feat: Implement a new lobby system with configurable match duration, game over screen, and core game state management.
This commit is contained in:
+211
-178
@@ -14,22 +14,44 @@ extends Control
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@onready var join_btn = $RoomListPanel/VBoxContainer/ButtonContainer/JoinBtn
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@onready var back_btn = $RoomListPanel/VBoxContainer/ButtonContainer/BackBtn
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# UI References - Lobby
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# UI References - Lobby Panel
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@onready var lobby_panel = $LobbyPanel
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@onready var room_name_header = $LobbyPanel/VBoxContainer/RoomNameHeader
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@onready var match_id_display = $LobbyPanel/VBoxContainer/MatchIdContainer/MatchIdDisplay
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@onready var copy_id_btn = $LobbyPanel/VBoxContainer/MatchIdContainer/CopyIdBtn
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@onready var player_list = $LobbyPanel/VBoxContainer/PlayerList
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@onready var status_label = $LobbyPanel/VBoxContainer/StatusLabel
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@onready var ready_btn = $LobbyPanel/VBoxContainer/ButtonContainer/ReadyBtn
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@onready var start_game_btn = $LobbyPanel/VBoxContainer/ButtonContainer/StartGameBtn
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@onready var leave_btn = $LobbyPanel/VBoxContainer/ButtonContainer/LeaveBtn
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@onready var room_name_header = $LobbyPanel/RoomNameHeader
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@onready var host_banner = $LobbyPanel/HostBanner
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@onready var host_banner_label = $LobbyPanel/HostBanner/HostBannerLabel
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# UI References - Top Bar
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@onready var profile_btn = $LobbyPanel/TopBar/ProfileSection/ProfileBtn
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@onready var logout_btn = $LobbyPanel/TopBar/ProfileSection/LogoutBtn
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@onready var match_id_display = $LobbyPanel/TopBar/MatchIdContainer/MatchIdDisplay
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@onready var copy_id_btn = $LobbyPanel/TopBar/MatchIdContainer/CopyIdBtn
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@onready var duration_option = $LobbyPanel/TopBar/SettingsSection/DurationOption
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@onready var duration_text_label = $LobbyPanel/TopBar/SettingsSection/DurationTextLabel
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# UI References - Player Slots
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@onready var players_container = $LobbyPanel/PlayersContainer
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@onready var player_slots: Array[Control] = []
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# UI References - Area Selector
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@onready var area_selector = $LobbyPanel/AreaSelector
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@onready var area_left_btn = $LobbyPanel/AreaSelector/AreaLeftBtn
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@onready var area_name_label = $LobbyPanel/AreaSelector/AreaName
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@onready var area_right_btn = $LobbyPanel/AreaSelector/AreaRightBtn
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# UI References - Bottom Bar
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@onready var leave_btn = $LobbyPanel/BottomBar/LeaveBtn
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@onready var ready_btn = $LobbyPanel/BottomBar/ReadyBtn
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@onready var start_game_btn = $LobbyPanel/BottomBar/StartGameBtn
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@onready var status_label = $LobbyPanel/StatusLabel
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# UI References - Status
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@onready var connection_status = $StatusBar/ConnectionStatus
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# UI References - User Profile Bar (will be added to scene)
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var user_profile_bar: Control
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# Character preview textures
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var character_textures: Dictionary = {}
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# Profile panel instance
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var profile_panel_instance: Control
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var admin_panel_instance: Control
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@@ -39,27 +61,38 @@ var current_match_id: String = ""
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func _ready():
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# Check if user is authenticated
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if not AuthManager.is_logged_in():
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# Redirect to login screen - must use deferred call during _ready()
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call_deferred("_go_to_login")
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return
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# Initialize user profile bar
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_setup_user_profile_bar()
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# Load character textures
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_load_character_textures()
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# Get player slot references
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_setup_player_slots()
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# Set player name from profile
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if player_name_input:
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player_name_input.text = UserProfileManager.get_display_name()
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# Connect button signals
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# Connect button signals - Main Menu
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create_room_btn.pressed.connect(_on_create_room_pressed)
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browse_rooms_btn.pressed.connect(_on_browse_rooms_pressed)
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# Connect button signals - Room List
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refresh_btn.pressed.connect(_on_refresh_pressed)
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join_btn.pressed.connect(_on_join_pressed)
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back_btn.pressed.connect(_on_back_pressed)
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# Connect button signals - Lobby
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profile_btn.pressed.connect(_on_profile_btn_pressed)
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logout_btn.pressed.connect(_on_logout_pressed)
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copy_id_btn.pressed.connect(_on_copy_id_pressed)
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duration_option.item_selected.connect(_on_duration_selected)
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area_left_btn.pressed.connect(func(): LobbyManager.cycle_area(-1))
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area_right_btn.pressed.connect(func(): LobbyManager.cycle_area(1))
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leave_btn.pressed.connect(_on_leave_pressed)
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ready_btn.toggled.connect(_on_ready_toggled)
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start_game_btn.pressed.connect(_on_start_game_pressed)
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leave_btn.pressed.connect(_on_leave_pressed)
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copy_id_btn.pressed.connect(_on_copy_id_pressed)
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# Connect LobbyManager signals
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LobbyManager.room_list_updated.connect(_on_room_list_updated)
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@@ -70,6 +103,10 @@ func _ready():
