feat: Implement core lobby system including UI, player management, and game mode settings.
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@@ -7,6 +7,7 @@ extends Control
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@onready var browse_rooms_btn = $MainMenuPanel/VBoxContainer/ButtonSection/BrowseRoomsBtn
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@onready var main_menu_profile_btn = $MainMenuPanel/VBoxContainer/ButtonSection/ProfileBtn
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@onready var lobby_settings_btn = $MainMenuPanel/VBoxContainer/ButtonSection/SettingsBtn
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@onready var quit_btn = $MainMenuPanel/VBoxContainer/ButtonSection/QuitBtn
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# UI References - Server Selection
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@onready var server_option = $MainMenuPanel/VBoxContainer/ServerSelectionSection/ServerOption
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@@ -142,6 +143,8 @@ func _ready():
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lobby_settings_btn.pressed.connect(_on_settings_pressed)
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if leaderboard_btn:
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leaderboard_btn.pressed.connect(_on_leaderboard_pressed)
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if quit_btn:
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quit_btn.pressed.connect(_on_quit_pressed)
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# Connect Server Selection signals
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if server_option:
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@@ -585,6 +588,10 @@ func _on_logout_pressed() -> void:
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AuthManager.logout()
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_go_to_login()
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func _on_quit_pressed() -> void:
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print("[Lobby] Quitting game...")
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get_tree().quit()
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func _on_settings_pressed():
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var settings_menu = get_node_or_null("SettingsMenu")
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if not settings_menu:
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+7
-1
@@ -151,11 +151,17 @@ theme_override_font_sizes/font_size = 16
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text = "SETTINGS"
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[node name="ProfileBtn" type="Button" parent="MainMenuPanel/VBoxContainer/ButtonSection" unique_id=1640960506]
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custom_minimum_size = Vector2(0, 36)
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layout_mode = 2
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custom_minimum_size = Vector2(0, 36)
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theme_override_font_sizes/font_size = 14
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text = "PROFILE"
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[node name="QuitBtn" type="Button" parent="MainMenuPanel/VBoxContainer/ButtonSection" unique_id=123456780]
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layout_mode = 2
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custom_minimum_size = Vector2(0, 36)
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theme_override_font_sizes/font_size = 14
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text = "QUIT GAME"
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[node name="RoomListPanel" type="PanelContainer" parent="." unique_id=1782359692]
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visible = false
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layout_mode = 1
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+25
-9
@@ -1286,7 +1286,8 @@ func create_bot_with_state(bot_id: int, pos: Vector2i, p_score: int, p_goals: Ar
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func _on_host_disconnected():
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"""Called when the host leaves. Returns clients to the main menu."""
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print("[Main] Host disconnected. Match terminated. Returning to lobby...")
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print("[Main] Host disconnected. Match terminated. Cleaning up and returning to lobby...")
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LobbyManager.leave_room()
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get_tree().change_scene_to_file("res://scenes/lobby.tscn")
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func _on_rematch_starting():
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@@ -1575,6 +1576,14 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
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# OR Layer 1 is already a wall (4)
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if f0 in [4, -1] or f1 == 4:
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return
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# TEKTON DOORS: Prevent placing items on portal doors
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if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
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var doors = get_tree().get_nodes_in_group("PortalDoors")
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for door in doors:
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var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
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if door_grid.x == x and door_grid.z == z:
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return
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enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
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# Force visual update
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@@ -1601,6 +1610,17 @@ func sync_grid_items_batch(data: Array):
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if f0 in [4, -1] or f1 == 4:
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continue
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# TEKTON DOORS: Prevent placing items on portal doors
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if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS) and y == 1:
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var doors = get_tree().get_nodes_in_group("PortalDoors")
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var on_door = false
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for door in doors:
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var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
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if door_grid.x == x and door_grid.z == z:
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on_door = true
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break
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if on_door: continue
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enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
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# Force visual update ONCE after batch
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@@ -2084,12 +2104,8 @@ func _on_back_to_menu_pressed():
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"""Return to lobby/main menu and clean up game state."""
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print("[Main] Returning to lobby...")
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# Proper ordered cleanup to avoid ghost players
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GameStateManager.end_game()
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LobbyManager.reset()
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# Properly disconnect from Nakama match
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_cleanup_multiplayer()
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# Proper ordered cleanup to avoid ghost players and desync
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LobbyManager.leave_room()
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# Small delay to let cleanup settle
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await get_tree().create_timer(0.2).timeout
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@@ -2357,8 +2373,8 @@ func _on_settings_pressed():
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func _on_quit_match_pressed():
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get_tree().paused = false # Ensure unpaused when returning to menu
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# Properly disconnect from Nakama match
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_cleanup_multiplayer()
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# Properly disconnect from Nakama and clear lobby state to prevent desync
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LobbyManager.leave_room()
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# Return to lobby or main menu
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get_tree().change_scene_to_file("res://scenes/lobby.tscn")
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@@ -50,6 +50,11 @@ properties/3/replication_mode = 2
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[node name="PortalDoor" type="StaticBody3D"]
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script = ExtResource("1_script")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
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shape = SubResource("BoxShape3D_trigger")
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_portal")
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