feat: add dust2 level builder, player movement controller, and UI menu components

This commit is contained in:
DottsGit
2026-06-06 15:17:54 -04:00
parent 31336fe870
commit cd034d1aea
5 changed files with 130 additions and 64 deletions
+31 -19
View File
@@ -10,6 +10,10 @@ var _host_lobby_players_list: ItemList
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
var nm = get_node_or_null("/root/NetworkManager")
if nm:
nm.connection_succeeded.connect(_on_connection_succeeded)
# ==========================================
# BACKGROUND: 3D DIORAMA (Sliding Player)
# ==========================================
@@ -231,6 +235,7 @@ func _ready() -> void:
var _gamemode_opt = OptionButton.new()
_gamemode_opt.add_theme_font_size_override("font_size", 24)
_gamemode_opt.add_item("Deathmatch", 0)
_gamemode_opt.add_to_group("host_only_ui")
_gamemode_opt.item_selected.connect(func(index: int):
if get_node_or_null("/root/NetworkManager"):
get_node("/root/NetworkManager").current_gamemode = _gamemode_opt.get_item_text(index)
@@ -313,6 +318,7 @@ func _build_level_card(parent: Container, title: String, scene_path: String, gra
overlay.add_child(lbl)
if is_multiplayer:
btn.add_to_group("host_only_ui")
btn.pressed.connect(func(): get_node("/root/NetworkManager").rpc_load_level.rpc(scene_path))
else:
btn.pressed.connect(func():
@@ -350,16 +356,9 @@ func _on_multiplayer_back_pressed() -> void:
_ui_vbox.show()
func _on_host_pressed() -> void:
_multiplayer_panel.hide()
_host_lobby_panel.show()
var nm = get_node("/root/NetworkManager")
nm.host_game()
_update_lobby_players()
if not nm.player_connected.is_connected(_on_network_player_connected):
nm.player_connected.connect(_on_network_player_connected)
nm.player_disconnected.connect(_on_network_player_disconnected)
if not nm.stats_updated.is_connected(_update_lobby_players):
nm.stats_updated.connect(_update_lobby_players)
if nm.host_game() == OK:
_on_connection_succeeded()
func _on_direct_connect_pressed() -> void:
_multiplayer_panel.hide()
@@ -373,7 +372,25 @@ func _on_connect_confirm_pressed() -> void:
var ip = _direct_connect_panel.get_node("IPInput").text
var port = _direct_connect_panel.get_node("PortInput").text.to_int()
get_node("/root/NetworkManager").join_game(ip, port)
# For simplicity, we can show a connecting label or just wait for the game to start via RPC
func _on_connection_succeeded() -> void:
_direct_connect_panel.hide()
_multiplayer_panel.hide()
_host_lobby_panel.show()
var nm = get_node("/root/NetworkManager")
var is_host = nm.multiplayer.is_server()
for node in get_tree().get_nodes_in_group("host_only_ui"):
if node is BaseButton:
node.disabled = not is_host
if not nm.player_connected.is_connected(_on_network_player_connected):
nm.player_connected.connect(_on_network_player_connected)
nm.player_disconnected.connect(_on_network_player_disconnected)
if not nm.stats_updated.is_connected(_update_lobby_players):
nm.stats_updated.connect(_update_lobby_players)
_update_lobby_players()
func _on_lobby_back_pressed() -> void:
_host_lobby_panel.hide()
@@ -396,19 +413,14 @@ func _update_lobby_players() -> void:
if not _host_lobby_players_list: return
_host_lobby_players_list.clear()
var nm = get_node("/root/NetworkManager")
var host_name = SettingsManager.username
var host_ping = 0
if nm.player_stats.has(1): host_ping = nm.player_stats[1].get("ping", 0)
for pid in nm.connected_players:
var p_ping = 0
if nm.player_stats.has(pid): p_ping = nm.player_stats[pid].get("ping", 0)
for pid in nm.player_stats.keys():
var p_name = nm.player_stats[pid].get("username", "Unknown")
var p_ping = nm.player_stats[pid].get("ping", 0)
if pid == 1:
_host_lobby_players_list.add_item("%s (Host) - %sms" % [host_name, host_ping])
_host_lobby_players_list.add_item("%s (Host) - %sms" % [p_name, p_ping])
else:
var p_name = "Player " + str(pid)
if nm.player_stats.has(pid): p_name = nm.player_stats[pid].get("username", p_name)
_host_lobby_players_list.add_item("%s - %sms" % [p_name, p_ping])
func _on_loadouts_pressed() -> void: