Files
tekton/scenes/lobby.gd
T

911 lines
34 KiB
GDScript

extends Control
# UI References - Main Menu
@onready var main_menu_panel = $MainMenuPanel
@onready var create_room_btn = $MainMenuPanel/VBoxContainer/ButtonSection/CreateRoomBtn
@onready var browse_rooms_btn = $MainMenuPanel/VBoxContainer/ButtonSection/BrowseRoomsBtn
@onready var main_menu_profile_btn = $MainMenuPanel/VBoxContainer/ButtonSection/ProfileBtn
@onready var lobby_settings_btn = $MainMenuPanel/VBoxContainer/ButtonSection/SettingsBtn
@onready var quit_btn = $MainMenuPanel/VBoxContainer/ButtonSection/QuitBtn
# UI References - Server Selection
@onready var server_option = $MainMenuPanel/VBoxContainer/ServerSelectionSection/ServerOption
@onready var server_ip_input = $MainMenuPanel/VBoxContainer/ServerSelectionSection/ServerIPInput
# Leaderboard Reference
@onready var leaderboard_btn = $MainMenuPanel/VBoxContainer/ButtonSection/LeaderboardBtn
# UI References - Room List
@onready var room_list_panel = $RoomListPanel
@onready var room_list = $RoomListPanel/VBoxContainer/RoomList
@onready var match_id_input = $RoomListPanel/VBoxContainer/MatchIdInput
@onready var refresh_btn = $RoomListPanel/VBoxContainer/ButtonContainer/RefreshBtn
@onready var join_btn = $RoomListPanel/VBoxContainer/ButtonContainer/JoinBtn
@onready var back_btn = $RoomListPanel/VBoxContainer/ButtonContainer/BackBtn
@onready var room_list_profile_btn = $RoomListPanel/VBoxContainer/ButtonContainer/ProfileBtn
# UI References - Lobby Panel
@onready var lobby_panel = $LobbyPanel
@onready var room_name_header = $LobbyPanel/RoomNameHeader
@onready var host_banner = $LobbyPanel/HostBanner
@onready var host_banner_label = $LobbyPanel/HostBanner/HostBannerLabel
# UI References - Top Bar
@onready var profile_btn = $LobbyPanel/TopBar/ProfileSection/ProfileBtn
@onready var logout_btn = $LobbyPanel/TopBar/ProfileSection/LogoutBtn
@onready var match_id_display = $LobbyPanel/TopBar/MatchIdContainer/MatchIdDisplay
@onready var copy_id_btn = $LobbyPanel/TopBar/MatchIdContainer/CopyIdBtn
@onready var duration_option = $LobbyPanel/TopBar/SettingsSection/DurationOption
@onready var duration_text_label = $LobbyPanel/TopBar/SettingsSection/DurationTextLabel
@onready var lobby_top_settings_btn = $LobbyPanel/TopBar/ProfileSection/LobbySettingsBtn
@onready var random_spawn_check = $LobbyPanel/TopBar/SettingsSection/RandomSpawnCheck
@onready var random_spawn_label = $LobbyPanel/TopBar/SettingsSection/RandomSpawnLabel
@onready var enable_timer_check = $LobbyPanel/TopBar/SettingsSection/EnableTimerCheck
@onready var enable_timer_label = $LobbyPanel/TopBar/SettingsSection/EnableTimerLabel
@onready var scarcity_option = $LobbyPanel/TopBar/SettingsSection/ScarcityOption
@onready var scarcity_label = $LobbyPanel/TopBar/SettingsSection/ScarcityLabel
@onready var scarcity_spacer = $LobbyPanel/TopBar/SettingsSection/ScarcitySpacer
@onready var spawn_spacer = $LobbyPanel/TopBar/SettingsSection/SpawnSpacer
@onready var timer_spacer = $LobbyPanel/TopBar/SettingsSection/TimerSpacer
@onready var game_mode_option = $LobbyPanel/TopBar/SettingsSection/GameModeOption
@onready var game_mode_text_label = $LobbyPanel/TopBar/SettingsSection/GameModeTextLabel
# Custom Settings Containers
var sng_settings_container: HBoxContainer
var sng_go_option: OptionButton
var sng_stop_option: OptionButton
var sng_goals_option: OptionButton
var doors_settings_container: HBoxContainer
var doors_swap_option: OptionButton
var doors_refresh_option: OptionButton
var doors_goals_option: OptionButton
# UI References - Player Slots
@onready var players_container = $LobbyPanel/PlayersContainer
@onready var players_container2 = $LobbyPanel/PlayersContainer2
@onready var player_slots: Array[Control] = []
