Sort the scripts and scenes into folders

main/ holds the main window and top bar, quiz/ the quiz and its parts,
player/ the music player, popups/ every popup and what they share, data/ the
songs, players, playlist and settings, server/ the MusicServer client,
common/ the list row and GameLog, and themes/ the themes and style boxes.
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Sansan committed 2026-10-06 11:57:29 +02:00
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commit d77b72159d
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class_name PlayerObject
extends RefCounted
## A player in the quiz: name, score and character. The players are kept in
## [code]Settings.player_array[/code].
signal first_point_triggered
signal match_point_triggered
signal winner_triggered
signal point_given_sound
signal player_point_given
signal player_point_taken
## Picture shown until the player picks a character.
const NO_CHARACTER_PATH: String = "res://noCharacter.png"
@export var player_name: String
@export var player_score: int
## Unique id that never changes, unlike the player's position in Settings.player_array.
var id: String = _generate_uuid()
var is_first_point: bool = true
var character: Texture = load(NO_CHARACTER_PATH)
func _init(new_name: String) -> void:
player_name = new_name
player_score = 0
## Returns a random version 4 UUID, e.g. "3f2b8c1e-9a4d-4e7f-b2c6-5d8e1f0a7b93".
static func _generate_uuid() -> String:
var bytes: PackedByteArray = Crypto.new().generate_random_bytes(16)
bytes[6] = (bytes[6] & 0x0f) | 0x40
bytes[8] = (bytes[8] & 0x3f) | 0x80
var hex: String = bytes.hex_encode()
return "%s-%s-%s-%s-%s" % [hex.substr(0, 8), hex.substr(8, 4), hex.substr(12, 4),
hex.substr(16, 4), hex.substr(20, 12)]
func add_point() -> void:
if player_score < Settings.winning_score:
player_score += 1
player_point_given.emit()
var first_point: bool = player_score == 1 && is_first_point
if player_score == 1:
is_first_point = false
# With a low winning score the first point can also be match point or the win,
# so the more important event is checked first
if player_score == Settings.winning_score:
winner_triggered.emit()
elif player_score == Settings.winning_score - 1:
match_point_triggered.emit()
elif first_point:
first_point_triggered.emit()
else:
point_given_sound.emit()
func minus_point() -> void:
if player_score > 0:
player_score -= 1
player_point_taken.emit()
if player_score == 0:
is_first_point = true
func reset_points() -> void:
player_score = 0
is_first_point = true
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extends Node
## The songs of the current quiz, in the order they were added, and which of them are
## played, answered and playing.
##
## Registered as the [code]Playlist[/code] autoload.
var song_object_array: Array[SongObject] = []
var latest_played_song: int = 0
var currently_playing_song: int = -1
var first_song_downloaded: bool = false
var first_song_played: bool = false
var number_of_tracks_to_preload: int = 1
var is_song_downloading: bool = false
func get_next_song() -> SongObject:
return song_object_array[latest_played_song]
func set_latest_played_song() -> void:
latest_played_song += 1
if latest_played_song > song_object_array.size() - 1:
latest_played_song = song_object_array.size() - 1
func update_last_played_song() -> void:
latest_played_song = song_object_array.size()
func get_preloaded_songs() -> int:
var number_of_tracks_preloaded: int = 0
for song: SongObject in song_object_array:
if !song.has_played:
number_of_tracks_preloaded += 1
return number_of_tracks_preloaded
func should_preload_more_songs() -> bool:
return number_of_tracks_to_preload > get_preloaded_songs()
func song_is_answered(song_no: int = currently_playing_song) -> void:
# Nothing is playing yet (-1); a negative index would answer the last, unplayed song
if song_no < 0 || song_no >= song_object_array.size():
return
GameLog.debug("show_answer_pressed song_object: ", song_object_array[song_no]._to_string())
song_object_array[song_no].is_answered = true
if Settings.add_to_stats:
GameLog.debug("add to stats: ", song_no)
MusicServerClient.mark_song_played(song_no)
func add_to_playlist(new_song_object: SongObject) -> void:
song_object_array.append(new_song_object)
func get_playlist() -> Array[SongObject]:
if Settings.is_debug:
return song_object_array
else:
var temp_list: Array[SongObject] = []
for s: SongObject in song_object_array:
if s.has_played:
temp_list.append(s)
return temp_list
func reset_playlist() -> void:
currently_playing_song = -1
latest_played_song = 0
clear_song_list()
func clear_song_list() -> void:
song_object_array.clear()
func unset_is_playing() -> void:
for song_object: SongObject in song_object_array:
song_object.is_playing = false
func set_currently_playing_song(value: int) -> void:
currently_playing_song = value
func get_current_soundtrack_title() -> String:
return song_object_array[currently_playing_song].get_soundtrack_title()
func get_current_song_title() -> String:
return song_object_array[currently_playing_song].get_song_title()
func add_point(player_id: String) -> void:
song_object_array[currently_playing_song].add_point(player_id)
func remove_point(player_id: String) -> void:
song_object_array[currently_playing_song].remove_point(player_id)
