extends Node var SCENE func _ready(): $playerNameBox.text = Global.playerName func _process(delta): pass func _on_close_pressed(): self.queue_free() func _on_playground_pressed(): $mapSelected.text = "Toyland" Global.mapName = "Toyland" SCENE = "res://scenes/toyland.tscn" toggle_map_render("toyland") func _on_islands_pressed(): $mapSelected.text = "Islands" Global.mapName = "Islands" SCENE = "res://scenes/islands.tscn" $Islands.visible = true $Toyland.visible = false toggle_map_render("islands") func _on_forrest_button_pressed(): $mapSelected.text = "Forest" Global.mapName = "Forrest" SCENE = "res://scenes/forrest.tscn" toggle_map_render("forest") func _on_toyfactory_button_pressed(): $mapSelected.text = "Toy Factory" Global.mapName = "toyfactory" SCENE = "res://scenes/toyfactory.tscn" toggle_map_render("toyfactory") func _on_start_button_pressed(): var PORT = $portBox.text var MAX_PLAYERS = $playerBox.text var intPORT = int(PORT) var intMAX = int(MAX_PLAYERS) if PORT: prints("Player chose port:", intPORT) if intPORT < 1024: $mapSelected.text = "PORT CANNOT BE BELOW 1024" else: if SCENE: print("Player chose map: ", SCENE) if MAX_PLAYERS: if intMAX < 1: $mapSelected.text = "MAX PLAYERS CANNOT BE NEGATIVE" elif intMAX > 4095: $mapSelected.text = "MAX PLAYERS CANNOT BE ABOVE 4095" else: if Global.playerName == "": $mapSelected.text = "PLAYER NAME CAN'T BE BLANK" else: print("Player chose player limit: ", intMAX) Global.playerPleaseRespawn = true Networking.create_server(intPORT, intMAX) Networking.load_map(SCENE) Networking.add_player_node(1) Global.connectedPlayers += [Global.playerName] Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) if $normalRespawn.button_pressed == true: Global.respawnTimeModifier = 1.0 elif $shortRespawn.button_pressed == true: Global.respawnTimeModifier = 2 elif $longRespawn.button_pressed == true: Global.respawnTimeModifier = 0.5 else: $mapSelected.text = "NO MAX PLAYERS SELECTED" else: $mapSelected.text = "NO MAP SELECTED" else: $mapSelected.text = "NO PORT SPECIFIED" func _on_join_button_pressed(): var scene_trs =load("res://scenes/multiplayer.tscn") var scene=scene_trs.instantiate() get_parent().add_child(scene) self.queue_free() func _on_player_name_box_text_changed(new_text): Global.playerName = $playerNameBox.text Global.save_data() func _on_short_respawn_button_down(): $normalRespawn.button_pressed = false $longRespawn.button_pressed = false func _on_normal_respawn_button_down(): $shortRespawn.button_pressed = false $longRespawn.button_pressed = false func _on_long_respawn_button_down(): $shortRespawn.button_pressed = false $normalRespawn.button_pressed = false func _on_gamemode_deathmatch_button_down(): $GamemodeRunner.button_pressed = false $GamemodeTTT.button_pressed = false Global.gamemode = "Deathmatch" func _on_gamemode_runner_button_down(): $GamemodeDeathmatch.button_pressed = false $GamemodeTTT.button_pressed = false Global.gamemode = "Runner" func _on_gamemode_ttt_button_down(): $GamemodeRunner.button_pressed = false $GamemodeDeathmatch.button_pressed = false Global.gamemode = "TTT" func _on_round_timer_text_changed(new_text): var minutes = int(new_text) var seconds = minutes * 60 Global.roundTimer = int(seconds) func toggle_map_render(map): $Toyland.visible = false $Islands.visible = false $Forest.visible = false $Toyfactory.visible = false if map == "toyland": $Toyland.visible = true elif map == "islands": $Islands.visible = true elif map == "forest": $Forest.visible = true elif map == "toyfactory": $Toyfactory.visible = true