Class selection improvement (part 1)

This commit is contained in:
Zergling_man 2025-08-04 17:40:40 +10:00
parent 27c877d586
commit ec813331f9
29 changed files with 381 additions and 114 deletions

32
chara_select.gd Executable file
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@ -0,0 +1,32 @@
extends Control
var children={}
func _ready():
for child in get_children(true): children[child]={'hover':false,'active':false}
for child in children.keys():
child.pressed.connect(focused.bind(child))
child.mouse_entered.connect(hover.bind(child,true))
child.mouse_exited.connect(hover.bind(child,false))
func _draw():
var colour=''
var childs=children.keys()
for i in range(len(children)):
for j in range(i,len(children)):
if darken([i,j],childs): colour='#444444'
else: colour='#aaaaaa'
draw_line(childs[i].position+(childs[i].size/2),childs[j].position+(childs[i].size/2),colour)
func focused(this):
children[this]['active']=!children[this]['active']
queue_redraw()
func hover(this,now):
children[this]['hover']=now
queue_redraw()
func darken(nums,keys):
for num in nums:
if children[keys[num]]['active'] or children[keys[num]]['hover']: return true
return false

1
chara_select.gd.uid Executable file
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@ -0,0 +1 @@
uid://eq3s4dof0p87

69
chara_select.tscn Executable file
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[node name="chara_select" type="Control"]
layout_mode = 3
anchors_preset = 0
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offset_bottom = 648.0
script = ExtResource("1_c1i8x")
[node name="combat" type="TextureButton" parent="."]
layout_mode = 1
offset_right = 120.0
offset_bottom = 120.0
texture_normal = ExtResource("1_6pjo3")
texture_hover = ExtResource("3_4fssb")
ignore_texture_size = true
stretch_mode = 0
[node name="movement" type="TextureButton" parent="."]
layout_mode = 1
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_top = -120.0
offset_right = 120.0
grow_vertical = 0
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texture_hover = ExtResource("5_iowvs")
ignore_texture_size = true
stretch_mode = 0
[node name="light" type="TextureButton" parent="."]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -120.0
offset_bottom = 120.0
grow_horizontal = 0
texture_normal = ExtResource("3_tl244")
texture_hover = ExtResource("7_uddub")
ignore_texture_size = true
stretch_mode = 0
[node name="health" type="TextureButton" parent="."]
layout_mode = 1
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -120.0
offset_top = -120.0
grow_horizontal = 0
grow_vertical = 0
texture_normal = ExtResource("4_meqh1")
texture_hover = ExtResource("9_0km68")
ignore_texture_size = true
stretch_mode = 0

12
class_table Executable file
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@ -0,0 +1,12 @@
combat,health,paladin
combat,health,warrior
combat,light,engineer
combat,light,pyromancer
combat,movement,hunter
combat,movement,rogue
health,light,healer
health,light,packrat
health,movement,maid/butler
health,movement,botanist
light,movement,explorer
light,movement,spelunker

BIN
design/chara_select.xcf Executable file

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@ -13,13 +13,13 @@
xmlns:svg="http://www.w3.org/2000/svg">
<text
xml:space="preserve"
style="font-size:25px;fill:#aaaaaa"
style="font-size:25px;fill:#444444"
x="12.5"
y="21"
text-anchor="middle">🗡</text>
<text
xml:space="preserve"
style="font-size:25px;fill:#aaaaaa"
style="font-size:25px;fill:#444444"
x="12.5"
y="21"
text-anchor="middle">🛡</text>

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34
design/combat_black.png.import Executable file
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@ -2,26 +2,28 @@ Combat/health: Warrior
Melee: Fists
Melee weapons: Axe, sword, spear
Spear has large reach
Sword can stab (ignore block)
Sword can stab (ignore block, bad vs dodge (undead))
Axe hits harder
Roughly require the same mats
Armour
Head, torso, legs, arms
Torso gives general protection
Torso gives general protection (damage reduction)
Head prevents concussion
Arms and legs prevent broken limbs
Can wear strong (metal) armour but non-combat allies can only wear weak (leather) armour
Carries pills that buff health temporarily
Also negates half the effects of broken limbs/concussions
Losing buff cannot kill a player
Weapons and armour have durability and must be remade every so often.
Buff increases max and current health, but only decreases max health when it expires (serves as slow healing)
Weapons and armour have durability and must be remade every so often
Combat/health: Paladin
Melee: Hammer
Melee: Hammer (can't lose it, main weapon)
Mending magic
Healing magic is less powerful than most
Smite magic, anti-undead
Also a big sword, generates a lot of aggro
Also a shield
Has to worry about mana, more of a tank-style; recharges slowly but he can cast a lot in a burst
Has to worry about mana, more of a tank-style; recharges slowly but can cast a lot in a burst
Reliant on mana potions
Weapons and armour have durability and must be remade every so often.
Weapons and armour have durability and must be remade every so often

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@ -1,15 +1,17 @@
Combat/light: Engineer
Melee: Spanner
Crafts items
Disarms traps
Operates mechanics
Can make and use guns (very limited)
Makes traps/bombs for dealing with mobs
Bombs very effective vs undead
Makes wards, also provide small light radius
Wards reveal many hidden things
Uses a lot of materials (metals, oil, water, wood)
Can collect some materials from disarming traps (own or others')
REMAKE ABOVE
Combat/light: Pyromancer
Melee: Blast glove
Can light flame on his head, small light radius
Can light flame on own head, small light radius, large warding radius
Can shoot fireballs, small physical damage, small light radius while travelling, ignites targets
Can shoot flamethrower, short-range, high fire damage, basically melts all organic units
Pretty much useless vs undead (still better than a non-combat ofc)
Has to worry about mana but it recharges reasonably fast while resting

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@ -1,15 +1,19 @@
Combat/movement: Hunter
Melee: Knife
Knife for cutting up dead things
Bow & arrows
Arrows are limited
Arrows can have rope or oil
Applied on shot and requires appropriate material
Both can be lit on fire
Better at fighting organic than undead
But fire-rope arrows can handle them
Very good climber, trained in the Amazon jungle
MERGE BELOW INTO ABOVE
Combat/movement: Rogue
Melee: Dagger
Can climb along small ledges and ropes, etc.; large balance radius
Good at sneaking around and killing enemies; silent takedowns don't generate aggro from other enemies
Large balance radius, good for ledging and such
Can squeeze through any gap
Afraid of heights (has climbing skill but hard to use)
Good at sneaking around and killing enemies; silent takedowns don't generate aggro from other enemies
Sneaking very effective vs. undead

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@ -6,34 +6,34 @@ Combat
DPSing <-> CCing
Health (aka recovery)
Healing
Curing (injuries)
Cooking
Gathering
Carving
Healing <-> Curing (injuries)
Cooking <-> Gathering/Carving
Light
Lighting
Searching
Warding
Lighting <-> Searching
Warding <-> Disarming
Movement
Balancing
Grappling
Squeezing
Climbing
Balancing <-> Grappling
Squeezing <-> Climbing
Each character crafts their own shit
Stuff about injuries:
Unable to use a broken arm (both broken = no fighting), slows many activities down, and outright prevents some. Both broken prevents a lot of things.
Unable to walk on a broken leg (one broken = 50% move speed)
Concussions can knock you right out, if dealt with a heavy blow. If not, then it dazes you, and you stumble around a bit for a few seconds. Then it gets a lot better, but you still risk stuff by being concussed.
Dungeons should be randomly generated. Each room should have several ways of getting through it, but some should be easier than others (figuring out which generally requires strong lighting to observe the whole room).
Most rooms have a treasure chest. Getting it is significantly harder than bypassing it, but it yields very good rewards (it should be enough to outright replace a role, if you collect every chest)
Other things you can collect:
Metal (various)
Oil
Water (restores mana)
Berries/mushrooms
Ropes
Berries/mushrooms (being full heals you, being hungry hurts you)
Ropes
Cloth (for bandages)
Leather (from organic mobs, carving)
Meat (^)
Wood