# UI References - Area Selector
@onready var area_selector = $LobbyPanel/AreaSelector
@onready var area_left_btn = $LobbyPanel/AreaSelector/AreaLeftBtn
@onready var area_name_label = $LobbyPanel/AreaSelector/AreaName
@onready var area_right_btn = $LobbyPanel/AreaSelector/AreaRightBtn
# UI References - Bottom Bar
@onready var leave_btn = $LobbyPanel/BottomBar/LeaveBtn
@onready var ready_btn = $LobbyPanel/BottomBar/ReadyBtn
@onready var start_game_btn = $LobbyPanel/BottomBar/StartGameBtn
@onready var status_label = $LobbyPanel/StatusLabel
# UI References - Status
@onready var connection_status = $StatusBar/ConnectionStatus
# Character preview textures
var character_textures: Dictionary = {}
# Profile panel instance
var profile_panel_instance: Control
var admin_panel_instance: Control
# Store current match ID for copy function
var current_match_id: String = ""
var leaderboard_panel_instance: Control
# Server Selection Controls (Now in tscn)
# var server_option: OptionButton
# var server_ip_input: LineEdit
func _ready():
# Check if user is authenticated (Commented out to allow server config on main menu)
# if not AuthManager.is_logged_in():
# call_deferred("_go_to_login")
# return
# Load character textures
_load_character_textures()
# Server config UI is now in tscn
# Get player slot references
_setup_player_slots()
# Setup Game Mode specific UI dynamically
_create_custom_settings_ui()
# Set player name from profile
if AuthManager.is_guest:
LobbyManager.local_player_name = "Guest"
else:
LobbyManager.local_player_name = UserProfileManager.get_display_name()
# Connect button signals - Main Menu
create_room_btn.pressed.connect(_on_create_room_pressed)
browse_rooms_btn.pressed.connect(_on_browse_rooms_pressed)
if main_menu_profile_btn:
main_menu_profile_btn.pressed.connect(_on_profile_btn_pressed)
if lobby_settings_btn:
lobby_settings_btn.pressed.connect(_on_settings_pressed)
if leaderboard_btn:
leaderboard_btn.pressed.connect(_on_leaderboard_pressed)
if quit_btn:
quit_btn.pressed.connect(_on_quit_pressed)
# Connect Server Selection signals
if server_option:
server_option.item_selected.connect(_on_server_option_selected)
# Initialize state
_on_server_option_selected(server_option.selected)
if server_ip_input:
server_ip_input.text_submitted.connect(_on_server_ip_submitted)
server_ip_input.focus_exited.connect(func(): _on_server_ip_submitted(server_ip_input.text))
# Connect button signals - Room List
refresh_btn.pressed.connect(_on_refresh_pressed)
join_btn.pressed.connect(_on_join_pressed)
back_btn.pressed.connect(_on_back_pressed)
if room_list_profile_btn:
room_list_profile_btn.pressed.connect(_on_profile_btn_pressed)
# Connect button signals - Lobby
profile_btn.pressed.connect(_on_profile_btn_pressed)
if logout_btn:
logout_btn.pressed.connect(_on_logout_pressed)
if lobby_top_settings_btn:
lobby_top_settings_btn.pressed.connect(_on_settings_pressed)
copy_id_btn.pressed.connect(_on_copy_id_pressed)
duration_option.item_selected.connect(_on_duration_selected)
random_spawn_check.toggled.connect(_on_random_spawn_toggled)
enable_timer_check.toggled.connect(_on_enable_timer_toggled)
area_left_btn.pressed.connect(func(): LobbyManager.cycle_area(-1))
area_right_btn.pressed.connect(func(): LobbyManager.cycle_area(1))
leave_btn.pressed.connect(_on_leave_pressed)
ready_btn.toggled.connect(_on_ready_toggled)
start_game_btn.pressed.connect(_on_start_game_pressed)
if scarcity_option:
scarcity_option.item_selected.connect(_on_scarcity_selected)
if game_mode_option:
game_mode_option.item_selected.connect(_on_game_mode_selected)
_setup_game_modes()
# Connect LobbyManager signals
LobbyManager.room_list_updated.connect(_on_room_list_updated)
LobbyManager.room_joined.connect(_on_room_joined)
LobbyManager.room_left.connect(_on_room_left)
