Files
Billiards/scenes/screens/lobby_screen/lobby.gd

102 lines
3.4 KiB
GDScript

class_name Lobby extends LobbyBase
func _ready() -> void:
Globals.lobby_data.lobby_ui = self
setup_signals()
func _exit_tree() -> void:
if Globals.multiplayer_data.is_multiplayer_active: return
if client.peer:
client.close_connection()
func setup_signals() -> void:
MessageBus.subscribe("receive_match_list", _on_receive_match_list)
MessageBus.subscribe("match_list_activate_entry", _on_match_list_entry_activated)
MessageBus.subscribe("match_list_add_entry", _on_match_list_entry_added)
MessageBus.subscribe("match_list_remove_entry", _on_match_list_entry_removed)
MessageBus.subscribe("match_list_entry_load_match", _on_match_list_entry_load_match)
func _server_host_started() -> void:
host_connect_bttn.visible = false
# NOTE: 'matches_list' can be empty but so long as we get the call from the
# server we know we are connected and thus hide respective UI elements.
func _on_receive_match_list(matches_list: Array) -> void:
push_warning("Client Joined Host: Full Match List Recieved...\n", matches_list)
match_create_vbox.visible = true
search_vbox.visible = true
host_disconnect_bttn.visible = true
host_connect_bttn.visible = false
for match_entry in matches_list:
_create_match_entry(match_entry)
func _on_match_list_entry_activated(match_id: String) -> void:
for match_entry in match_list.get_children():
match_entry.join_bttn.visible = false
if not match_entry.match_id == match_id: continue
active_match = match_entry
match_entry.join_bttn.text = "Delete"
match_entry.join_bttn.visible = true
match_create_vbox.visible = false
match_entry.join_bttn.pressed.disconnect(_join_match)
match_entry.join_bttn.pressed.connect(
_delete_match.bind(match_entry.match_id)
)
func _on_match_list_entry_added(match_entry: Dictionary) -> void:
push_warning("Client: Added Match List Entry...", match_entry)
_create_match_entry(match_entry)
func _on_match_list_entry_removed(match_id: String) -> void:
push_warning("Client: Removed Match List Entry...", match_id)
if active_match && (match_id == active_match.match_id):
active_match = null
match_create_vbox.visible = true
for match_entry in match_list.get_children():
if not active_match:
match_entry.join_bttn.visible = true
if not match_id == match_entry.match_id: continue
match_entry.queue_free()
func _on_match_list_entry_load_match(match_entry: Dictionary, is_player_1: bool) -> void:
push_warning(
"Client: Loading Game Match...\nMatch Data: ", match_entry, "\nis_player_1: ", is_player_1
)
Globals.multiplayer_data.set_multiplayer_active()
Globals.game_data.set_game_mode(match_entry.type)
Globals.game_data.set_player_id(is_player_1)
Globals.game_state.set_game_scene("res://scenes/game.tscn")
func _create_match_entry(match_entry: Dictionary) -> void:
var container = MATCH_ENTRY.instantiate()
match_list.add_child(container)
container.name_lbl.text = match_entry.name
container.type_lbl.text = match_entry.type
container.match_id = match_entry.match_id
container.join_bttn.pressed.connect(
_join_match.bind(match_entry.match_id)
)
if active_match:
container.join_bttn.visible = false
func _join_match(match_id: String) -> void:
MessageBus.emit_request.rpc_id(1, "match_list_join_entry", match_id)
func _delete_match(match_id: String) -> void:
MessageBus.emit_request.rpc_id(1, "match_list_remove_entry", match_id)