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LobbyManager.ready_state_changed.connect(_on_ready_state_changed)
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LobbyManager.all_players_ready.connect(_on_all_players_ready)
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LobbyManager.game_starting.connect(_on_game_starting)
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LobbyManager.match_duration_changed.connect(_on_match_duration_changed)
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LobbyManager.character_changed.connect(_on_character_changed)
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LobbyManager.area_changed.connect(_on_area_changed)
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LobbyManager.player_list_changed.connect(_update_player_slots)
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# Connect NakamaManager signals
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NakamaManager.connected_to_nakama.connect(_on_connected_to_nakama)
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@@ -77,144 +114,35 @@ func _ready():
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# Show main menu initially
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_show_panel("main_menu")
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_update_profile_bar()
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# =============================================================================
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# User Profile Bar
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# Setup
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# =============================================================================
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func _setup_user_profile_bar() -> void:
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# Create profile bar dynamically (or get reference if in scene)
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user_profile_bar = _create_profile_bar()
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add_child(user_profile_bar)
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func _load_character_textures() -> void:
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"""Load character expression textures for preview."""
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var characters = ["Bob", "Gatot", "Masbro", "Oldpop"]
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for char_name in characters:
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var tex_path = "res://assets/characters/%s_%s-expression.png" % [char_name, char_name.to_lower()]
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if ResourceLoader.exists(tex_path):
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character_textures[char_name] = load(tex_path)
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else:
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print("[Lobby] Character texture not found: ", tex_path)
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func _create_profile_bar() -> Control:
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var bar := HBoxContainer.new()
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bar.name = "UserProfileBar"
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bar.set_anchors_preset(Control.PRESET_TOP_WIDE)
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bar.offset_top = 5
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bar.offset_bottom = 45
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bar.offset_left = 10
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bar.offset_right = -10
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# Avatar
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var avatar := TextureRect.new()
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avatar.name = "Avatar"
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avatar.custom_minimum_size = Vector2(35, 35)
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avatar.expand_mode = TextureRect.EXPAND_FIT_WIDTH
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avatar.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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bar.add_child(avatar)
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# Display name
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var name_label := Label.new()
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name_label.name = "DisplayName"
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name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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name_label.add_theme_color_override("font_color", Color(0, 0.831, 1))
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bar.add_child(name_label)
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# Account type badge
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var badge := Label.new()
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badge.name = "AccountBadge"
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badge.add_theme_font_size_override("font_size", 10)
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badge.add_theme_color_override("font_color", Color(0.5, 0.5, 0.6))
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bar.add_child(badge)
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# Profile button
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var profile_btn := Button.new()
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profile_btn.name = "ProfileBtn"
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profile_btn.text = "Profile"
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profile_btn.pressed.connect(_on_profile_btn_pressed)
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bar.add_child(profile_btn)
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# Admin button (only visible for admins/hosts)
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var admin_btn := Button.new()
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admin_btn.name = "AdminBtn"
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admin_btn.text = "Admin"
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admin_btn.visible = false # Hidden by default, shown if user is admin
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admin_btn.pressed.connect(_on_admin_btn_pressed)
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bar.add_child(admin_btn)
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# Logout button
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var logout_btn := Button.new()
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logout_btn.name = "LogoutBtn"
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logout_btn.text = "Logout"
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logout_btn.pressed.connect(_on_logout_pressed)
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bar.add_child(logout_btn)
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return bar
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func _update_profile_bar() -> void:
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if not user_profile_bar:
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return
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var name_label := user_profile_bar.get_node_or_null("DisplayName") as Label
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if name_label:
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name_label.text = UserProfileManager.get_display_name()
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var badge := user_profile_bar.get_node_or_null("AccountBadge") as Label
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if badge:
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badge.text = "[Guest]" if AuthManager.is_guest else "[Registered]"
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var avatar := user_profile_bar.get_node_or_null("Avatar") as TextureRect
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if avatar:
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var avatar_url := UserProfileManager.get_avatar_url()
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if ResourceLoader.exists(avatar_url):
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avatar.texture = load(avatar_url)
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# Show admin button if user is admin or host
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var admin_btn := user_profile_bar.get_node_or_null("AdminBtn") as Button
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if admin_btn:
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# Check if user is admin (you can define admin check logic here)