LobbyManager.host_disconnected.connect(_on_host_disconnected)
LobbyManager.player_joined.connect(_on_player_joined)
LobbyManager.player_left.connect(_on_player_left)
LobbyManager.ready_state_changed.connect(_on_ready_state_changed)
LobbyManager.all_players_ready.connect(_on_all_players_ready)
LobbyManager.game_starting.connect(_on_game_starting)
LobbyManager.match_duration_changed.connect(_on_match_duration_changed)
LobbyManager.randomize_spawn_changed.connect(_on_randomize_spawn_changed)
LobbyManager.enable_cycle_timer_changed.connect(_on_enable_cycle_timer_changed)
LobbyManager.character_changed.connect(_on_character_changed)
LobbyManager.area_changed.connect(_on_area_changed)
LobbyManager.scarcity_mode_changed.connect(_on_scarcity_mode_changed)
LobbyManager.game_mode_changed.connect(_on_game_mode_changed)
LobbyManager.player_list_changed.connect(_update_player_slots)
LobbyManager.sng_go_duration_changed.connect(_on_sng_update)
LobbyManager.sng_stop_duration_changed.connect(_on_sng_update)
LobbyManager.sng_required_goals_changed.connect(_on_sng_update)
LobbyManager.doors_swap_time_changed.connect(_on_doors_update)
LobbyManager.doors_refresh_time_changed.connect(_on_doors_update)
LobbyManager.doors_required_goals_changed.connect(_on_doors_update)
# Connect NakamaManager signals
NakamaManager.connected_to_nakama.connect(_on_connected_to_nakama)
NakamaManager.connection_failed.connect(_on_connection_failed)
# Connect UserProfileManager signals
UserProfileManager.profile_updated.connect(_on_profile_updated)
# Show main menu initially
_show_panel("main_menu")
# Check for disconnection reason from manager
if not LobbyManager.disconnect_reason.is_empty():
connection_status.text = LobbyManager.disconnect_reason
LobbyManager.disconnect_reason = ""
# =============================================================================
# Setup
# =============================================================================
func _load_character_textures() -> void:
"""Load character preview textures."""
var characters = {
"Copper": "res://assets/graphics/character_selection/sc_characters/sc_copper.png",
"Dabro": "res://assets/graphics/character_selection/sc_characters/sc_dabro.png",
"Gatot": "res://assets/graphics/character_selection/sc_characters/sc_gatot.png",
"Pip": "res://assets/graphics/character_selection/sc_characters/sc_pip.png",
"Random": "res://assets/graphics/character_selection/sc_characters/sc_unknown.png"
}
for char_name in characters:
var tex_path = characters[char_name]
if ResourceLoader.exists(tex_path):
character_textures[char_name] = load(tex_path)
else:
print("[Lobby] Character texture not found: ", tex_path)
func _on_server_option_selected(index: int) -> void:
if index == 0:
# Nakama Localhost
if server_ip_input: server_ip_input.visible = false
NakamaManager.set_server("localhost")
LobbyManager.is_lan_mode = false
elif index == 1:
# Nakama Remote
if server_ip_input: server_ip_input.visible = true
if server_ip_input: NakamaManager.set_server(server_ip_input.text)
LobbyManager.is_lan_mode = false
else:
# LAN Direct
if server_ip_input: server_ip_input.visible = false
LobbyManager.is_lan_mode = true
func _on_server_ip_submitted(new_text: String) -> void:
if server_option and server_option.selected == 1:
NakamaManager.set_server(new_text.strip_edges())
func _setup_game_modes() -> void:
if not game_mode_option: return
game_mode_option.clear()
for mode in LobbyManager.available_game_modes:
game_mode_option.add_item(mode)
# Select current mode
for i in range(game_mode_option.item_count):
if game_mode_option.get_item_text(i) == LobbyManager.game_mode:
game_mode_option.selected = i
break
func _setup_player_slots() -> void:
"""Get references to all player slot nodes."""
