extends Node class_name Main @onready var scene_tree: SceneTree = get_tree() @export var interface_instance: Interface const main_menu_scene: PackedScene = preload("res://scenes/main_menu.tscn") var main_menu_instance: MainMenu = null const game_scene: PackedScene = preload("res://scenes/game.tscn") var server_game_instance: Game = null var client_game_instance: Game = null const lobby_menu_scene: PackedScene = preload("res://scenes/lobby_menu.tscn") var lobby_menu_instance: LobbyMenu = null const game_hud_scene: PackedScene = preload("res://scenes/game_hud.tscn") var game_hud_instance: GameHUD = null func init_main_menu() -> void: main_menu_instance = main_menu_scene.instantiate() main_menu_instance.hosting_confirmed.connect(_on_hosting_confirmed) main_menu_instance.connecting_confirmed.connect(_on_connecting_confirmed) interface_instance.add_child(main_menu_instance) func deinit_main_menu() -> void: main_menu_instance.queue_free() main_menu_instance = null func init_server_game(server_port: int) -> void: server_game_instance = game_scene.instantiate() server_game_instance.name = "Server" add_child(server_game_instance, true) print("[Main] Creating server at: *:", server_port) var smp: SceneMultiplayer = SceneMultiplayer.new() var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new() var error: Error = peer.create_server(server_port) if error != OK or peer.get_connection_status() == MultiplayerPeer.CONNECTION_DISCONNECTED: push_error(error) return scene_tree.set_multiplayer(smp, ^"/root/Main/Server") server_game_instance.init_signals() smp.set_multiplayer_peer(peer) func deinit_server_game() -> void: server_game_instance.multiplayer.multiplayer_peer = null scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Server") server_game_instance.queue_free() server_game_instance = null func init_client_game(player_name: String, player_color: Color, server_address: String, server_port: int) -> void: client_game_instance = game_scene.instantiate() client_game_instance.name = "Client" add_child(client_game_instance, true) print("[Main] Creating client connecting to: ", server_address, ":", server_port) var smp = SceneMultiplayer.new() var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new() var error: Error = peer.create_client(server_address, server_port) if error != OK or peer.get_connection_status() == MultiplayerPeer.CONNECTION_DISCONNECTED: push_error(error) return scene_tree.set_multiplayer(smp, ^"/root/Main/Client") client_game_instance.init_signals() client_game_instance.local_player_name = player_name client_game_instance.local_player_color = player_color client_game_instance.phase_tracker.phase_changed.connect(_on_phase_changed) smp.set_multiplayer_peer(peer) func deinit_client_game() -> void: client_game_instance.phase_tracker.phase_changed.disconnect(_on_phase_changed) client_game_instance.multiplayer.multiplayer_peer = null scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Client") client_game_instance.queue_free() client_game_instance = null func init_lobby_menu() -> void: lobby_menu_instance = lobby_menu_scene.instantiate() lobby_menu_instance.init_refs() lobby_menu_instance.leave_confirmed.connect(_on_leave_confirmed) if server_game_instance: lobby_menu_instance.start_button.disabled = false lobby_menu_instance.start_confirmed.connect(server_game_instance._on_main_start_confirmed) client_game_instance.multiplayer.server_disconnected.connect(_on_leave_confirmed) client_game_instance.player_dir.child_entered_tree.connect(lobby_menu_instance.players_list._on_playernode_created) client_game_instance.player_dir.child_exiting_tree.connect(lobby_menu_instance.players_list._on_playernode_destroyed) client_game_instance.player_dir.playernode_name_changed.connect(lobby_menu_instance.players_list._on_playernode_name_changed) client_game_instance.player_dir.playernode_color_changed.connect(lobby_menu_instance.players_list._on_playernode_color_changed) client_game_instance.player_dir.playernode_possessed.connect(lobby_menu_instance.players_list._on_playernode_possessed) interface_instance.add_child(lobby_menu_instance) func