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algodist-steffo-nanogolf/scenes/main.gd
2024-03-16 06:38:35 +01:00

174 lines
8.1 KiB
GDScript

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()
server_game_instance.leave_confirmed.connect(_on_leave_confirmed)
smp.set_multiplayer_peer(peer)
func deinit_server_game() -> void:
server_game_instance.multiplayer.multiplayer_peer = null
scene_tree.set_multiplayer(null, ^"/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)
client_game_instance.leave_confirmed.connect(_on_leave_confirmed)
smp.set_multiplayer_peer(peer)
func deinit_client_game() -> void:
client_game_instance.multiplayer.multiplayer_peer = null
scene_tree.set_multiplayer(null, ^"/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_instance != null:
deinit_lobby_menu()
if game_hud_instance != null:
deinit_game_hud()
if client_game_instance != null:
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