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var is_admin = _check_if_admin()
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admin_btn.visible = is_admin
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func _on_profile_btn_pressed() -> void:
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# Show profile panel
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if not profile_panel_instance:
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var profile_panel_scene := load("res://scenes/ui/profile_panel.tscn")
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profile_panel_instance = profile_panel_scene.instantiate()
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profile_panel_instance.closed.connect(func(): profile_panel_instance.hide())
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profile_panel_instance.profile_updated.connect(_update_profile_bar)
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add_child(profile_panel_instance)
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profile_panel_instance.show_panel()
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# Center the panel
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profile_panel_instance.position = (get_viewport_rect().size - profile_panel_instance.size) / 2
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func _on_logout_pressed() -> void:
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AuthManager.logout()
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_go_to_login()
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func _go_to_login() -> void:
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if get_tree():
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get_tree().change_scene_to_file("res://scenes/ui/login_screen.tscn")
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func _on_admin_btn_pressed() -> void:
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# Show admin panel
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if not admin_panel_instance:
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var admin_panel_scene := load("res://scenes/ui/admin_panel.tscn")
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admin_panel_instance = admin_panel_scene.instantiate()
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# Connect close signal if available
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if admin_panel_instance.has_signal("closed"):
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admin_panel_instance.closed.connect(func(): admin_panel_instance.hide())
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add_child(admin_panel_instance)
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admin_panel_instance.show()
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# Center the panel
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admin_panel_instance.position = (get_viewport_rect().size - admin_panel_instance.size) / 2
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func _check_if_admin() -> bool:
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# Check if user is admin - can be host or have specific admin role
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# You can extend this to check Nakama user metadata or roles
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if LobbyManager.is_host:
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return true
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# Check if user has admin role in their profile (optional)
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var user_id = AuthManager.get_user_id() if AuthManager.has_method("get_user_id") else ""
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# Add your admin user IDs here or check from Nakama metadata
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var admin_user_ids = ["admin_user_id_1", "admin_user_id_2"] # Configure as needed
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return user_id in admin_user_ids
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func _setup_player_slots() -> void:
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"""Get references to all player slot nodes."""
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player_slots.clear()
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for i in range(1, 5):
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var slot = players_container.get_node_or_null("PlayerSlot%d" % i)
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if slot:
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player_slots.append(slot)
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# Connect character navigation buttons for all slots
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var left_btn = slot.get_node_or_null("CharacterNav%d/CharLeftBtn%d" % [i, i])
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var right_btn = slot.get_node_or_null("CharacterNav%d/CharRightBtn%d" % [i, i])
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if left_btn:
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left_btn.pressed.connect(func(): LobbyManager.cycle_character(-1))
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if right_btn:
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right_btn.pressed.connect(func(): LobbyManager.cycle_character(1))
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# =============================================================================
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# Panel Management
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@@ -230,13 +158,11 @@ func _show_panel(panel_name: String) -> void:
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# =============================================================================
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func _on_create_room_pressed() -> void:
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# Set player name
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LobbyManager.local_player_name = player_name_input.text.strip_edges()
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if LobbyManager.local_player_name.is_empty():
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LobbyManager.local_player_name = "Host"
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connection_status.text = "Creating room..."
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# Room name auto-generated since Nakama doesn't support custom names
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LobbyManager.create_room("Room %d" % randi_range(1000, 9999))
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func _on_browse_rooms_pressed() -> void:
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@@ -254,11 +180,9 @@ func _on_refresh_pressed() -> void:
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LobbyManager.refresh_room_list()
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func _on_join_pressed() -> void:
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# First check if there's a match ID entered
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var match_id = match_id_input.text.strip_edges()
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if match_id.is_empty():
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# Try to use selected room from list
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var selected_items = room_list.get_selected_items()
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if selected_items.size() == 0:
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connection_status.text = "Please select a room or enter Match ID"
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@@ -272,7 +196,6 @@ func _on_join_pressed() -> void:
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connection_status.text = "No room selected"
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return
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# Set player name
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LobbyManager.local_player_name = player_name_input.text.strip_edges()
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if LobbyManager.local_player_name.is_empty():
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LobbyManager.local_player_name = "Player"
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@@ -303,7 +226,33 @@ func _on_leave_pressed() -> void:
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func _on_copy_id_pressed() -> void:
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DisplayServer.clipboard_set(current_match_id)
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connection_status.text = "Match ID copied to clipboard!"
