Follow the GDScript style guide in every script
- Types on every parameter, return value and variable, and snake_case names (the player name limit is the constant MAX_NAME_LENGTH). - Spelling fixes: *_triggered, character_selected, separator, caught_errors. The server's catched_errors key stays as the server sends it. - Signals are connected with signal.connect() instead of by name. - Code is ordered signals, constants, exported vars, vars, @onready vars, functions, with @onready on one line and two blank lines between functions. - Every script starts with a ## description. Template comments, old LOC notes and commented-out code are gone, apart from the local play code. - Lines are at most 100 characters, apart from the local play path. - The screenshot tour turns off the blinking text cursor so pictures match.
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@@ -9,54 +9,13 @@ extends Control
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## Emitted when another MusicServer is picked in the settings, after the quiz has
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## reloaded from it.
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signal server_changed
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## Emitted with a line for the game log, e.g. when a player gets a point.
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signal event_logged(text: String)
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@onready
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var open_button: Button = $Open
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@onready
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var file_dialog: FileDialog = $FileDialog
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@onready
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var inspiration_list: InspirationList = $InspirationList
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@onready
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var now_playing: NowPlaying = $NowPlaying
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@onready
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var players_panel: PlayersPanel = $PlayersPanel
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@onready
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var toolbar: QuizToolbar = $QuizToolbar
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@onready
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var settings_popup: SettingsPopup = $SettingsPopup
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@onready
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var winner_popup: WinnerPopup = %WinnerPopup
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@onready
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var song_controls: SongControls = $SongControls
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@onready
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var song_loader: SongLoader = $SongLoader
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@onready
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var music_list_panel: MusicListPanel = $MusicListPanel
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@onready
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var character_select_popup: CharacterSelectPopup = %CharacterSelectPopup
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@onready
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var music_player: MusicPlayer = $MusicPlayer
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@onready
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var debug_label: Label = $DebugLabel
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var songs: Array= []
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var songs: Array = []
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var current_player_row: PlayerRow
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## True while statistics are off because a player won, until points are reset.
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@@ -65,6 +24,21 @@ var stats_paused_by_win: bool = false
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## Dims the window behind an open popup and keeps clicks from reaching the buttons under it.
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var popup_backdrop: PopupBackdrop
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@onready var open_button: Button = $Open
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@onready var file_dialog: FileDialog = $FileDialog
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@onready var inspiration_list: InspirationList = $InspirationList
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@onready var now_playing: NowPlaying = $NowPlaying
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@onready var players_panel: PlayersPanel = $PlayersPanel
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@onready var toolbar: QuizToolbar = $QuizToolbar
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@onready var settings_popup: SettingsPopup = $SettingsPopup
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@onready var winner_popup: WinnerPopup = %WinnerPopup
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@onready var song_controls: SongControls = $SongControls
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@onready var song_loader: SongLoader = $SongLoader
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@onready var music_list_panel: MusicListPanel = $MusicListPanel
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@onready var character_select_popup: CharacterSelectPopup = %CharacterSelectPopup
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@onready var music_player: MusicPlayer = $MusicPlayer
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@onready var debug_label: Label = $DebugLabel
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func _ready() -> void:
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popup_backdrop = PopupBackdrop.add_to(self, _popups())
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@@ -83,14 +57,14 @@ func _ready() -> void:
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song_loader.song_list_loaded.connect(update_song_list)
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song_loader.song_added.connect(_on_song_added)
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character_select_popup.connect("new_new_character_selected", _on_new_character_selected)
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character_select_popup.character_selected.connect(_on_new_character_selected)
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music_list_panel.song_clicked.connect(song_object_clicked)
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players_panel.player_added.connect(_on_player_added)
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players_panel.player_removed.connect(_on_player_removed)
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players_panel.change_character_requested.connect(_on_change_character_requested)
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music_player.connect("play_next_song", play_next_song)
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music_player.connect("update_song_list", update_song_list)
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settings_popup.connect("server_changed", _on_server_changed)
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music_player.play_next_song.connect(play_next_song)
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music_player.update_song_list.connect(update_song_list)
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settings_popup.server_changed.connect(_on_server_changed)
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settings_popup.visibility_changed.connect(_on_settings_popup_visibility_changed)
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open_button.pressed.connect(open)
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@@ -192,7 +166,7 @@ func update_song_list() -> void:
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func song_object_clicked(song_no: int) -> void:
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GameLog.debug("Clicked Song Object: ", Playlist.song_object_array[song_no].to_string())
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if Settings.character_select_open == false:
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if !Settings.character_select_open:
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if Playlist.get_song(song_no) == null:
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GameLog.debug("has no song, need to download")
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var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
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@@ -233,12 +207,12 @@ func show_settings() -> void:
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# Each new player's points reach the music player, the log and the winner popup.
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func _on_player_added(new_player_object: PlayerObject) -> void:
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new_player_object.connect("first_point_triggerd", music_player._on_point_triggered.bind("first"))
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new_player_object.connect("match_point_triggerd", music_player._on_point_triggered.bind("match"))
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new_player_object.connect("winner_triggerd", _on_player_won.bind(new_player_object))
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new_player_object.connect("point_given_sound", _on_make_point_given_sound)
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new_player_object.connect("player_point_given", _on_point_given.bind(new_player_object))
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new_player_object.connect("player_point_taken", _on_point_taken.bind(new_player_object))
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new_player_object.first_point_triggered.connect(music_player._on_point_triggered.bind("first"))
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new_player_object.match_point_triggered.connect(music_player._on_point_triggered.bind("match"))
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new_player_object.winner_triggered.connect(_on_player_won.bind(new_player_object))
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new_player_object.point_given_sound.connect(_on_make_point_given_sound)
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new_player_object.player_point_given.connect(_on_point_given.bind(new_player_object))
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new_player_object.player_point_taken.connect(_on_point_taken.bind(new_player_object))
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func _on_point_given(player_object: PlayerObject) -> void:
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@@ -293,6 +267,7 @@ func _on_new_character_selected(character_texture: ImageTexture) -> void:
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var local_path: String = '/Users/sebastian/ResilioSync/Sorterat_test/Metal Gear Solid 4 - Guns of the Patriots/2-16 Metal Gear Saga.mp3'
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func open() -> void:
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file_dialog.popup()
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