111 lines
3.5 KiB
GDScript
111 lines
3.5 KiB
GDScript
extends CanvasLayer
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# Debug Overlay - Shows network and player information
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var debug_label: Label
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var info_label: Label
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var network_manager
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var visible_debug = false
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func _ready():
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network_manager = get_node_or_null("/root/NetworkManager")
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# Create debug label (toggleable)
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debug_label = Label.new()
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debug_label.name = "DebugLabel"
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debug_label.position = Vector2(10, 10)
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debug_label.add_theme_color_override("font_color", Color.YELLOW)
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add_child(debug_label)
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debug_label.visible = false
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# Create info label (always visible in top right)
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info_label = Label.new()
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info_label.name = "InfoLabel"
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info_label.add_theme_color_override("font_color", Color.WHITE)
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info_label.add_theme_font_size_override("font_size", 20)
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info_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT # Text grows from right to left
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# Load standard_font.png as bitmap font
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var standard_font_resource = null
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if ResourceLoader.exists("res://assets/fonts/standard_font.png"):
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standard_font_resource = load("res://assets/fonts/standard_font.png")
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if standard_font_resource:
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info_label.add_theme_font_override("font", standard_font_resource)
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add_child(info_label)
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# Anchor to top right corner - text grows from right to left
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# set_anchors_preset automatically sets layout_mode to anchors
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info_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)
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info_label.offset_left = -400 # Width of label (grows leftward) - increased for longer text like "CLIENT" and large IDs
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info_label.offset_right = -10 # Right edge at 10px from screen edge
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info_label.offset_top = 10 # Top edge at 10px from screen top
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info_label.offset_bottom = 150 # Height of label - increased for multiple lines
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func _process(_delta):
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# Toggle debug with F3
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if Input.is_action_just_pressed("ui_cancel"):
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visible_debug = !visible_debug
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debug_label.visible = visible_debug
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if visible_debug:
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_update_debug_info()
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# Always update info label
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_update_info_label()
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func _update_info_label():
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var info = []
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if multiplayer.has_multiplayer_peer():
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# Show role
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if multiplayer.is_server():
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info.append("HOST")
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else:
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info.append("CLIENT")
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# Show peer ID
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info.append("ID: %d" % multiplayer.get_unique_id())
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else:
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info.append("OFFLINE")
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# Show local player position
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var game_world = get_node_or_null("../GameWorld")
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if not game_world:
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game_world = get_node_or_null("/root/Main/GameWorld")
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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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info.append("Pos: (%.1f, %.1f)" % [player.global_position.x, player.global_position.y])
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info_label.text = "\n".join(info)
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func _update_debug_info():
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var info = []
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# Network info
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if multiplayer.has_multiplayer_peer():
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info.append("Network: Connected")
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info.append("Peer ID: %d" % multiplayer.get_unique_id())
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info.append("Is Server: %s" % multiplayer.is_server())
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if network_manager:
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info.append("Connected Peers: %d" % network_manager.players_info.size())
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else:
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info.append("Network: Offline")
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# Player info
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if network_manager:
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info.append("\nPlayers:")
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for peer_id in network_manager.players_info.keys():
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var player_info = network_manager.players_info[peer_id]
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info.append(" Peer %d: %d local players" % [peer_id, player_info.local_player_count])
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# Performance
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info.append("\nFPS: %d" % Engine.get_frames_per_second())
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debug_label.text = "\n".join(info)
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