Add dedicated server / host / client modes via NetworkManager autoload, PlayerSyncComponent (20 Hz unreliable RPC), WorldSyncComponent (authoritative block break/place), ChatManager (F2), LobbyMenu scene, updated MainMenu with Solo/Heberger/Rejoindre/Quitter buttons. Port changed to 7777 (9999 occupied by sntlkeyssrvr on this machine). Mobs disabled in multi (spawn solo only). Solo mode untouched. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
62 lines
1.6 KiB
GDScript
62 lines
1.6 KiB
GDScript
extends Node
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# Simple chat: F2 opens input, send to all peers, printed to console.
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var _input_open: bool = false
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var _input_line: LineEdit = null
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func _ready() -> void:
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# Build minimal LineEdit for chat input
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_input_line = LineEdit.new()
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_input_line.placeholder_text = "Message... (Entrée pour envoyer, Echap pour annuler)"
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_input_line.custom_minimum_size = Vector2(500, 40)
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_input_line.visible = false
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_input_line.text_submitted.connect(_on_text_submitted)
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add_child(_input_line)
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if not InputMap.has_action("open_chat"):
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InputMap.add_action("open_chat")
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var ev := InputEventKey.new()
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ev.physical_keycode = KEY_F2
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InputMap.action_add_event("open_chat", ev)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("open_chat") and not _input_open:
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_open_chat()
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get_viewport().set_input_as_handled()
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elif _input_open and event.is_action_pressed("escape"):
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_close_chat()
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get_viewport().set_input_as_handled()
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func _open_chat() -> void:
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_input_open = true
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_input_line.visible = true
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_input_line.text = ""
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_input_line.grab_focus()
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func _close_chat() -> void:
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_input_open = false
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_input_line.visible = false
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _on_text_submitted(text: String) -> void:
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if text.strip_edges().length() == 0:
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_close_chat()
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return
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send_chat.rpc(text.strip_edges())
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_close_chat()
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@rpc("any_peer", "call_local", "reliable")
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func send_chat(msg: String) -> void:
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var sender_id: int = multiplayer.get_remote_sender_id()
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if sender_id == 0:
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sender_id = multiplayer.get_unique_id()
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print("[CHAT][peer %d] %s" % [sender_id, msg])
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