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@ -13,7 +13,7 @@
xmlns:svg="http://www.w3.org/2000/svg">
<text
xml:space="preserve"
style="font-size:25px;fill:#aaaaaa"
style="font-size:25px;fill:#444444"
x="12.5"
y="21"
text-anchor="middle">❤</text>

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34
design/health_black.png.import Executable file
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@ -1,23 +1,23 @@
Light/health: Healer
Melee: Backpack
Melee: Crutch
Bandages, general curing
Cures injuries
Can cure himself of:
General damage
Broken leg
Others can cure him of:
Broken arm
Anyone can cure a concussion, but Healer does it faster
Needs help from others to cure own broken arm or concussion
Wards, also reveal invis in small radius
Can make campfires
Lights a reasonable distance
Can cook meat and bake bread on it
Large light radius
Can cook meat and meals on it
Can break it up into short-lived torches (small light radius)
MERGE ABOVE INTO BELOW
Light/health: Medic
Light/health: Packrat
Melee: Backpack
Carries rations for passive healing
Carries medkit for splinting
Carries torches, can place them on anchor points (even if they're used by grappling hook)
Carries eternal torches (small light radius)
Can place them on anchor points
Carries mana potions
Resupplies very slowly over time
Resupplies very slowly over time
Can still craft as well
Can steal some simple traps
Passively detects invis in medium radius (gotta steal everything afterall)

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@ -1,21 +1,20 @@
Health/movement: Servant
Health/movement: Maid/Butler
Melee: Kick
Large balance radius
Can climb and squeeze pretty well
Can splint people at anchor points, fixing fractures
Can steal food from dead organic enemies
Can prepare cool beverages out of almost anything
Needs water, which he can collect from streams
Combined with berries and herbs, also serves as food
Can climb, slide, balance (himself and items)
MERGE ABOVE INTO BELOW
Health/movement: Acrobat
Melee: Kick
Large balance radius
Can splint people at anchor points, fixing fractures
Can steal food from dead organic enemies
Not a great gatherer
Health/movement: Botanist
Melee: Whip
PLANTS
FLOWERS
AND DRINKS
Melee: Vine
Passively produces berries (randomly)
Also herbs which slowly deal with all injuries
Makes a mean stew (but not very good at making fire, relies more on others to light his firepit)
Vines act as grappling tool
Also makes climbing easy
Very good gatherer

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@ -13,7 +13,7 @@
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@ -1,14 +1,14 @@
Light/movement: Explorer
Melee: Torch
Torches
Can mount on walls
Can light things
Grappling hook
Map
Melee: Whip
Long-lasting torches (medium light radius), can carry or anchor
Map helps detect invis and detect traps for disarm
Whip can grapple for self only
Medium balance radius
Pretty good at squeezing and climbing
MERGE ABOVE INTO BELOW
Light/movement: Spelunker
Melee: Hook
Has a grappling hook, can attach to anywhere at large radius, and travel across. If he anchors the rope on an anchor point, anyone can cross on it
Grappling hook can be retrieved by him from any point along it, only from hook by others, they can throw it back to him (large radius)
Has a lantern, small passive light radius, large light radius while held

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@ -13,7 +13,7 @@
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text-anchor="middle">羽</text>