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status_label.text = "Match ID copied!"
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func _on_duration_selected(index: int) -> void:
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if not LobbyManager.is_host:
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return
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var durations = [60, 120, 180, 300, 600]
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if index >= 0 and index < durations.size():
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LobbyManager.set_match_duration(durations[index])
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func _on_profile_btn_pressed() -> void:
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if not profile_panel_instance:
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var profile_panel_scene := load("res://scenes/ui/profile_panel.tscn")
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profile_panel_instance = profile_panel_scene.instantiate()
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profile_panel_instance.closed.connect(func(): profile_panel_instance.hide())
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add_child(profile_panel_instance)
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profile_panel_instance.show_panel()
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profile_panel_instance.position = (get_viewport_rect().size - profile_panel_instance.size) / 2
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func _on_logout_pressed() -> void:
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AuthManager.logout()
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_go_to_login()
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func _go_to_login() -> void:
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if get_tree():
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get_tree().change_scene_to_file("res://scenes/ui/login_screen.tscn")
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# =============================================================================
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# LobbyManager Signal Handlers
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@@ -327,12 +276,25 @@ func _on_room_joined(room_data: Dictionary) -> void:
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_show_panel("lobby")
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current_match_id = room_data.get("match_id", "")
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room_name_header.text = "ROOM: %s" % room_data.get("room_name", "Unknown")
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match_id_display.text = "Match ID: %s " % current_match_id
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match_id_display.text = "ID: %s" % _truncate_id(current_match_id)
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# Update start button visibility (host only)
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start_game_btn.visible = LobbyManager.is_host
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# Configure host-specific UI
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var is_host = LobbyManager.is_host
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host_banner.visible = is_host
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start_game_btn.visible = is_host
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_update_player_list()
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# Duration: host sees dropdown, clients see text
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duration_option.visible = is_host
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duration_text_label.visible = not is_host
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if not is_host:
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_update_duration_text_label(LobbyManager.get_match_duration())
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# Area selector: only host can interact
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area_left_btn.disabled = not is_host
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area_right_btn.disabled = not is_host
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area_name_label.text = LobbyManager.get_selected_area()
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_update_player_slots()
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connection_status.text = "Connected to room"
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func _on_room_left() -> void:
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@@ -340,33 +302,38 @@ func _on_room_left() -> void:
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connection_status.text = "Left room"
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func _on_player_joined(player_data: Dictionary) -> void:
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_update_player_list()
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_update_player_slots()
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status_label.text = "%s joined!" % player_data.get("name", "Player")
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func _on_player_left(_player_id: int) -> void:
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_update_player_list()
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_update_player_slots()
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status_label.text = "A player left"
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func _on_ready_state_changed(_player_id: int, _is_ready: bool) -> void:
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_update_player_list()
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_update_player_slots()
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_update_status()
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func _on_all_players_ready() -> void:
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if LobbyManager.is_host:
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start_game_btn.disabled = false
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status_label.text = "All players ready! Host can start."
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status_label.text = "All ready! Start the match!"
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else:
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status_label.text = "All players ready! Waiting for host..."
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status_label.text = "All ready! Waiting for host..."
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func _on_game_starting() -> void:
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connection_status.text = "Starting game..."
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# Small delay for visual feedback
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await get_tree().create_timer(0.5).timeout
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get_tree().change_scene_to_file("res://scenes/main.tscn")
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# =============================================================================
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# NakamaManager Signal Handlers
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# =============================================================================
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func _on_match_duration_changed(duration_seconds: int) -> void:
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||||
if not LobbyManager.is_host:
|
||||
_update_duration_text_label(duration_seconds)
|
||||
|
||||
func _on_character_changed(_player_id: int, _character_name: String) -> void:
|
||||
_update_player_slots()
|
||||
|
||||
func _on_area_changed(area_name: String) -> void:
|
||||
area_name_label.text = area_name
|
||||
|
||||
func _on_connected_to_nakama() -> void:
|
||||
connection_status.text = "Connected to server"
|
||||
@@ -376,18 +343,64 @@ func _on_connection_failed(error_message: String) -> void:
|
||||
_show_panel("main_menu")
|
||||
|
||||
# =============================================================================
|
||||
# Helper Functions
|
||||
# Player Slot Updates
|
||||
# =============================================================================
|
||||
|
||||
func _update_player_list() -> void:
|
||||
player_list.clear()
|
||||
func _update_player_slots() -> void:
|
||||
"""Update all player slot visuals based on current player list."""
