extends Control ## The 2D UI rendered inside the main menu's world-space viewport ## (XRToolsViewport2DIn3D). Lets the player pick John's scene, host a ## multiplayer game, or join one by IP, driving scene switches + NetworkManager ## directly. const JON_SCENE := "res://Scenes/jon_scene.tscn" const SETTINGS_PATH := "user://vryhungry_settings.cfg" const MULTIPLAYER_SCENE := "res://Scenes/multiplayer.tscn" var _ip := "127.0.0.1" @onready var _root_view: Control = %RootView @onready var _join_view: Control = %JoinView @onready var _ip_label: Label = %IPLabel @onready var _status: Label = %Status @onready var _keypad: GridContainer = %Keypad @onready var _john_btn: Button = %JohnButton @onready var _host_btn: Button = %HostButton @onready var _join_menu_btn: Button = %JoinMenuButton @onready var _join_btn: Button = %JoinButton @onready var _back_btn: Button = %BackButton # store original text so we can say "connecting..." while pinging server var original_join_text: String func _ready() -> void: print("Menu Panel _ready") for child in _keypad.get_children(): if child is Button: child.pressed.connect(_on_key.bind(child.text)) _john_btn.pressed.connect(_on_john_pressed) _host_btn.pressed.connect(_on_host_pressed) _join_menu_btn.pressed.connect(_show_join_view) _join_btn.pressed.connect(_on_join_pressed) _back_btn.pressed.connect(_show_root_view) NetworkManager.connection_failed.connect(_handle_connection_failed) _load_ip() _show_root_view() _refresh_ip() original_join_text = _join_btn.text func _show_root_view() -> void: print("Menu Panel show root view") _root_view.visible = true _join_view.visible = false func _show_join_view() -> void: print("Menu Panel show join view") _root_view.visible = false _join_view.visible = true _status.text= "Enter host IP, then Join" _status.add_theme_color_override("font_color", Color.WHITE) func _on_key(key: String) -> void: match key: "DEL": _ip = _ip.substr(0, max(0, _ip.length() - 1)) _: if _ip.length() < 21: _ip += key _refresh_ip() func _refresh_ip() -> void: _ip_label.text = _ip if not _ip.is_empty() else "_" func _on_john_pressed() -> void: print("Menu Panel press jon_scene") NetworkManager.leave() get_tree().change_scene_to_file.call_deferred(JON_SCENE) func _on_host_pressed() -> void: print("Menu Panel press host") NetworkManager.host() func _on_join_pressed() -> void: print("Menu Panel press join") if _ip.is_empty(): _status.text= "Enter an IP first" _status.add_theme_color_override("font_color", Color.ORANGE) return _save_ip() _join_btn.disabled = true _join_btn.text = "Connecting..." NetworkManager.join(_ip) func _handle_connection_failed(): print("Menu Panel _handle_connection_failed") _status.text= "Connection failed" _status.add_theme_color_override("font_color", Color.RED) _join_btn.disabled = false _join_btn.text = original_join_text ## Remembers the last IP the player tried to join, so the keypad starts ## pre-filled next time instead of always defaulting to 127.0.0.1. func _load_ip() -> void: var cfg := ConfigFile.new() if cfg.load(SETTINGS_PATH) == OK: _ip = cfg.get_value("network", "last_ip", _ip) func _save_ip() -> void: var cfg := ConfigFile.new() cfg.load(SETTINGS_PATH) cfg.set_value("network", "last_ip", _ip) cfg.save(SETTINGS_PATH)