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@ -28,22 +28,22 @@ func add_player(pid):
if Globals.multiplayer_type&1: # hosting
a=PLAYER_SCENE.instantiate()
a.name=str(pid)
$fuck_layouts/player_list.add_child(a)
$halves/fuck_layouts/player_list.add_child(a)
else:
a=$fuck_layouts/player_list.find_child(str(pid),false,false)
a=$halves/fuck_layouts/player_list.find_child(str(pid),false,false)
while a==null:
await get_tree().process_frame
a=$fuck_layouts/player_list.find_child(str(pid),false,false)
a=$halves/fuck_layouts/player_list.find_child(str(pid),false,false)
a.set_multiplayer_authority(pid)
a.get_node('PName').text=pname # This tries to force local name on every node but sync will fix it after
func remove_player(pid):
players.erase(pid)
# Kinda works? Sometimes posts errors from other clients but still behaves correctly so idk
$fuck_layouts/player_list.remove_child($fuck_layouts/player_list.get_node(str(pid)))
$halves/fuck_layouts/player_list.remove_child($halves/fuck_layouts/player_list.get_node(str(pid)))
func _on_send_message_pressed(message=""):
var box=$fuck_layouts/menu_shiz/chats/shitpost/input
var box=$halves/fuck_layouts/menu_shiz/chats/shitpost/input
if message=="": message=box.text
rpc("receive_message",pname,message)
box.text=""
@ -53,7 +53,7 @@ func receive_message(pid,message):
if !Globals.multiplayer_type&2: return # displaying
var a=Label.new()
a.text=str(pid)+": "+message
var scroll=$fuck_layouts/menu_shiz/chats/elder
var scroll=$halves/fuck_layouts/menu_shiz/chats/elder
scroll.get_node('messages').add_child(a)
# I don't really understand this magic number but it works on my machine.
# The offset is actually 128px, but this means it should grab even if you only see ~3/4 of the last message
@ -64,7 +64,7 @@ func receive_message(pid,message):
func _start_clicked():
var pid=0
for child in $fuck_layouts/player_list.get_children(true):
for child in $halves/fuck_layouts/player_list.get_children(true):
if child.name=='player_spawner': continue
pid=child.get_multiplayer_authority()
players[pid]['name']=child.get_node('PName').text
@ -79,5 +79,8 @@ func gamestart(players):
emit_signal('game_start',players,Globals.multiplayer_type)
hide()
func _leave_clicked():
pass # Gotta figure this out later
func _idk_clicked():
pass

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@ -1,10 +1,4 @@
[gd_scene load_steps=7 format=3 uid="uid://b25q27admm4le"]
[ext_resource type="Texture2D" uid="uid://cudn5uokwl2jg" path="res://design/combat.png" id="1_sweqy"]
[ext_resource type="Texture2D" uid="uid://na231etds2kt" path="res://design/health.png" id="2_2hs0m"]
[ext_resource type="Texture2D" uid="uid://dp1ovkq0nkf4u" path="res://design/light.png" id="3_1jxqw"]
[ext_resource type="Texture2D" uid="uid://jh1ukfckc2dv" path="res://design/movement.svg" id="3_2hs0m"]
[ext_resource type="Texture2D" uid="uid://d1r6x3d1cu61d" path="res://design/health.svg" id="4_1jxqw"]
[gd_scene load_steps=2 format=3 uid="uid://b25q27admm4le"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_sh265"]
properties/0/path = NodePath("PName:text")
@ -29,22 +23,16 @@ layout_mode = 2
layout_mode = 2
item_count = 6
popup/item_0/text = "Pyromancer"
popup/item_0/icon = ExtResource("1_sweqy")
popup/item_0/id = 0
popup/item_1/text = "Rogue"
popup/item_1/icon = ExtResource("2_2hs0m")
popup/item_1/id = 1
popup/item_2/text = "Spelunker"
popup/item_2/icon = ExtResource("3_1jxqw")
popup/item_2/id = 2
popup/item_3/text = "Acrobat"
popup/item_3/icon = ExtResource("3_2hs0m")
popup/item_3/id = 3
popup/item_4/text = "Paladin"
popup/item_4/icon = ExtResource("4_1jxqw")
popup/item_4/id = 4
popup/item_5/text = "Medic"
popup/item_5/icon = ExtResource("4_1jxqw")
popup/item_5/id = 5
[node name="sonq" type="MultiplayerSynchronizer" parent="."]

