mirror of
https://github.com/Steffo99/nanogolf.git
synced 2024-11-25 01:24:18 +00:00
169 lines
7.8 KiB
GDScript
169 lines
7.8 KiB
GDScript
extends Node
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class_name Main
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@onready var scene_tree: SceneTree = get_tree()
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@export var interface_instance: Interface
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const main_menu_scene: PackedScene = preload("res://scenes/main_menu.tscn")
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var main_menu_instance: MainMenu = null
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const game_scene: PackedScene = preload("res://scenes/game.tscn")
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var server_game_instance: Game = null
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var client_game_instance: Game = null
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const lobby_menu_scene: PackedScene = preload("res://scenes/lobby_menu.tscn")
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var lobby_menu_instance: LobbyMenu = null
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const game_hud_scene: PackedScene = preload("res://scenes/game_hud.tscn")
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var game_hud_instance: GameHUD = null
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func init_main_menu() -> void:
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main_menu_instance = main_menu_scene.instantiate()
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main_menu_instance.hosting_confirmed.connect(_on_hosting_confirmed)
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main_menu_instance.connecting_confirmed.connect(_on_connecting_confirmed)
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interface_instance.add_child(main_menu_instance)
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func deinit_main_menu() -> void:
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main_menu_instance.queue_free()
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main_menu_instance = null
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func init_server_game(server_port: int) -> void:
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server_game_instance = game_scene.instantiate()
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server_game_instance.name = "Server"
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add_child(server_game_instance, true)
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print("[Main] Creating server at: *:", server_port)
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var smp: SceneMultiplayer = SceneMultiplayer.new()
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var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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var error: Error = peer.create_server(server_port)
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if error != OK or peer.get_connection_status() == MultiplayerPeer.CONNECTION_DISCONNECTED:
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push_error(error)
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return
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scene_tree.set_multiplayer(smp, ^"/root/Main/Server")
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server_game_instance.init_signals()
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smp.set_multiplayer_peer(peer)
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func deinit_server_game() -> void:
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server_game_instance.multiplayer.multiplayer_peer = null
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scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Server")
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server_game_instance.queue_free()
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server_game_instance = null
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func init_client_game(player_name: String, player_color: Color, server_address: String, server_port: int) -> void:
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client_game_instance = game_scene.instantiate()
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client_game_instance.name = "Client"
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add_child(client_game_instance, true)
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print("[Main] Creating client connecting to: ", server_address, ":", server_port)
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var smp = SceneMultiplayer.new()
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var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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var error: Error = peer.create_client(server_address, server_port)
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if error != OK or peer.get_connection_status() == MultiplayerPeer.CONNECTION_DISCONNECTED:
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push_error(error)
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return
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scene_tree.set_multiplayer(smp, ^"/root/Main/Client")
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client_game_instance.init_signals()
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client_game_instance.local_player_name = player_name
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client_game_instance.local_player_color = player_color
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smp.set_multiplayer_peer(peer)
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func deinit_client_game() -> void:
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client_game_instance.multiplayer.multiplayer_peer = null
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scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Client")
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client_game_instance.queue_free()
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client_game_instance = null
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func init_lobby_menu() -> void:
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lobby_menu_instance = lobby_menu_scene.instantiate()
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lobby_menu_instance.init_refs()
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lobby_menu_instance.leave_confirmed.connect(_on_leave_confirmed)
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if server_game_instance:
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lobby_menu_instance.start_button.disabled = false
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lobby_menu_instance.start_confirmed.connect(server_game_instance._on_main_start_confirmed)
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client_game_instance.multiplayer.server_disconnected.connect(_on_leave_confirmed)
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client_game_instance.player_dir.child_entered_tree.connect(lobby_menu_instance.players_list._on_playernode_created)
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client_game_instance.player_dir.child_exiting_tree.connect(lobby_menu_instance.players_list._on_playernode_destroyed)
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client_game_instance.player_dir.playernode_name_changed.connect(lobby_menu_instance.players_list._on_playernode_name_changed)
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client_game_instance.player_dir.playernode_color_changed.connect(lobby_menu_instance.players_list._on_playernode_color_changed)
