extends Control ## World list screen — browses public worlds via GET /api/worlds. ## ## Displays a scrollable list of world cards (name + description). ## Handles loading, empty list, errors, and refresh. # UI references @onready var scroll_container: ScrollContainer = $VBoxContainer/ScrollContainer @onready var world_list: VBoxContainer = $VBoxContainer/ScrollContainer/WorldList @onready var loading_label: Label = $VBoxContainer/LoadingLabel @onready var error_label: Label = $VBoxContainer/ErrorLabel @onready var refresh_button: Button = $VBoxContainer/HeaderHBox/RefreshButton @onready var back_button: Button = $VBoxContainer/HeaderHBox/BackButton @onready var empty_label: Label = $VBoxContainer/EmptyLabel ## Cached so each world card can decide whether to show "Edit World" ## (docs/architecture/world_persistence_impl.md §5.3: chunk writes require ## `world.owner_id == caller`, same as `update_world`) without an extra ## round trip per card. -1 until resolved / on failure, in which case no ## card shows the edit entry point. var _current_user_id: int = -1 func _ready() -> void: refresh_button.disabled = false back_button.disabled = false loading_label.visible = false error_label.visible = false empty_label.visible = false world_list.visible = false var me_result: Dictionary = await ApiClient.get_me() if me_result.ok and me_result.data is Dictionary: _current_user_id = int((me_result.data as Dictionary).get("id", -1)) _refresh_worlds() func _on_refresh_button_pressed() -> void: _refresh_worlds() func _on_back_button_pressed() -> void: get_tree().change_scene_to_file("res://scenes/main_menu.tscn") ## Fetch the world list from the backend and update the UI. func _refresh_worlds() -> void: # Reset UI state loading_label.visible = true error_label.visible = false empty_label.visible = false world_list.visible = false refresh_button.disabled = true # Clear previous world cards for child in world_list.get_children(): child.queue_free() var result := await ApiClient.get_worlds() loading_label.visible = false refresh_button.disabled = false if not result.ok: # Show error message (401, network failure, etc.) error_label.text = "Error: %s" % result.detail error_label.visible = true empty_label.visible = false world_list.visible = false return var data = result.data if not data is Array: error_label.text = "Unexpected response format." error_label.visible = true empty_label.visible = false world_list.visible = false return if data.is_empty(): empty_label.text = "No worlds yet. Check back later!" empty_label.visible = true error_label.visible = false world_list.visible = false return # Render world cards world_list.visible = true empty_label.visible = false error_label.visible = false for world_dict in data: if not world_dict is Dictionary: continue var card := _create_world_card(world_dict) world_list.add_child(card) ## Create a visual card for a single world entry. func _create_world_card(world_dict: Dictionary) -> Control: # PanelContainer for the background, not a ColorRect moved to child index # 0 of a VBoxContainer -- a VBoxContainer lays out ALL its children in a # vertical sequence, it has no concept of "float this one child behind # the others as an overlay". That version rendered as an empty dark bar # sitting above the text, not a background behind it. var panel := PanelContainer.new() panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL panel.custom_minimum_size = Vector2(0, 80) var style := StyleBoxFlat.new() style.bg_color = Color(0.15, 0.15, 0.15, 1.0) style.content_margin_left = 12 style.content_margin_right = 12 style.content_margin_top = 8 style.content_margin_bottom = 8 panel.add_theme_stylebox_override("panel", style) var card := VBoxContainer.new() card.size_flags_horizontal = Control.SIZE_EXPAND_FILL card.add_theme_constant_override("separation", 4) panel.add_child(card) var name_label := Label.new() name_label.text = world_dict.get("name", "Unnamed World") name_label.autowrap_mode = TextServer.AUTOWRAP_WORD name_label.size_flags_horizontal = Control.SIZE_FILL name_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN name_label.add_theme_font_size_override("font_size", 18) var desc_label := Label.new() var description: String = str(world_dict.get("description", "")) desc_label.text = description if description != "" else "No description." desc_label.autowrap_mode = TextServer.AUTOWRAP_WORD desc_label.size_flags_horizontal = Control.SIZE_FILL desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL desc_label.add_theme_font_size_override("font_size", 14) desc_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7, 1.0)) var meta_label := Label.new() var visibility: String = str(world_dict.get("visibility", "public")) var created: String = str(world_dict.get("created_at", "")) meta_label.text = "Visibility: %s%s" % [visibility, " | Created: " + created if created != "" else ""] meta_label.autowrap_mode = TextServer.AUTOWRAP_WORD meta_label.size_flags_horizontal = Control.SIZE_FILL meta_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN meta_label.add_theme_font_size_override("font_size", 12) meta_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1.0)) # "Enter World" asks the backend to host this world (POST /join) and then # loads scenes/game.tscn networked. If the backend has no game-server # orchestration (a plain dev instance), it falls back to local # single-player. All worlds still load the same test level -- per-world # content is a later milestone. var world_id := int(world_dict.get("id", 0)) var enter_button := Button.new() enter_button.text = "Enter World" enter_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN enter_button.pressed.connect(_on_enter_world_pressed.bind(world_id, enter_button)) var buttons_row := HBoxContainer.new() buttons_row.add_child(enter_button) # "Edit World" (world_persistence_impl.md §6 D4): a non-joined entry # point into the in-game editor -- it does NOT call POST /join. Only # shown for the world's owner, matching the write-side authorization the # save path itself enforces (§5.3), so a non-owner never sees a button # that would just 403 on the first save. var owner_id := int(world_dict.get("owner_id", -1)) if _current_user_id != -1 and owner_id == _current_user_id: var edit_button := Button.new() edit_button.text = "Edit World" edit_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN edit_button.pressed.connect(_on_edit_world_pressed.bind(world_id)) buttons_row.add_child(edit_button) card.add_child(name_label) card.add_child(desc_label) card.add_child(meta_label) card.add_child(buttons_row) return panel func _on_enter_world_pressed(world_id: int, button: Button) -> void: button.disabled = true button.text = "Joining…" var result := await ApiClient.join_world(world_id) if result.ok and result.data is Dictionary: var d: Dictionary = result.data Session.begin(world_id, str(d.get("host", "")), int(d.get("port", 0))) get_tree().change_scene_to_file("res://scenes/game.tscn") return if result.status == 503: # This backend can't host game servers -- go in local single-player. Session.clear() get_tree().change_scene_to_file("res://scenes/game.tscn") return button.disabled = false button.text = "Enter World" error_label.text = "Couldn't join: %s" % result.detail error_label.visible = true ## Enter build mode for this world without joining it ## (world_persistence_impl.md §6 D4). No /join call, no ENet connection, no ## dedicated server -- game.gd loads/saves the world's chunks over HTTP. func _on_edit_world_pressed(world_id: int) -> void: Session.begin_edit(world_id) get_tree().change_scene_to_file("res://scenes/game.tscn")