add a chat window
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353
src/scripts/chat_ui.gd
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353
src/scripts/chat_ui.gd
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extends CanvasLayer
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# Chat UI - Handles in-game chat with network sync
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const MAX_MESSAGES = 100 # Maximum messages to keep in history
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const MESSAGE_FADE_TIME = 5.0 # Seconds before message starts fading
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const MESSAGE_FADE_DURATION = 2.0 # Duration of fade out
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const RECENT_MESSAGE_TIME = 7.0 # Show background if message is this recent
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# Player colors for chat names
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var player_colors = [
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Color.RED,
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Color.GREEN,
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Color.BLUE,
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Color.ORANGE,
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Color(0.5, 0.0, 0.5) # Purple
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]
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var chat_open: bool = false
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var messages: Array = [] # Array of {timestamp: String, player_name: String, message: String, time: float}
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var network_manager: Node = null
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# UI Nodes
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var chat_container: Control = null
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var message_scroll: ScrollContainer = null
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var message_list: VBoxContainer = null
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var chat_input: LineEdit = null
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var background: ColorRect = null
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# Metropolis font
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var metropolis_font: FontFile = null
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func _ready():
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network_manager = get_node_or_null("/root/NetworkManager")
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# Load Metropolis font
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var font_path = "res://assets/fonts/Metropolis/TrueType/Metropolis-Regular.ttf"
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if ResourceLoader.exists(font_path):
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metropolis_font = load(font_path)
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# Get UI nodes from scene
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chat_container = get_node_or_null("ChatContainer")
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background = get_node_or_null("ChatContainer/BottomLeft/Background")
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message_scroll = get_node_or_null("ChatContainer/BottomLeft/VBox/MessageScroll")
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message_list = get_node_or_null("ChatContainer/BottomLeft/VBox/MessageScroll/MessageList")
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chat_input = get_node_or_null("ChatContainer/BottomLeft/VBox/ChatInput")
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# Apply Metropolis font to chat input if available
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if chat_input and metropolis_font:
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chat_input.add_theme_font_override("font", metropolis_font)
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chat_input.add_theme_font_size_override("font_size", 14)
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# Connect input signals
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if chat_input:
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chat_input.text_submitted.connect(_on_chat_input_submitted)
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chat_input.focus_exited.connect(_on_chat_input_focus_exited)
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visible = true # Chat UI is always visible (background and messages fade)
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# Hide scrollbar by default (will show when chat is opened)
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if message_scroll:
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var scroll_bar = message_scroll.get_v_scroll_bar()
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if scroll_bar:
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scroll_bar.visible = false
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func _input(event):
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# Toggle chat with ENTER key
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if event is InputEventKey and event.pressed and event.keycode == KEY_ENTER:
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if not chat_open:
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_open_chat()
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else:
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_send_and_close_chat()
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get_viewport().set_input_as_handled()
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func _open_chat():
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chat_open = true
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chat_input.visible = true
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chat_input.text = ""
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chat_input.grab_focus()
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background.visible = true
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# Show scrollbar when chat is open
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if message_scroll:
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var scroll_bar = message_scroll.get_v_scroll_bar()
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if scroll_bar:
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scroll_bar.visible = true
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# Make all messages fully visible when chat is opened
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_show_all_messages()
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# Lock player controls
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_lock_player_controls(true)
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# Scroll to bottom
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call_deferred("_scroll_to_bottom")
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func _send_and_close_chat():
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var message_text = chat_input.text.strip_edges()
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chat_input.text = ""
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chat_open = false
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chat_input.visible = false
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chat_input.release_focus()
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# Hide scrollbar when chat is closed
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if message_scroll:
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var scroll_bar = message_scroll.get_v_scroll_bar()
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if scroll_bar:
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scroll_bar.visible = false
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# Unlock player controls
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_lock_player_controls(false)
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# Send message if not empty
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if message_text.length() > 0:
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_send_message(message_text)
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# Update background visibility
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_update_background_visibility()
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func _on_chat_input_submitted(text: String):
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_send_and_close_chat()
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func _on_chat_input_focus_exited():
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# Don't close chat on focus loss - only close when ENTER is pressed
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pass
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func send_system_message(message: String):
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# Send a system message (appears as "System" instead of player name)
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# System messages are always sent from server
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if multiplayer.has_multiplayer_peer():
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if multiplayer.is_server():
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# Server broadcasts to all clients and also shows locally
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_add_message("System", message) # Show locally first
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_receive_message.rpc("System", message) # Broadcast to clients
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else:
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# Client sends to server (system messages should only come from server)
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pass
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else:
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# Offline mode - just show locally
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_add_message("System", message)
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func _send_message(message: String):
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if not network_manager:
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return
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# Get player name
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var player_name = _get_player_name()
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# Send to server (or broadcast if we're the server)
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if multiplayer.has_multiplayer_peer():
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if multiplayer.is_server():
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# Server broadcasts to all clients and also shows locally
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_add_message(player_name, message) # Show locally first
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_receive_message.rpc(player_name, message) # Broadcast to clients
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else:
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# Client sends to server
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_send_message_to_server.rpc_id(1, player_name, message)
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else:
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# Offline mode - just show locally
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_add_message(player_name, message)
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@rpc("any_peer", "reliable")
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func _send_message_to_server(player_name: String, message: String):
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# Server receives message from client and broadcasts to all
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if multiplayer.is_server():
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# Show message on server first
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_add_message(player_name, message)
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# Then broadcast to all clients
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_receive_message.rpc(player_name, message)
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@rpc("authority", "reliable")
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func _receive_message(player_name: String, message: String):
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# All clients (and server) receive the message
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_add_message(player_name, message)
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func _get_player_color(player_name: String) -> Color:
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# System messages use gray color
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if player_name == "System":
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return Color.GRAY
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# Extract peer_id from player name (format: "PlayerX_Y" or "PlayerX")
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var peer_id = 0
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if player_name.begins_with("Player"):
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var parts = player_name.substr(6).split("_") # Remove "Player" prefix
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if parts.size() > 0:
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var peer_str = parts[0]
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if peer_str.is_valid_int():
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peer_id = peer_str.to_int()
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# Use peer_id to consistently assign colors
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return player_colors[peer_id % player_colors.size()]
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func _add_message(player_name: String, message: String):
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if not message_list:
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print("ChatUI: ERROR - message_list is null, cannot add message!")
