Files
MusicPlayer/data/player_object.gd
Sansan e4352a9f34
Build / test (push) Successful in 1m25s
Build / build (push) Successful in 1m12s
Save the quiz and continue it after a restart; load characters from a folder
The quiz is saved to current_quiz.json in the config folder after every
change, and the game goes on where it was when it starts again: the
players with their points and characters, every song with who got a point
for it and whether it was played, answered or is playing, and the songs
downloaded ahead with their files. The song that was playing is ready to
play again. Songs whose files are gone are downloaded again.

On a server, the saved songs are checked against the server's playlist. If
it changed, e.g. after a sync, or another server is used, the quiz starts
over with the same players. A quiz from a music folder continues offline,
including how far a prepared quiz has come. A new game is saved like any
other change, and a file that can't be read starts a new quiz.

Characters can be read from a folder picked in Settings instead of the
server, for this session. A music folder with a characters folder brings
its own characters, e.g. for a themed quiz; that folder is not counted as
a soundtrack. When the characters come from somewhere else, players pick
their characters again.

Closes #11, closes #44
2026-10-09 18:08:50 +02:00

111 lines
3.6 KiB
GDScript

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)
## The name of the picked character, its picture's file name, or empty when none is
## picked. Saved with the quiz, so the picture can be found again after a restart.
var character_name: String = ""
func _init(new_name: String) -> void:
player_name = new_name
player_score = 0
## Shows [param texture], the character called [param new_name], for the player.
func set_character(texture: Texture, new_name: String) -> void:
character = texture
character_name = new_name
## Goes back to no character, e.g. when the characters come from somewhere else.
func clear_character() -> void:
character = load(NO_CHARACTER_PATH)
character_name = ""
## The player as a Dictionary that can be written as JSON, for [QuizSave].
func to_dict() -> Dictionary:
return {
"id": id, "name": player_name, "score": player_score,
"is_first_point": is_first_point, "character": character_name,
}
## A player made from [param data], as given by [method to_dict], or null when
## [param data] is not a player. The character's picture is not loaded here.
static func from_dict(data: Variant) -> PlayerObject:
if !(data is Dictionary) || !(data.get("name") is String) || !(data.get("id") is String):
return null
var player: PlayerObject = PlayerObject.new(data.name)
player.id = data.id
player.player_score = maxi(int(data.get("score", 0)), 0)
player.is_first_point = bool(data.get("is_first_point", player.player_score == 0))
player.character_name = str(data.get("character", ""))
return player
## 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)]
## Gives the player a point. With a winning score, the point that reaches it wins; a
## prepared quiz has none, so points just add up until every song has played.
func add_point() -> void:
var has_winning_score: bool = !Settings.is_prepared_quiz()
if has_winning_score && player_score >= Settings.winning_score:
return
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 has_winning_score && player_score == Settings.winning_score:
winner_triggered.emit()
elif has_winning_score && 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