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client_game_instance.player_dir.playernode_possessed.connect(lobby_menu_instance.players_list._on_playernode_possessed)
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client_game_instance.phase_tracker.phase_changed.connect(_on_phase_changed)
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interface_instance.add_child(lobby_menu_instance)
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func deinit_lobby_menu() -> void:
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lobby_menu_instance.leave_confirmed.disconnect(_on_leave_confirmed)
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if server_game_instance:
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lobby_menu_instance.start_confirmed.disconnect(server_game_instance._on_main_start_confirmed)
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client_game_instance.multiplayer.server_disconnected.disconnect(_on_leave_confirmed)
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client_game_instance.player_dir.child_entered_tree.disconnect(lobby_menu_instance.players_list._on_playernode_created)
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client_game_instance.player_dir.child_exiting_tree.disconnect(lobby_menu_instance.players_list._on_playernode_destroyed)
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client_game_instance.player_dir.playernode_name_changed.disconnect(lobby_menu_instance.players_list._on_playernode_name_changed)
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client_game_instance.player_dir.playernode_color_changed.disconnect(lobby_menu_instance.players_list._on_playernode_color_changed)
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client_game_instance.player_dir.playernode_possessed.disconnect(lobby_menu_instance.players_list._on_playernode_possessed)
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client_game_instance.phase_tracker.phase_changed.disconnect(_on_phase_changed)
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lobby_menu_instance.queue_free()
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lobby_menu_instance = null
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func init_game_hud() -> void:
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game_hud_instance = game_hud_scene.instantiate()
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client_game_instance.level_manager.level_completed.connect(game_hud_instance._on_level_completed)
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client_game_instance.player_dir.playernode_name_changed.connect(game_hud_instance._on_playernode_name_changed)
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client_game_instance.player_dir.playernode_color_changed.connect(game_hud_instance._on_playernode_color_changed)
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client_game_instance.player_dir.playernode_possessed.connect(game_hud_instance._on_playernode_possessed)
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client_game_instance.player_dir.playernode_score_reported.connect(game_hud_instance._on_playernode_score_reported)
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client_game_instance.player_dir.playernode_scores_changed.connect(game_hud_instance._on_playernode_scores_changed)
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interface_instance.add_child(game_hud_instance)
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func deinit_game_hud() -> void:
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client_game_instance.level_manager.level_completed.disconnect(game_hud_instance._on_level_completed)
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client_game_instance.player_dir.playernode_name_changed.disconnect(game_hud_instance._on_playernode_name_changed)
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client_game_instance.player_dir.playernode_color_changed.disconnect(game_hud_instance._on_playernode_color_changed)
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client_game_instance.player_dir.playernode_possessed.disconnect(game_hud_instance._on_playernode_possessed)
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client_game_instance.player_dir.playernode_score_reported.disconnect(game_hud_instance._on_playernode_score_reported)
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client_game_instance.player_dir.playernode_scores_changed.disconnect(game_hud_instance._on_playernode_scores_changed)
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game_hud_instance.queue_free()
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game_hud_instance = null
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func _ready() -> void:
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init_main_menu()
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func _on_hosting_confirmed(player_name: String, player_color: Color, server_port: int) -> void:
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deinit_main_menu()
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init_server_game(server_port)
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init_client_game(player_name, player_color, "127.0.0.1", server_port)
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init_lobby_menu()
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func _on_connecting_confirmed(player_name: String, player_color: Color, server_address: String, server_port: int) -> void:
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deinit_main_menu()
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init_client_game(player_name, player_color, server_address, server_port)
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init_lobby_menu()
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func _on_leave_confirmed() -> void:
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if lobby_menu_scene:
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deinit_lobby_menu()
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if client_game_instance:
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deinit_client_game()
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if server_game_instance != null:
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deinit_server_game()
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init_main_menu()
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func _on_phase_changed(old: PhaseTracker.Phase, new: PhaseTracker.Phase) -> void:
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# First, deinitialize the current interface
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match old:
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PhaseTracker.Phase.LOBBY:
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deinit_lobby_menu()
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PhaseTracker.Phase.PLAYING:
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deinit_game_hud()
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PhaseTracker.Phase.ENDED:
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pass # TODO
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# Then, initialize the new one
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match new:
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PhaseTracker.Phase.LOBBY:
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init_lobby_menu()
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PhaseTracker.Phase.PLAYING:
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init_game_hud()
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PhaseTracker.Phase.ENDED:
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pass # TODO
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