|
||||
var players = LobbyManager.get_players()
|
||||
for player in players:
|
||||
var player_name = player.get("name", "Unknown")
|
||||
var is_ready = player.get("is_ready", false)
|
||||
var ready_icon = " ✓" if is_ready else " ✗"
|
||||
var host_tag = " (Host)" if player.get("id") == 1 else ""
|
||||
player_list.add_item("%s%s%s" % [player_name, host_tag, ready_icon])
|
||||
var my_id = multiplayer.get_unique_id()
|
||||
|
||||
for i in range(player_slots.size()):
|
||||
var slot = player_slots[i]
|
||||
var slot_num = i + 1
|
||||
|
||||
if i < players.size():
|
||||
var player = players[i]
|
||||
slot.visible = true
|
||||
|
||||
# Update player name
|
||||
var name_label = slot.get_node_or_null("PlayerName%d" % slot_num)
|
||||
if name_label:
|
||||
var display_name = player.get("name", "Player %d" % slot_num)
|
||||
if player.get("id") == 1:
|
||||
display_name += " (Host)"
|
||||
name_label.text = display_name
|
||||
|
||||
# Update character preview
|
||||
var char_preview = slot.get_node_or_null("CharacterPreview%d" % slot_num)
|
||||
var char_name = player.get("character", "Bob")
|
||||
if char_preview and character_textures.has(char_name):
|
||||
char_preview.texture = character_textures[char_name]
|
||||
|
||||
# Check if this is the local player
|
||||
var is_local_player = player.get("id") == my_id
|
||||
|
||||
# Update character name in nav (inside CharacterNav)
|
||||
var char_name_in_nav = slot.get_node_or_null("CharacterNav%d/CharacterName%d" % [slot_num, slot_num])
|
||||
if char_name_in_nav:
|
||||
char_name_in_nav.text = char_name
|
||||
|
||||
# Update character name label (outside nav, for non-local players)
|
||||
var char_name_label = slot.get_node_or_null("CharacterNameLabel%d" % slot_num)
|
||||
if char_name_label:
|
||||
char_name_label.text = char_name
|
||||
char_name_label.visible = not is_local_player
|
||||
|
||||
# Show/hide character navigation (only for local player)
|
||||
var char_nav = slot.get_node_or_null("CharacterNav%d" % slot_num)
|
||||
if char_nav:
|
||||
char_nav.visible = is_local_player
|
||||
|
||||
# Update ready status
|
||||
var ready_label = slot.get_node_or_null("ReadyStatus%d" % slot_num)
|
||||
if ready_label:
|
||||
var is_ready = player.get("is_ready", false)
|
||||
ready_label.text = "READY ✓" if is_ready else "NOT READY"
|
||||
ready_label.add_theme_color_override("font_color",
|
||||
Color(0.4, 0.8, 0.4) if is_ready else Color(0.6, 0.6, 0.6))
|
||||
else:
|
||||
slot.visible = false
|
||||
|
||||
func _update_status() -> void:
|
||||
var players = LobbyManager.get_players()
|
||||
@@ -400,3 +413,23 @@ func _update_status() -> void:
|
||||
|
||||
if LobbyManager.is_host:
|
||||
start_game_btn.disabled = not LobbyManager.is_all_ready()
|
||||
|
||||
# =============================================================================
|
||||
# Helper Functions
|
||||
# =============================================================================
|
||||
|
||||
func _update_duration_text_label(duration_seconds: int) -> void:
|
||||
var duration_text: String
|
||||
match duration_seconds:
|
||||
60: duration_text = "1 min"
|
||||
120: duration_text = "2 min"
|
||||
180: duration_text = "3 min"
|
||||
300: duration_text = "5 min"
|
||||
600: duration_text = "10 min"
|
||||
_: duration_text = "%d sec" % duration_seconds
|
||||
duration_text_label.text = duration_text
|
||||
|
||||
func _truncate_id(id: String) -> String:
|
||||
if id.length() > 16:
|
||||
return id.substr(0, 8) + "..." + id.substr(-4)
|
||||
return id
|
||||
|
||||
Reference in New Issue
Block a user