Creating a Simple Lobby System

Creating a Simple Lobby System

In this section, we will learn how to create a simple lobby system for a multiplayer game using Godot. A lobby system is essential for allowing players to gather and prepare before starting a game. It can include functionalities such as player matchmaking, game settings, and chat.

1. Understanding the Lobby System

A lobby acts as an intermediary where players can connect, choose their settings, and wait for others to join before initiating the gameplay. Here are some key functions of a lobby: - Matchmaking: Players can find and join games. - Settings Configuration: Players can configure game settings such as number of players or game mode. - Chat Functionality: Players can interact with each other before the game starts.

2. Setting Up the Project

First, create a new Godot project or open your existing project. In your project, ensure that you have the Networking module enabled, as we will be using it to facilitate communication between players.

Project Structure:

` res:// ├── main.tscn ├── lobby.tscn ├── Lobby.gd └── Player.gd `

3. Creating the Lobby Scene

We will create a simple scene for the lobby: 1. Create a new scene called lobby.tscn. 2. Add a Control node as the root. 3. Add UI elements such as Label, Button, and TextEdit for player chat.

Example of Lobby.tscn:

`gd extends Control

var player_list = []

func _ready():

Initialize UI and connect signals

$StartGameButton.connect("pressed", self, "_on_StartGameButton_pressed") $ChatInput.connect("text_entered", self, "_on_ChatInput_text_entered")

func _on_StartGameButton_pressed():

Code to start the game

print("Starting game...")

func _on_ChatInput_text_entered(text):

Code to send chat message

print("Chat message: " + text) `

4. Implementing Network Features

To make our lobby functional, we need to implement networking capabilities so players can connect to each other. Here’s an overview of how to do this:

Setting Up a Networked Multiplayer

1. In main.tscn, set up a NetworkedMultiplayerENet node. 2. Use the create_server() method to create a server or create_client() to connect to an existing server.

Example of Networking Code:

`gd extends Node

var network = NetworkedMultiplayerENet.new()

func _ready():

Start a server

network.create_server(1234, 10)

Port 1234, max 10 players

get_tree().set_network_peer(network)

func _on_player_connected(id):

Notify all players that a new player has joined

rpc(

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