91b878f347
- Added 6 Quaternius weapon models (Pistol, Revolver, Rifle, Shotgun, P90, SniperRifle) - Created weapon resource files with balanced stats - Wired Pistol + Rifle into player.tscn replacing Kenney blasters - Fixed WASD input (matched input map action names) - Fixed Escape key toggles mouse capture - Added Audio autoload singleton - Fixed broken sound asset paths across all scripts - Fixed all scene ext_resource text paths (nested under assets/kenney-fps/) - Fixed all .import source_file paths - Deleted stale .import files (will be regenerated by editor on open)
125 lines
3.3 KiB
GDScript
125 lines
3.3 KiB
GDScript
extends Node
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@export_category("UI")
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@export var connect_ui: Control
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@export var address_input: LineEdit
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@export var port_input: LineEdit
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func host():
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var host_dict = _parse_input()
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if host_dict.size() == 0:
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return ERR_CANT_RESOLVE
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var port = host_dict.port
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# Start host
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print("Starting host on port %s" % port)
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var peer = ENetMultiplayerPeer.new()
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if peer.create_server(port) != OK:
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print("Failed to listen on port %s" % port)
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get_tree().get_multiplayer().multiplayer_peer = peer
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print("Listening on port %s" % port)
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# Wait for server to start
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await Async.condition(
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func():
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return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
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)
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if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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OS.alert("Failed to start server!")
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return
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print("Server started")
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get_tree().get_multiplayer().server_relay = true
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connect_ui.hide()
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# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
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if not NetworkEvents.enabled:
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NetworkTime.start()
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func join():
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var host_dict = _parse_input()
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if host_dict.size() == 0:
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return ERR_CANT_RESOLVE
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var address = host_dict.address
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var port = host_dict.port
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# Connect
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print("Connecting to %s:%s" % [address, port])
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_client(address, port)
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if err != OK:
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OS.alert("Failed to create client, reason: %s" % error_string(err))
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return err
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get_tree().get_multiplayer().multiplayer_peer = peer
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# Wait for connection process to conclude
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await Async.condition(
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func():
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return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
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)
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if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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OS.alert("Failed to connect to %s:%s" % [address, port])
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return
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print("Client started")
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connect_ui.hide()
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# Force window focus for keyboard input (Windows GUI apps need this)
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_ensure_input_focus()
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# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
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if not NetworkEvents.enabled:
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NetworkTime.start()
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func _ensure_input_focus() -> void:
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## Force the game window to have keyboard focus and captured mouse.
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## On Windows GUI exports, the window may not hold keyboard focus after
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## the connection UI is dismissed, causing Input.get_axis() to return 0.
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DisplayServer.window_move_to_foreground()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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# Deferred retry after window settles
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get_window().call_deferred("grab_focus")
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Input.call_deferred("set_mouse_mode", Input.MOUSE_MODE_CAPTURED)
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func _enter_tree():
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# Hide and show UI as appropriate
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# These handlers are necessary, since the game could have started via
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# autoconnect, or any other method
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NetworkEvents.on_client_start.connect(func(__):
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connect_ui.hide()
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_ensure_input_focus()
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)
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NetworkEvents.on_server_start.connect(func():
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connect_ui.hide()
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_ensure_input_focus()
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)
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NetworkEvents.on_client_stop.connect(func(): connect_ui.show())
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NetworkEvents.on_server_stop.connect(func(): connect_ui.show())
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func _parse_input() -> Dictionary:
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# Validate inputs
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var address = address_input.text
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var port = port_input.text
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if address == "":
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OS.alert("No host specified!")
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return {}
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if not port.is_valid_int():
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OS.alert("Invalid port!")
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return {}
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port = port.to_int()
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return {
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"address": address,
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"port": port
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}
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