deinit_lobby_menu() -> void: lobby_menu_instance.leave_confirmed.disconnect(_on_leave_confirmed) if server_game_instance: lobby_menu_instance.start_confirmed.disconnect(server_game_instance._on_main_start_confirmed) client_game_instance.multiplayer.server_disconnected.disconnect(_on_leave_confirmed) client_game_instance.player_dir.child_entered_tree.disconnect(lobby_menu_instance.players_list._on_playernode_created) client_game_instance.player_dir.child_exiting_tree.disconnect(lobby_menu_instance.players_list._on_playernode_destroyed) client_game_instance.player_dir.playernode_name_changed.disconnect(lobby_menu_instance.players_list._on_playernode_name_changed) client_game_instance.player_dir.playernode_color_changed.disconnect(lobby_menu_instance.players_list._on_playernode_color_changed) client_game_instance.player_dir.playernode_possessed.disconnect(lobby_menu_instance.players_list._on_playernode_possessed) lobby_menu_instance.queue_free() lobby_menu_instance = null func init_game_hud() -> void: game_hud_instance = game_hud_scene.instantiate() client_game_instance.level_manager.level_completed.connect(game_hud_instance._on_level_completed) client_game_instance.level_manager.local_player_spawned.connect(game_hud_instance._on_local_player_spawned) client_game_instance.player_dir.playernode_name_changed.connect(game_hud_instance._on_playernode_name_changed) client_game_instance.player_dir.playernode_color_changed.connect(game_hud_instance._on_playernode_color_changed) client_game_instance.player_dir.playernode_possessed.connect(game_hud_instance._on_playernode_possessed) client_game_instance.player_dir.playernode_score_reported.connect(game_hud_instance._on_playernode_score_reported) client_game_instance.player_dir.playernode_scores_changed.connect(game_hud_instance._on_playernode_scores_changed) interface_instance.add_child(game_hud_instance) func deinit_game_hud() -> void: client_game_instance.level_manager.level_completed.disconnect(game_hud_instance._on_level_completed) client_game_instance.level_manager.local_player_spawned.disconnect(game_hud_instance._on_local_player_spawned) client_game_instance.player_dir.playernode_name_changed.disconnect(game_hud_instance._on_playernode_name_changed) client_game_instance.player_dir.playernode_color_changed.disconnect(game_hud_instance._on_playernode_color_changed) client_game_instance.player_dir.playernode_possessed.disconnect(game_hud_instance._on_playernode_possessed) client_game_instance.player_dir.playernode_score_reported.disconnect(game_hud_instance._on_playernode_score_reported) client_game_instance.player_dir.playernode_scores_changed.disconnect(game_hud_instance._on_playernode_scores_changed) game_hud_instance.queue_free() game_hud_instance = null func _ready() -> void: init_main_menu() func _on_hosting_confirmed(player_name: String, player_color: Color, server_port: int) -> void: deinit_main_menu() init_server_game(server_port) init_client_game(player_name, player_color, "127.0.0.1", server_port) init_lobby_menu() func _on_connecting_confirmed(player_name: String, player_color: Color, server_address: String, server_port: int) -> void: deinit_main_menu() init_client_game(player_name, player_color, server_address, server_port) init_lobby_menu() func _on_leave_confirmed() -> void: if lobby_menu_scene: deinit_lobby_menu() if client_game_instance: deinit_client_game() if server_game_instance != null: deinit_server_game() init_main_menu() func _on_phase_changed(old: PhaseTracker.Phase, new: PhaseTracker.Phase) -> void: # First, deinitialize the current interface match old: PhaseTracker.Phase.LOBBY: deinit_lobby_menu() PhaseTracker.Phase.PLAYING: deinit_game_hud() PhaseTracker.Phase.ENDED: pass # TODO # Then, initialize the new one match new: PhaseTracker.Phase.LOBBY: init_lobby_menu() PhaseTracker.Phase.PLAYING: init_game_hud() PhaseTracker.Phase.ENDED: pass # TODO