player_slots.clear()
# Slots 1-4 in Container 1
for i in range(1, 5):
var slot = players_container.get_node_or_null("PlayerSlot%d" % i)
if slot:
player_slots.append(slot)
_connect_slot_signals(slot, i)
# Slots 5-8 in Container 2
if players_container2:
for i in range(5, 9):
var slot = players_container2.get_node_or_null("PlayerSlot%d" % i)
if slot:
player_slots.append(slot)
_connect_slot_signals(slot, i)
func _connect_slot_signals(slot: Control, i: int):
# Connect character navigation buttons for all slots
var left_btn = slot.get_node_or_null("CharacterNav%d/CharLeftBtn%d" % [i, i])
var right_btn = slot.get_node_or_null("CharacterNav%d/CharRightBtn%d" % [i, i])
if left_btn:
left_btn.pressed.connect(func(): LobbyManager.cycle_character(-1))
if right_btn:
right_btn.pressed.connect(func(): LobbyManager.cycle_character(1))
# =============================================================================
# Panel Management
# =============================================================================
func _show_panel(panel_name: String) -> void:
main_menu_panel.visible = panel_name == "main_menu"
room_list_panel.visible = panel_name == "room_list"
lobby_panel.visible = panel_name == "lobby"
# =============================================================================
# Main Menu Button Handlers
# =============================================================================
func _on_create_room_pressed() -> void:
# Use profile name for logged-in users, or guest for others
if AuthManager.is_guest:
if LobbyManager.local_player_name.is_empty() or LobbyManager.local_player_name == "Player":
LobbyManager.local_player_name = "Guest"
else:
LobbyManager.local_player_name = UserProfileManager.get_display_name()
if LobbyManager.is_lan_mode:
connection_status.text = "Starting LAN room..."
var ok = await LobbyManager.create_room_lan("LAN Room " + str(randi_range(100, 999)))
if not ok:
connection_status.text = "Failed to start LAN room. Check port 7777."
else:
connection_status.text = "Creating Nakama room..."
LobbyManager.create_room("Room %d" % randi_range(1000, 9999))
func _on_browse_rooms_pressed() -> void:
_show_panel("room_list")
if LobbyManager.is_lan_mode:
connection_status.text = "LAN Mode - Enter Host IP to join"
match_id_input.placeholder_text = "Enter Host IP (e.g. 192.168.1.10)..."
$RoomListPanel/VBoxContainer/MatchIdLabel.text = "DIRECT CONNECT (HOST IP)"
_on_refresh_pressed() # Try to discover rooms if implemented
else:
connection_status.text = "Loading Nakama rooms..."
match_id_input.placeholder_text = "Paste match ID here..."
$RoomListPanel/VBoxContainer/MatchIdLabel.text = "DIRECT CONNECT (MATCH ID)"
LobbyManager.refresh_room_list()
# =============================================================================
# Room List Button Handlers
# =============================================================================
func _on_refresh_pressed() -> void:
connection_status.text = "Refreshing..."
room_list.clear()
LobbyManager.refresh_room_list()
func _on_join_pressed() -> void:
var match_id = match_id_input.text.strip_edges()
if match_id.is_empty() and not LobbyManager.is_lan_mode:
var selected_items = room_list.get_selected_items()
if selected_items.size() == 0:
connection_status.text = "Please select a room or enter Match ID"
return
var selected_idx = selected_items[0]
if selected_idx < LobbyManager.available_rooms.size():
match_id = LobbyManager.available_rooms[selected_idx].get("match_id", "")
# Determine player name
if AuthManager.is_guest:
if LobbyManager.local_player_name.is_empty():
LobbyManager.local_player_name = "Guest"
else:
LobbyManager.local_player_name = UserProfileManager.get_display_name()
if LobbyManager.is_lan_mode:
if match_id.is_empty():
# If nothing entered but something selected in list (discovered), use it
var selected_items = room_list.get_selected_items()
if selected_items.size() > 0:
var idx = selected_items[0]
if idx < LobbyManager.available_rooms.size():
match_id = LobbyManager.available_rooms[idx].get("ip", "")
if match_id.is_empty():
connection_status.text = "Enter Host IP to join"
return
connection_status.text = "Connecting to %s..." % match_id
var ok = LobbyManager.join_room_lan(match_id)
if not ok:
connection_status.text = "Failed to connect to %s" % match_id
else:
if match_id.is_empty():
connection_status.text = "No room selected"
return
connection_status.text = "Joining Nakama room..."