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@ -40,7 +40,13 @@ Character::Character()
add_child(sync,false,INTERNAL_MODE_BACK);
shape=memnew(CollisionShape2D);
shape->set_name("_shape");
snape=memnew(CircleShape2D);
snape->set_radius(50);
snape->set_name("_real_shape");
shape->set_shape(snape);
add_child(shape,false,INTERNAL_MODE_BACK);
imba=memnew(CircleShape2D);
imba->set_name("_real_shape");
br_col=memnew(Color);
br_col->r=1.0;
}
@ -52,6 +58,7 @@ void Character::_process(double delta)
balance_radius_cur=godot::Math::max(balance_radius_cur,8.0);
move(input->flags);
look_at(input->target);
imba->set_radius(balance_radius_cur); // No idea how I'm actually going to use this yet.
queue_redraw();
// Not sure if I should do this. Issues could occur if I'm wrong either side.
//CharacterBody2D::_process(delta);
@ -87,8 +94,8 @@ void Character::move(int flags)
balance_radius_cur=godot::Math::min(balance_radius_cur,balance_radius);
double x=speed*(((flags&8)>>3)-((flags&4)>>2));
double y=speed*(((flags&2)>>1)-((flags&1)>>0));
// Very C
set_position(get_position()+Vector2(x,y));
// Very C ^
move_and_collide(Vector2(x,y));
}
void Character::set_balance_radius(const double p_balance_radius) { balance_radius=p_balance_radius; }

View File

@ -6,6 +6,7 @@
// Children:
#include "controller.h"
#include <godot_cpp/classes/collision_shape2d.hpp>
#include <godot_cpp/classes/circle_shape2d.hpp>
#include <godot_cpp/classes/sprite2d.hpp>
#include <godot_cpp/classes/multiplayer_synchronizer.hpp>
// Grandchildren:
@ -30,6 +31,7 @@ private:
Controller* input;
MultiplayerSynchronizer* sync;
CollisionShape2D* shape;
CircleShape2D* snape,* imba;
Color* br_col;
protected:
static void _bind_methods();

