extends Node class_name Main @onready var scene_tree: SceneTree = get_tree() @onready var interface_instance: MarginContainer = $"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 func init_main_menu(): 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(): main_menu_instance.queue_free() func init_server_game(server_port: int): 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(): server_game_instance.multiplayer.multiplayer_peer = null scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Server") server_game_instance.queue_free() func init_client_game(player_name: String, player_color: Color, server_address: String, server_port: int): 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.init_identity(player_name, player_color) smp.set_multiplayer_peer(peer) func deinit_client_game(): client_game_instance.multiplayer.multiplayer_peer = null scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Client") client_game_instance.queue_free() func init_lobby_menu(): lobby_menu_instance = lobby_menu_scene.instantiate() lobby_menu_instance.leave_confirmed.connect(_on_leave_confirmed) lobby_menu_instance.start_confirmed.connect(_on_start_confirmed) interface_instance.add_child(lobby_menu_instance) func deinit_lobby_menu(): lobby_menu_instance.queue_free() func _ready(): init_main_menu() func _on_hosting_confirmed(player_name: String, player_color: Color, server_port: int): deinit_main_menu() init_server_game(server_port) init_client_game(player_name, player_color, "127.0.0.1", server_port) init_lobby_menu() client_game_instance.trackers_changed.connect(lobby_menu_instance._on_trackers_changed) func _on_connecting_confirmed(player_name: String, player_color: Color, server_address: String, server_port: int): deinit_main_menu() init_client_game(player_name, player_color, server_address, server_port) init_lobby_menu() client_game_instance.trackers_changed.connect(lobby_menu_instance._on_trackers_changed) func _on_leave_confirmed(): deinit_lobby_menu() deinit_client_game() if server_game_instance != null: deinit_server_game() init_main_menu() func _on_start_confirmed(): pass