LobbyManager.join_room(match_id)
func _on_back_pressed() -> void:
_show_panel("main_menu")
connection_status.text = ""
func _update_settings_visibility() -> void:
var is_host = LobbyManager.is_host
var is_freemode = LobbyManager.game_mode == "Freemode"
# Duration
var show_duration = is_freemode
duration_option.visible = is_host and show_duration
duration_text_label.visible = not is_host and show_duration
$LobbyPanel/TopBar/SettingsSection/DurationLabel.visible = show_duration
# Random Spawn
var show_spawn = is_freemode
random_spawn_check.visible = is_host and show_spawn
random_spawn_label.visible = not is_host and show_spawn
if spawn_spacer: spawn_spacer.visible = show_spawn
# Timer
var show_timer = is_freemode
enable_timer_check.visible = is_host and show_timer
enable_timer_label.visible = not is_host and show_timer
if timer_spacer: timer_spacer.visible = show_timer
# Scarcity
var show_scarcity = is_freemode
if scarcity_option: scarcity_option.visible = is_host and show_scarcity
if scarcity_label: scarcity_label.visible = not is_host and show_scarcity
if scarcity_spacer: scarcity_spacer.visible = show_scarcity
# Custom mode sets
var is_sng = LobbyManager.game_mode == "Stop n Go"
if sng_settings_container:
sng_settings_container.visible = is_sng
sng_go_option.disabled = not is_host
sng_stop_option.disabled = not is_host
sng_goals_option.disabled = not is_host
var is_doors = LobbyManager.game_mode == "Tekton Doors"
if doors_settings_container:
doors_settings_container.visible = is_doors
doors_swap_option.disabled = not is_host
doors_refresh_option.disabled = not is_host
doors_goals_option.disabled = not is_host
func _create_custom_settings_ui() -> void:
var settings_section = $LobbyPanel/TopBar/SettingsSection
if not settings_section: return
# Stop n Go
sng_settings_container = HBoxContainer.new()
sng_settings_container.visible = false
settings_section.add_child(sng_settings_container)
_add_label(sng_settings_container, "Go Time:")
sng_go_option = OptionButton.new()
sng_go_option.add_item("10s"); sng_go_option.add_item("15s"); sng_go_option.add_item("25s")
sng_go_option.item_selected.connect(func(idx): if LobbyManager.is_host: LobbyManager.set_sng_go_duration([10, 15, 25][idx]))
sng_settings_container.add_child(sng_go_option)
_add_label(sng_settings_container, "Stop Time:")
sng_stop_option = OptionButton.new()
sng_stop_option.add_item("3s"); sng_stop_option.add_item("4s"); sng_stop_option.add_item("5s")
sng_stop_option.item_selected.connect(func(idx): if LobbyManager.is_host: LobbyManager.set_sng_stop_duration([3, 4, 5][idx]))
sng_settings_container.add_child(sng_stop_option)
_add_label(sng_settings_container, "Req Goals:")
sng_goals_option = OptionButton.new()
sng_goals_option.add_item("5"); sng_goals_option.add_item("8"); sng_goals_option.add_item("12")
sng_goals_option.item_selected.connect(func(idx): if LobbyManager.is_host: LobbyManager.set_sng_required_goals([5, 8, 12][idx]))
sng_settings_container.add_child(sng_goals_option)
# Tekton Doors
doors_settings_container = HBoxContainer.new()
doors_settings_container.visible = false
settings_section.add_child(doors_settings_container)
_add_label(doors_settings_container, "Swap Wait:")
doors_swap_option = OptionButton.new()
doors_swap_option.add_item("10s"); doors_swap_option.add_item("15s"); doors_swap_option.add_item("30s")
doors_swap_option.item_selected.connect(func(idx): if LobbyManager.is_host: LobbyManager.set_doors_swap_time([10, 15, 30][idx]))
doors_settings_container.add_child(doors_swap_option)
_add_label(doors_settings_container, "Tile Refresh:")
doors_refresh_option = OptionButton.new()
doors_refresh_option.add_item("15s"); doors_refresh_option.add_item("25s"); doors_refresh_option.add_item("40s")
doors_refresh_option.item_selected.connect(func(idx): if LobbyManager.is_host: LobbyManager.set_doors_refresh_time([15, 25, 40][idx]))
doors_settings_container.add_child(doors_refresh_option)
_add_label(doors_settings_container, "Req Goals:")
doors_goals_option = OptionButton.new()
doors_goals_option.add_item("5"); doors_goals_option.add_item("8"); doors_goals_option.add_item("12")
doors_goals_option.item_selected.connect(func(idx): if LobbyManager.is_host: LobbyManager.set_doors_required_goals([5, 8, 12][idx]))
