abbea4d945
-=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
72 lines
1.8 KiB
GDScript
72 lines
1.8 KiB
GDScript
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extends Panel
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# Really simple UDP chat client, not intended as a chat example!!
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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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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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