64 lines
1.7 KiB
GDScript
64 lines
1.7 KiB
GDScript
extends Node
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@onready var countdown: Label = $MenuDisplay/countdown
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func _ready():
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removeAssignedKeys()
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Gamestate.removeAllPlayers()
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func assignKeys():
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var i=0
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for playerkey in Gamestate.getPlayerkeys():
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InputMap.add_action(Gamestate.userinput_prefix+str(i))
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var ev = InputEventKey.new()
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ev.keycode=playerkey
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InputMap.action_add_event(Gamestate.userinput_prefix+str(i), ev)
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i+=1
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func removeAssignedKeys():
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for action in InputMap.get_actions():
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if action.get_basename().begins_with(Gamestate.userinput_prefix):
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print("Removed Action "+str(action.get_basename()))
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InputMap.erase_action(action)
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func _unhandled_key_input(event: InputEvent) -> void:
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if event is InputEventKey:
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if event.pressed:
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#print("Key keycode:"+str(event.keycode))
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var addedID=Gamestate.addPlayer(event.keycode)
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$MenuDisplay.update_playerlist(Gamestate.players)
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if addedID!=-1:
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if len(Gamestate.getPlayerkeys())>=1:
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$Timer.start()
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else:
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$Timer.stop()
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func _on_timer_timeout() -> void:
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print("Game starting")
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get_tree().change_scene_to_file("res://scenes/game.tscn")
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$Timer.stop()
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assignKeys()
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func _process(delta: float) -> void:
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if $Timer.is_stopped() or $Timer.time_left>3.5:
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$MenuDisplay.updateCountdown(-1) #do not display countdown
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else:
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$MenuDisplay.updateCountdown(round($Timer.time_left)) #update countdown time
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func _input(ev):
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#if ev is InputEventKey and
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if Input.is_action_just_pressed("ui_cancel"):
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get_tree().quit()
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func _on_btn_fullscreen_toggled(toggled_on: bool) -> void:
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if toggled_on:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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else:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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