Center/HBox/VBox/backbutton, "set_disabled")
PacketHandler.connect("set_status", self, "_set_status")
PacketHandler.connect("set_buttons", self, "_set_buttons")
PacketHandler.connect("set_visible", self, "toggle")
_set_status(PacketHandler.status[0], PacketHandler.status[1])
if !Utils.internet_available():
_set_status("no internet", false)
_set_buttons(false)
else:
_set_buttons(PacketHandler.status[2])
func _set_status(text, isok) -> void: # Simple way to show status.
if isok:
status_ok.set_text(text)
status_fail.set_text("")
else:
status_ok.set_text("")
status_fail.set_text(text)
status_ok.visible = len(status_ok.text) > 0
status_fail.visible = len(status_fail.text) > 0
func _set_buttons(enabled = true) -> void:
for c in buttons.get_children():
c.disabled = !enabled
address.editable = enabled
func _on_join_pressed() -> void:
validate_text()
PacketHandler.requestjoin()
func _on_HostButton_pressed() -> void:
validate_text()
PacketHandler.requesthost()
func validate_text(text = address.get_text()) -> String:
var pos = address.caret_position
text = text.strip_edges()
text = text.replace(" ", "_")
address.text = text
address.caret_position = pos
Globals.network.game_code = text
return text
func _on_Address_text_entered(new_text: String):
validate_text(new_text)
func _on_backbutton_pressed():
PacketHandler.return()
get_tree().change_scene("res://ui/StartMenu.tscn")
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