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4.2 KiB
GDScript3
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extends Node
signal pausing()
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@onready var mainMenu = $CanvasLayer/MainMenu
@onready var baseMenu = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/BaseMenu
@onready var hostMenu = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/Hosting
@onready var joinMenu = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/Joining
@onready var pauseMenu = $CanvasLayer/PauseMenu
@onready var optionMenu = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/OptionMenu
@onready var addressEntry = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/Joining/AddressEntry
@onready var username = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/BaseMenu/Username
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@onready var hud = $CanvasLayer/HUD
@onready var healthbar = $CanvasLayer/HUD/HealthBar
@onready var upnpEnabled = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/Hosting/upnpCheck
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const SAVE_FILE: String = "saves/options.res"
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const Player = preload("res://Prefabs/player.tscn")
const PORT = 25565
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var enet_peer = ENetMultiplayerPeer.new()
var paused: bool = false
var ingame: bool = false
var chimkin
var local_peer_id
var vsync: bool = true
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@export var spawnpoint: Vector3 = Vector3(0, 6.376, 0)
func _unhandled_input(event):
#if (not is_multiplayer_authority()): return
if ingame and Input.is_action_just_pressed("quit"):
pause()
func _on_join_pressed():
baseMenu.hide()
joinMenu.show()
func _on_back_pressed_2(): #For join menu
joinMenu.hide()
baseMenu.show()
func _on_host_pressed():
baseMenu.hide()
hostMenu.show()
func _on_back_pressed_1(): #For host menu
hostMenu.hide()
baseMenu.show()
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func _on_host_button_pressed():
hostMenu.hide()
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mainMenu.hide()
hud.show()
ingame = true
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enet_peer.create_server(PORT)
multiplayer.multiplayer_peer = enet_peer
multiplayer.peer_connected.connect(addPlayer)
multiplayer.peer_disconnected.connect(removePlayer)
addPlayer(multiplayer.get_unique_id())
if upnpEnabled.button_pressed:
upnpSetup()
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func _on_join_button_pressed():
if addressEntry.text == "": return
joinMenu.hide()
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mainMenu.hide()
hud.show()
ingame = true
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enet_peer.create_client(addressEntry.text, PORT)
multiplayer.multiplayer_peer = enet_peer
func addPlayer(peer_id):
var player = Player.instantiate()
player.name = str(peer_id)
player.position = spawnpoint
add_child(player)
if player.is_multiplayer_authority():
player.healthChanged.connect(updateHealthBar)
local_peer_id = peer_id
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func removePlayer(peer_id):
var player = get_node_or_null(str(peer_id))
if player:
player.queue_free()
func updateHealthBar(health):
healthbar.value = health
func _on_multiplayer_spawner_spawned(node):
if node.is_multiplayer_authority():
node.healthChanged.connect(updateHealthBar)
chimkin = node
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func upnpSetup():
var upnp = UPNP.new()
var discoverResult = upnp.discover()
assert(discoverResult == UPNP.UPNP_RESULT_SUCCESS, "UPNP Discover Failed! Error %s" % discoverResult)
assert(upnp.get_gateway() and upnp.get_gateway().is_valid_gateway(), "UPNP Invalid Gateway!")
var mapResult = upnp.add_port_mapping(PORT)
assert(mapResult == UPNP.UPNP_RESULT_SUCCESS, "UPNP Port Mapping Failed! Error %s" % mapResult)
print("Success! Join Address: %s" % upnp.query_external_address())
func pause():
if paused:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
pauseMenu.hide()
mainMenu.hide()
else:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
mainMenu.show()
pauseMenu.show()
paused = not paused
pausing.emit()
func _on_cancel_pressed():
optionMenu.hide()
mainMenu.show()
func playerDisconnect(peer_id):
mainMenu.show()
enet_peer.disconnect_peer(peer_id, true)
func quit():
get_tree().quit()
func _on_main_menu_pressed():
var player = get_node_or_null(str(local_peer_id))
enet_peer.close()
func _on_v_sync_box_pressed():
if vsync:
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
else:
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
vsync = !vsync
func save():
var save_game = FileAccess.open(SAVE_FILE, FileAccess.WRITE)
save_game.store_line(JSON.stringify({"vsync": vsync}))
func loadSave():
if not FileAccess.file_exists(SAVE_FILE):
initSave()
var save_game = FileAccess.open(SAVE_FILE, FileAccess.READ)
func initSave():
var save_game = FileAccess.open(SAVE_FILE, FileAccess.WRITE)
save_game.store_line(JSON.stringify({"vsync": true}))