doors_settings_container.add_child(doors_goals_option)
# Move Game Mode selector to the far right
var gm_spacer = settings_section.get_node_or_null("GameModeSpacer")
var gm_option = settings_section.get_node_or_null("GameModeOption")
var gm_label = settings_section.get_node_or_null("GameModeTextLabel")
if gm_spacer: settings_section.move_child(gm_spacer, -1)
if gm_option: settings_section.move_child(gm_option, -1)
if gm_label: settings_section.move_child(gm_label, -1)
func _add_label(parent: Control, text: String):
var spacer = Control.new()
spacer.custom_minimum_size = Vector2(10, 0)
parent.add_child(spacer)
var lbl = Label.new()
lbl.text = text
parent.add_child(lbl)
# =============================================================================
# Lobby Button Handlers
# =============================================================================
func _on_ready_toggled(is_ready: bool) -> void:
LobbyManager.set_ready(is_ready)
ready_btn.text = "READY ✓" if is_ready else "READY"
func _on_start_game_pressed() -> void:
LobbyManager.start_game()
func _on_leave_pressed() -> void:
LobbyManager.leave_room()
_show_panel("main_menu")
ready_btn.button_pressed = false
ready_btn.text = "READY"
func _on_copy_id_pressed() -> void:
DisplayServer.clipboard_set(current_match_id)
status_label.text = "Match ID copied!"
func _on_duration_selected(index: int) -> void:
if not LobbyManager.is_host:
return
var durations = [60, 120, 180, 300, 600]
if index >= 0 and index < durations.size():
LobbyManager.set_match_duration(durations[index])
func _on_random_spawn_toggled(toggled_on):
LobbyManager.set_randomize_spawn(toggled_on)
func _on_enable_timer_toggled(toggled_on):
LobbyManager.set_enable_cycle_timer(toggled_on)
func _on_scarcity_selected(index: int) -> void:
if not LobbyManager.is_host: return
var mode = scarcity_option.get_item_text(index)
LobbyManager.set_scarcity_mode(mode)
func _on_scarcity_mode_changed(mode: String) -> void:
if scarcity_option:
for i in range(scarcity_option.item_count):
if scarcity_option.get_item_text(i) == mode:
scarcity_option.selected = i
break
if scarcity_label:
scarcity_label.text = mode
func _on_game_mode_selected(index: int) -> void:
if not LobbyManager.is_host: return
var mode = game_mode_option.get_item_text(index)
LobbyManager.set_game_mode(mode)
func _on_game_mode_changed(mode: String) -> void:
if game_mode_option:
for i in range(game_mode_option.item_count):
if game_mode_option.get_item_text(i) == mode:
game_mode_option.selected = i
break
if game_mode_text_label:
game_mode_text_label.text = mode
_update_settings_visibility()
func _on_sng_update(_val: int = 0) -> void:
if not sng_go_option: return
var go_idx = [10, 15, 25].find(LobbyManager.sng_go_duration)
if go_idx != -1: sng_go_option.selected = go_idx
var stop_idx = [3, 4, 5].find(LobbyManager.sng_stop_duration)
if stop_idx != -1: sng_stop_option.selected = stop_idx
var goals_idx = [5, 8, 12].find(LobbyManager.sng_required_goals)
if goals_idx != -1: sng_goals_option.selected = goals_idx
func _on_doors_update(_val: int = 0) -> void:
if not doors_swap_option: return
var swap_idx = [10, 15, 30].find(LobbyManager.doors_swap_time)
if swap_idx != -1: doors_swap_option.selected = swap_idx
var refresh_idx = [15, 25, 40].find(LobbyManager.doors_refresh_time)
if refresh_idx != -1: doors_refresh_option.selected = refresh_idx
var goals_idx = [5, 8, 12].find(LobbyManager.doors_required_goals)
if goals_idx != -1: doors_goals_option.selected = goals_idx
func _update_random_spawn_label(enabled: bool) -> void:
if random_spawn_label:
random_spawn_label.text = "Random ✓" if enabled else "Random ✗"
func _on_profile_btn_pressed() -> void:
if not profile_panel_instance:
var profile_panel_scene := load("res://scenes/ui/profile_panel.tscn")
profile_panel_instance = profile_panel_scene.instantiate()
profile_panel_instance.closed.connect(func(): profile_panel_instance.hide())
add_child(profile_panel_instance)
profile_panel_instance.show_panel()
profile_panel_instance.position = (get_viewport_rect().size - profile_panel_instance.size) / 2
func _on_logout_pressed() -> void:
AuthManager.logout()
_go_to_login()
func _on_quit_pressed() -> void:
print("[Lobby] Quitting game...")
