8639cecf4c
The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong operators (*, /) - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
67 lines
1.8 KiB
GDScript
67 lines
1.8 KiB
GDScript
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extends Panel
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# Really simple UDP chat client, not intended as a comprehensive chat implementation.
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# (UDP can lose packets and you won't normally find out, so don't do a chat this way)
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# This is just a demo that shows how to use the UDP class.
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# member variables
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var udp = PacketPeerUDP.new()
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func _process(delta):
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if (not udp.is_listening()):
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return
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while(udp.get_available_packet_count() > 0):
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var packet = udp.get_var()
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if (typeof(packet) == TYPE_STRING):
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var host = udp.get_packet_ip()
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var port = udp.get_packet_port()
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get_node("chat/text").add_text("(" + host + ":" + str(port) + ":) " + packet)
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get_node("chat/text").newline()
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func _ready():
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# Initalization here
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get_node("chat").add_style_override("panel", get_stylebox("bg", "Tree"))
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set_process(true)
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func send_message(text):
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if (udp.is_listening()):
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udp.put_var(text)
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func _on_connect_toggled(pressed):
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if (pressed):
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var err = udp.listen(get_node("listen_port").get_val())
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if (err != OK):
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get_node("status").set_text("Error:\nCan't listen.")
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get_node("connect").set_pressed(false)
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else:
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get_node("status").set_text("Connected.")
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get_node("connect").set_text("Disconnect")
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err = udp.set_send_address(get_node("remote_host").get_text(),get_node("remote_port").get_val())
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if (err != OK):
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get_node("status").set_text("Error:\nCan't resolve.")
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get_node("connect").set_pressed(false)
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else:
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send_message("* " + get_node("user_name").get_text() + " entered chat.")
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else:
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udp.close()
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get_node("status").set_text("Disconnected.")
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get_node("connect").set_text("Connect")
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func _on_entry_line_text_entered(text):
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_on_entry_button_pressed()
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func _on_entry_button_pressed():
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var msg = get_node("entry_line").get_text()
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if (msg == ""):
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return
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send_message(get_node("user_name").get_text() + "> " + msg)
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get_node("entry_line").set_text("")
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