online multiplayer chess game (note server currently down)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
|
extends BarTextureButton
class_name DrawButton, "res://assets/ui/draw.png"
const Confirm = preload("res://ui/confirm/Confirm.tscn")
var waiting_on_answer: Confirm = null
export(NodePath) onready var status = get_node(status) as StatusLabel
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) -> void:
if what.type == Network.SIGNALHEADERS.draw:
if "question" in what:
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:
drawed()
else:
status.set_text("Your opponent rejected the draw")
func drawed() -> GDScriptFunctionState:
return Globals.grid.drawed("mutual agreement")
func _pressed() -> void:
if waiting_on_answer:
_confirmed(true)
else:
disabled = true
Globals.network.signal({"question": ""}, Network.SIGNALHEADERS.draw)
status.set_text("Draw request sent")
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 = null
Globals.network.signal({"accepted": yes}, Network.SIGNALHEADERS.draw)
if yes:
drawed()
|