52
ui.tscn
View File

@ -1,7 +1,8 @@
[gd_scene load_steps=3 format=3 uid="uid://1qpp4ng383lf"]
[gd_scene load_steps=4 format=3 uid="uid://1qpp4ng383lf"]
[ext_resource type="Script" uid="uid://baxkcpwuj61it" path="res://menu.gd" id="1_fyqef"]
[ext_resource type="Script" uid="uid://uwpqjqvde2ot" path="res://lobby.gd" id="2_m6e0p"]
[ext_resource type="PackedScene" uid="uid://dhc4noca3k127" path="res://chara_select.tscn" id="3_27fn8"]
[node name="scene" type="Control"]
layout_mode = 3
@ -84,60 +85,68 @@ layout_mode = 1
anchors_preset = 0
script = ExtResource("2_m6e0p")
[node name="fuck_layouts" type="VBoxContainer" parent="Lobby"]
[node name="halves" type="HBoxContainer" parent="Lobby"]
layout_mode = 0
offset_right = 516.0
offset_bottom = 167.0
offset_right = 1152.0
offset_bottom = 648.0
alignment = 1
[node name="menu_shiz" type="HBoxContainer" parent="Lobby/fuck_layouts"]
[node name="fuck_layouts" type="VBoxContainer" parent="Lobby/halves"]
layout_mode = 2
[node name="chats" type="VBoxContainer" parent="Lobby/fuck_layouts/menu_shiz"]
[node name="menu_shiz" type="HBoxContainer" parent="Lobby/halves/fuck_layouts"]
layout_mode = 2
[node name="elder" type="ScrollContainer" parent="Lobby/fuck_layouts/menu_shiz/chats"]
[node name="chats" type="VBoxContainer" parent="Lobby/halves/fuck_layouts/menu_shiz"]
layout_mode = 2
[node name="elder" type="ScrollContainer" parent="Lobby/halves/fuck_layouts/menu_shiz/chats"]
custom_minimum_size = Vector2(512, 128)
layout_mode = 2
[node name="messages" type="VBoxContainer" parent="Lobby/fuck_layouts/menu_shiz/chats/elder"]
[node name="messages" type="VBoxContainer" parent="Lobby/halves/fuck_layouts/menu_shiz/chats/elder"]
layout_mode = 2
[node name="shitpost" type="HBoxContainer" parent="Lobby/fuck_layouts/menu_shiz/chats"]
[node name="shitpost" type="HBoxContainer" parent="Lobby/halves/fuck_layouts/menu_shiz/chats"]
custom_minimum_size = Vector2(512, 0)
layout_mode = 2
[node name="input" type="LineEdit" parent="Lobby/fuck_layouts/menu_shiz/chats/shitpost"]
[node name="input" type="LineEdit" parent="Lobby/halves/fuck_layouts/menu_shiz/chats/shitpost"]
layout_mode = 2
size_flags_horizontal = 3
placeholder_text = "ni-"
keep_editing_on_text_submit = true
[node name="send_message" type="Button" parent="Lobby/fuck_layouts/menu_shiz/chats/shitpost"]
[node name="send_message" type="Button" parent="Lobby/halves/fuck_layouts/menu_shiz/chats/shitpost"]
layout_mode = 2
text = "Shitpost"
[node name="buttons" type="VBoxContainer" parent="Lobby/fuck_layouts/menu_shiz"]
[node name="buttons" type="VBoxContainer" parent="Lobby/halves/fuck_layouts/menu_shiz"]
layout_mode = 2
[node name="start" type="Button" parent="Lobby/fuck_layouts/menu_shiz/buttons"]
[node name="start" type="Button" parent="Lobby/halves/fuck_layouts/menu_shiz/buttons"]
layout_mode = 2
text = "Start"
[node name="leave" type="Button" parent="Lobby/fuck_layouts/menu_shiz/buttons"]
[node name="leave" type="Button" parent="Lobby/halves/fuck_layouts/menu_shiz/buttons"]
layout_mode = 2
text = "Leave"
[node name="idk" type="Button" parent="Lobby/fuck_layouts/menu_shiz/buttons"]
[node name="idk" type="Button" parent="Lobby/halves/fuck_layouts/menu_shiz/buttons"]
layout_mode = 2
text = "idk"
[node name="player_list" type="HBoxContainer" parent="Lobby/fuck_layouts"]
[node name="player_list" type="HBoxContainer" parent="Lobby/halves/fuck_layouts"]
layout_mode = 2
[node name="player_spawner" type="MultiplayerSpawner" parent="Lobby/fuck_layouts/player_list"]
[node name="player_spawner" type="MultiplayerSpawner" parent="Lobby/halves/fuck_layouts/player_list"]
_spawnable_scenes = PackedStringArray("uid://b25q27admm4le")
spawn_path = NodePath("..")
[node name="chara_select" parent="Lobby/halves" instance=ExtResource("3_27fn8")]
custom_minimum_size = Vector2(576, 648)
layout_mode = 2
[node name="Game" type="Game" parent="."]
visible = false
@ -145,7 +154,8 @@ visible = false
[connection signal="pressed" from="main_menu/Net/buttons/Host" to="main_menu" method="_on_host_pressed"]
[connection signal="pressed" from="main_menu/Net/buttons/Join" to="main_menu" method="_on_join_pressed"]
[connection signal="game_start" from="Lobby" to="Game" method="start"]
[connection signal="text_submitted" from="Lobby/fuck_layouts/menu_shiz/chats/shitpost/input" to="Lobby" method="_on_send_message_pressed"]
[connection signal="pressed" from="Lobby/fuck_layouts/menu_shiz/chats/shitpost/send_message" to="Lobby" method="_on_send_message_pressed"]
[connection signal="pressed" from="Lobby/fuck_layouts/menu_shiz/buttons/start" to="Lobby" method="_start_clicked"]
[connection signal="pressed" from="Lobby/fuck_layouts/menu_shiz/buttons/idk" to="Lobby" method="_idk_clicked"]
[connection signal="text_submitted" from="Lobby/halves/fuck_layouts/menu_shiz/chats/shitpost/input" to="Lobby" method="_on_send_message_pressed"]
[connection signal="pressed" from="Lobby/halves/fuck_layouts/menu_shiz/chats/shitpost/send_message" to="Lobby" method="_on_send_message_pressed"]
[connection signal="pressed" from="Lobby/halves/fuck_layouts/menu_shiz/buttons/start" to="Lobby" method="_start_clicked"]
[connection signal="pressed" from="Lobby/halves/fuck_layouts/menu_shiz/buttons/leave" to="Lobby" method="_leave_clicked"]
[connection signal="pressed" from="Lobby/halves/fuck_layouts/menu_shiz/buttons/idk" to="Lobby" method="_idk_clicked"]