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return
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# Get current time
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var time_dict = Time.get_time_dict_from_system()
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var timestamp = "%02d:%02d:%02d" % [time_dict.hour, time_dict.minute, time_dict.second]
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var current_time = Time.get_ticks_msec() / 1000.0
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# Add to messages array
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messages.append({
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"timestamp": timestamp,
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"player_name": player_name,
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"message": message,
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"time": current_time
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})
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# Limit message history
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if messages.size() > MAX_MESSAGES:
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messages.pop_front()
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# Get player color
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var player_color = _get_player_color(player_name)
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var color_hex = "#%02x%02x%02x" % [int(player_color.r * 255), int(player_color.g * 255), int(player_color.b * 255)]
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# Create message label using RichTextLabel for colored text
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var message_label = RichTextLabel.new()
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message_label.name = "Message_%d" % messages.size()
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message_label.bbcode_enabled = true
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message_label.scroll_active = false
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message_label.fit_content = true
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message_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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message_label.clip_contents = false
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# Format message with colored player name using BBCode
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var formatted_text = "%s [color=%s]%s[/color]: %s" % [timestamp, color_hex, player_name, message]
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message_label.text = formatted_text
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# Apply Metropolis font if available
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if metropolis_font:
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message_label.add_theme_font_override("normal_font", metropolis_font)
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message_label.add_theme_font_size_override("normal_font_size", 12)
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message_label.modulate.a = 1.0
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# Add to message list (at the end, so newest messages appear closest to input)
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# Messages flow upwards - oldest at top, newest at bottom
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message_list.add_child(message_label)
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# Scroll to bottom
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call_deferred("_scroll_to_bottom")
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# Update background visibility
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_update_background_visibility()
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func _scroll_to_bottom():
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if message_scroll:
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await get_tree().process_frame # Wait for layout to update
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var scroll_bar = message_scroll.get_v_scroll_bar()
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if scroll_bar:
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message_scroll.scroll_vertical = int(scroll_bar.max_value)
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func _update_background_visibility():
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if not background:
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return
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var current_time = Time.get_ticks_msec() / 1000.0
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var has_recent_message = false
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# Check if there are any recent messages
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for msg in messages:
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var age = current_time - msg.time
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if age < RECENT_MESSAGE_TIME:
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has_recent_message = true
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break
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# Show background if chat is open OR if there are recent messages
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background.visible = chat_open or has_recent_message
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# Update message fade (only when chat is closed)
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if not chat_open:
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_update_message_fades()
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func _show_all_messages():
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# Make all messages fully visible (used when chat is opened)
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if not message_list:
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return
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var message_labels = []
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for child in message_list.get_children():
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if child is RichTextLabel:
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message_labels.append(child)
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for label in message_labels:
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label.modulate.a = 1.0
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func _update_message_fades():
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if not message_list:
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return
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# Don't fade messages when chat is open - they should all be visible
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if chat_open:
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return
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var current_time = Time.get_ticks_msec() / 1000.0
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# Update fade for each message label
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# Messages are in chronological order (oldest first, newest last)
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var message_labels = []
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for child in message_list.get_children():
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if child is RichTextLabel:
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message_labels.append(child)
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# Match labels to messages (same order - oldest first, newest last)
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for i in range(min(messages.size(), message_labels.size())):
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var msg = messages[i]
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var label = message_labels[i]
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var age = current_time - msg.time
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if age > MESSAGE_FADE_TIME:
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# Start fading
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var fade_progress = (age - MESSAGE_FADE_TIME) / MESSAGE_FADE_DURATION
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label.modulate.a = max(0.0, 1.0 - fade_progress)
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else:
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# Fully visible
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label.modulate.a = 1.0
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func _process(_delta):
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# Update message fades and background visibility
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if not chat_open:
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_update_background_visibility()
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_update_message_fades()
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func _get_player_name() -> String:
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# Get local player name
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var game_world = get_tree().get_first_node_in_group("game_world")
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if game_world:
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var player_manager = game_world.get_node_or_null("PlayerManager")
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if player_manager:
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var local_players = player_manager.get_local_players()
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if local_players.size() > 0:
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var player = local_players[0]
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# peer_id and local_player_index are always defined in player.gd
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return "Player%d_%d" % [player.peer_id, player.local_player_index + 1]
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# Fallback
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if multiplayer.has_multiplayer_peer():
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return "Player%d" % multiplayer.get_unique_id()
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return "Player"
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func _lock_player_controls(lock: bool):
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# Lock/unlock controls for all local players
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var game_world = get_tree().get_first_node_in_group("game_world")
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if game_world:
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var player_manager = game_world.get_node_or_null("PlayerManager")
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if player_manager:
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var local_players = player_manager.get_local_players()
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for player in local_players:
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# controls_disabled is a property in player.gd, so we can set it directly
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player.controls_disabled = lock
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