get_tree().quit()
func _on_settings_pressed():
var settings_menu = get_node_or_null("SettingsMenu")
if not settings_menu:
var scene = load("res://scenes/ui/settings_menu.tscn")
if scene:
settings_menu = scene.instantiate()
settings_menu.name = "SettingsMenu"
add_child(settings_menu)
# Connect close button
var close_btn = settings_menu.get_node_or_null("PanelContainer/VBoxContainer/Header/CloseButton")
if close_btn:
# settings_menu.gd handles basic visibility, but we can override or add to it
pass
if settings_menu:
settings_menu.open()
func _on_leaderboard_pressed() -> void:
if not leaderboard_panel_instance:
var leaderboard_panel_scene := load("res://scenes/ui/leaderboard_panel.tscn")
if leaderboard_panel_scene:
leaderboard_panel_instance = leaderboard_panel_scene.instantiate()
leaderboard_panel_instance.closed.connect(func(): leaderboard_panel_instance.hide())
add_child(leaderboard_panel_instance)
if leaderboard_panel_instance:
leaderboard_panel_instance.show_panel()
# Center it and apply some offset if needed
func _go_to_login() -> void:
if get_tree():
get_tree().change_scene_to_file("res://scenes/ui/login_screen.tscn")
# =============================================================================
# LobbyManager Signal Handlers
# =============================================================================
func _on_room_list_updated(rooms: Array) -> void:
room_list.clear()
for room in rooms:
var room_name = room.get("room_name", "Unknown")
var host_name = room.get("host_name", "Unknown")
var player_count = room.get("player_count", 1)
var max_players = room.get("max_players", 4)
room_list.add_item("%s - %s (%d/%d)" % [room_name, host_name, player_count, max_players])
if rooms.size() == 0:
connection_status.text = "No rooms available"
else:
connection_status.text = "Found %d room(s)" % rooms.size()
func _on_room_joined(room_data: Dictionary) -> void:
_show_panel("lobby")
current_match_id = room_data.get("match_id", "")
match_id_display.text = "ID: %s" % _truncate_id(current_match_id)
# Configure host-specific UI
var is_host = LobbyManager.is_host
host_banner.visible = is_host
start_game_btn.visible = is_host
_update_settings_visibility()
# Update values from LobbyManager
_on_match_duration_changed(LobbyManager.match_duration)
_on_randomize_spawn_changed(LobbyManager.randomize_spawn)
_on_enable_cycle_timer_changed(LobbyManager.enable_cycle_timer)
# Scarcity Update
_on_scarcity_mode_changed(LobbyManager.scarcity_mode)
# Initial UI sync for custom modes
_on_sng_update()
_on_doors_update()
# Area selector: only host can interact
area_left_btn.disabled = not is_host
area_right_btn.disabled = not is_host
area_name_label.text = LobbyManager.get_selected_area()
# Game Mode Update
if game_mode_option: game_mode_option.visible = is_host
if game_mode_text_label: game_mode_text_label.visible = not is_host
_on_game_mode_changed(LobbyManager.game_mode)
_update_player_slots()
connection_status.text = "Connected to room"
func _on_room_left() -> void:
_show_panel("main_menu")
connection_status.text = "Left room"
func _on_host_disconnected() -> void:
# Keep the connection status updated in the UI
connection_status.text = "Host disconnected. Returning to menu..."
