godot/demos/misc/udp_chat/chat.gd
Juan Linietsky abbea4d945 UDP Fixes
-=-=-=-=-

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.
2014-11-13 00:53:12 -03:00

73 lines
1.8 KiB
GDScript

extends Panel
# Really simple UDP chat client, not intended as a chat example!!
# (UDP can lose packets and you won't normally find out, so don't do a chat this way)
# This is just a demo that shows how to use the UDP class.
var udp = PacketPeerUDP.new()
func _process(delta):
if (not udp.is_listening()):
return
while(udp.get_available_packet_count()>0):
var packet = udp.get_var()
if (typeof(packet)==TYPE_STRING):
var host = udp.get_packet_ip()
var port = udp.get_packet_port()
get_node("chat/text").add_text("("+host+":"+str(port)+":) "+packet)
get_node("chat/text").newline()
func _ready():
# Initalization here
get_node("chat").add_style_override("panel",get_stylebox("bg","Tree"))
set_process(true)
func send_message(text):
if (udp.is_listening()):
udp.put_var(text)
func _on_connect_toggled( pressed ):
if (pressed):
var err = udp.listen( get_node("listen_port").get_val() )
if (err!=OK):
get_node("status").set_text("Error:\nCan't Listen.")
get_node("connect").set_pressed(false)
else:
get_node("status").set_text("Connected.")
get_node("connect").set_text("Disconnect")
err = udp.set_send_address(get_node("remote_host").get_text(),get_node("remote_port").get_val())
if (err!=OK):
get_node("status").set_text("Error:\nCan't Resolve.")
get_node("connect").set_pressed(false)
else:
send_message("* "+get_node("user_name").get_text()+" entered chat.")
else:
udp.close()
get_node("status").set_text("Disconnected.")
get_node("connect").set_text("Connect")
func _on_entry_line_text_entered( text ):
_on_entry_button_pressed();
func _on_entry_button_pressed():
var msg = get_node("entry_line").get_text()
if (msg==""):
return
send_message(get_node("user_name").get_text()+"> "+msg)
get_node("entry_line").set_text("")