extends Control # Ignore discarded return values # warning-ignore:return_value_discarded onready var text = find_node("Player List") onready var ip = find_node("IP Address") # TODO: Write a function to update Player List with the list of attached players func _on_peers_updated(): var connected_peers = "" for peer in Net.peer_info: connected_peers += ("%s\n" % Net.peer_info[peer]["name"]) pass text.text = connected_peers.rsplit("\n", true, 1)[0].c_unescape() pass func set_IP_Address_text(show): # Print the IP address and port if show: ip.text = "IP: %s\nPort: %s" % [Net.get_ip(), Net.DEFAULT_PORT] else: ip.text = "" func _ready(): Net.connect("peers_updated", self, "_on_peers_updated") _on_peers_updated() pass func show_Connected_Options(show): # Hide the host and connect buttons get_node("Lobby Options/Host or Connect").visible = !show # Show the host options get_node("Lobby Options/Connected Options").visible = show # Buttons # Host Button: Host a game # Hides the connect button func _on_Host_Button_pressed(): # Show "Connected Options" show_Connected_Options(true) # Show the host IP address set_IP_Address_text(true) # Begin hosting Net.start_host() # Disconnect # Disconnect from (or stop hosting) a game # Shows the host/connect buttons func _on_Disconnect_Button_pressed(): # Hide "Connected Options" show_Connected_Options(false) # Show the host IP address set_IP_Address_text(false) # Disconnect Net.disconnect_host() func _on_Change_Name_Button_pressed(): # Show the Change Name dialogue get_node("Change Name").popup_centered() pass func _on_Connect_Button_pressed(): # Show the Connect to Game dialogue get_node("Connect to Game").popup_centered() pass func _on_Connect_to_Game_confirmed(): # Get the IP and port specified by the player var ipbox = find_node("IP and Port Entry") # Split it into IP and Port segments var ip_port = ipbox.text.split(":") # If text exists and contains valid IP address if ip_port.size() > 0 and ip_port[0].is_valid_ip_address(): # Connect to host Net.callv("connect_host", ip_port) # Show "Connected Options" show_Connected_Options(true) func _on_Change_Name_confirmed(): # Get the new name var name = find_node("Name Entry").text.split("\n")[0] # Set it as the name Net.change_name(name) func _on_Exit_Lobby_pressed(): # Disconnect if Net.connected: Net.disconnect_host() # Close Lobby menu queue_free()