online multiplayer chess game (note server currently down)
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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
var waiting_on_answer := false
func _ready() -> void:
Globals.network.connect("request", self, "draw_request")
Globals.network.connect("request_result", self, "_on_draw_result")
func draw_request(what: Dictionary):
if what.type == Network.REQUESTHEADERS.draw:
if "questions" in what:
Log.err("Draw request without prompt")
return
confirmbar.confirm(self, what.question, 20)
waiting_on_answer = true
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()
else:
disabled = true
Globals.network.send_request_packet(
Network.REQUESTHEADERS.draw, "Your opponent wishes to draw, do you accept?"
)
status.set_text("Draw request sent")
func _on_draw_result(accepted: Dictionary) -> void: # called from _handle_confirm
disabled = false
if accepted.type == Network.REQUESTHEADERS.draw:
if accepted.answer:
drawed()
else:
status.set_text("Your opponent has rejected the draw request.")
func _handle_confirm(yes: bool) -> void: # called from confirmbar.confirmed
if waiting_on_answer:
disabled = false
waiting_on_answer = false
Globals.network.send_request_answer_packet(Network.REQUESTHEADERS.draw, yes)
if yes:
drawed()
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