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 Controlvar 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. Inmain.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 Nodevar 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):