_show_panel("main_menu")
func _on_player_joined(player_data: Dictionary) -> void:
_update_player_slots()
status_label.text = "%s joined!" % player_data.get("name", "Player")
func _on_player_left(_player_id: int) -> void:
_update_player_slots()
status_label.text = "A player left"
func _on_ready_state_changed(_player_id: int, _is_ready: bool) -> void:
_update_player_slots()
_update_status()
func _on_all_players_ready() -> void:
if LobbyManager.is_host:
if LobbyManager.is_lan_mode and LobbyManager.players_in_room.size() == 1:
# Auto-start for solo LAN testing
LobbyManager.start_game()
else:
start_game_btn.disabled = false
status_label.text = "All ready! Start the match!"
else:
status_label.text = "All ready! Waiting for host..."
func _on_game_starting() -> void:
connection_status.text = "Starting game..."
# Instantiate and use the loading screen
var loading_screen_scene = load("res://scenes/loading_screen/loading_screen.tscn")
if loading_screen_scene:
var loading_screen = loading_screen_scene.instantiate()
get_tree().root.add_child(loading_screen)
loading_screen.load_level("res://scenes/main.tscn")
else:
# Fallback if loading screen fails to load
get_tree().change_scene_to_file("res://scenes/main.tscn")
func _on_match_duration_changed(duration_seconds: int) -> void:
if not LobbyManager.is_host:
_update_duration_text_label(duration_seconds)
func _on_randomize_spawn_changed(enabled: bool) -> void:
if random_spawn_check:
random_spawn_check.set_pressed_no_signal(enabled)
if random_spawn_label:
random_spawn_label.text = "Random \u2713" if enabled else "Random \u2717"
func _on_enable_cycle_timer_changed(enabled: bool) -> void:
if enable_timer_check:
enable_timer_check.set_pressed_no_signal(enabled)
if enable_timer_label:
enable_timer_label.text = "Timer \u2713" if enabled else "Timer \u2717"
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"
func _on_connection_failed(error_message: String) -> void:
connection_status.text = "Connection failed: %s" % error_message
_show_panel("main_menu")
func _on_profile_updated() -> void:
"""Handle profile updates (name/avatar change)."""
var new_name = UserProfileManager.get_display_name()
# Sync to LobbyManager if we are in a room or just locally
LobbyManager.set_player_name(new_name)
# =============================================================================
# Player Slot Updates
# =============================================================================
func _update_player_slots() -> void:
"""Update all player slot visuals based on current player list."""
if not multiplayer.has_multiplayer_peer():
return
var players = LobbyManager.get_players()
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:
# Empty slot - show as bot placeholder
slot.visible = true
# Update name to show as bot
var name_label = slot.get_node_or_null("PlayerName%d" % slot_num)
if name_label:
name_label.text = "🤖 Bot %d" % slot_num
# Use a character for bot preview
var char_preview = slot.get_node_or_null("CharacterPreview%d" % slot_num)
var bot_characters = ["Copper", "Dabro", "Gatot", "Pip"]
var bot_char = bot_characters[(i) % bot_characters.size()]
if char_preview and character_textures.has(bot_char):
char_preview.texture = character_textures[bot_char]
# Hide character navigation for bots
var char_nav = slot.get_node_or_null("CharacterNav%d" % slot_num)
if char_nav:
char_nav.visible = false
# Update character name label
var char_name_label = slot.get_node_or_null("CharacterNameLabel%d" % slot_num)
if char_name_label:
char_name_label.text = bot_char
char_name_label.visible = true
# Show ready status as waiting
var ready_label = slot.get_node_or_null("ReadyStatus%d" % slot_num)
if ready_label:
ready_label.text = "WAITING..."
ready_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.7))
func _update_status() -> void:
var players = LobbyManager.get_players()
var ready_count = 0
for player in players:
if player.get("is_ready", false):
ready_count += 1
status_label.text = "Ready: %d/%d" % [ready_count, players.size()]
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