## Removes a player's points from every song.
func remove_player_from_list(player_id: String) -> void:
for song_object: SongObject in song_object_array:
song_object.remove_point(player_id)
func get_song(song_no: int) -> AudioStream:
return song_object_array[song_no].song
func add_song_to_song_object(song_no: int, sound: AudioStream) -> void:
song_object_array[song_no].song = sound
func song_has_played(song_no: int = latest_played_song) -> void:
song_object_array[song_no].has_played = true
func song_is_playing(song_no: int = latest_played_song) -> void:
song_object_array[song_no].is_playing = true
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extends Node
## The game settings and the players, shared by the whole game.
##
## Registered as the [code]Settings[/code] autoload.
const MAX_NUMBER_OF_PLAYERS: int = 7
var default_path: String = "https://music.sanplex.xyz"
var selected_server: int = 0
var is_local: bool = false
var is_debug: bool = false
var stop_after_current: bool = true
var auto_repeat_song: bool = true
var hide_next_track: bool = true
var add_to_stats: bool = true
var use_low_played_mode: bool = false
var winning_score: int = 20
var fullscreen: bool = false
var play_local: bool = false
var inspiration_list_speed: int = 1
var hide_for_seconds: float = 5.0
var hide_beginning: bool = false
var hide_length: bool = false
var hide_ticks: bool = false
var player_array: Array[PlayerObject]
var edit_players: bool = false
var currently_syncing: bool = false
var character_select_open: bool = false
## The game version, set in Project Settings > Application > Config > Version.
## Releases are made from it, see RELEASING.md.
var version: String = ProjectSettings.get_setting("application/config/version", "")
func delete_children(node: Node) -> void:
for n: Node in node.get_children():
node.remove_child(n)
n.queue_free()
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extends RefCounted
class_name SongObject
var song_number: int
var song_title: String
var soundtrack_title: String
## Ids of the players who got a point for this song.
var players_given_point: Array[String] = []
var is_answered: bool = false
var has_played: bool = false
var is_playing: bool = false
var song: AudioStream
func get_soundtrack_title() -> String:
if is_answered:
return soundtrack_title
else:
return "????????"
func get_song_title() -> String:
if is_answered:
return song_title
else:
return "??????"
func get_song_info() -> String:
if Settings.is_debug:
var format_string: String = "%d. %s - %s | played: %s | answered: %s"
return format_string % [(song_number + 1), soundtrack_title, song_title, has_played,
is_answered]
elif is_answered:
var format_string: String = "%d. %s - %s"
return format_string % [(song_number + 1), soundtrack_title, song_title]
else:
return "??? - ???"
func add_point(player_id: String) -> void:
GameLog.debug("add_point")
if !players_given_point.has(player_id):
players_given_point.append(player_id)
func remove_point(player_id: String) -> void:
GameLog.debug("remove_point")
players_given_point.erase(player_id)
func _to_string() -> String:
var format_string: String = "song_number: %d | soundtrack_title: %s | song_title: %s" \
+ " | is_answered: %s | has_played: %s | is_playing: %s"
return format_string % [song_number, soundtrack_title, song_title, is_answered, has_played,
is_playing]
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