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SansanandClaude Opus 5.5 0fc3be79e1
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Add animations to popups, points, songs, the winner and the tabs (#48)
Popups fade in while growing and close the reverse way, with the backdrop
fading along. The winner gets confetti, bouncing pictures and a score graph
that draws itself from the left. Filtered statistics cards and search rows
fade in, the tabs slide in from their side, and every button bounces on hover
and click (ButtonBounce, now added to all buttons).

In the player list the score pops on every point, the first point flashes the
row, and a player on match point glows with a "Match point!" tag. A song
starting fades in the title, flashes its row (kept across list rebuilds) and
pops the play button.

Common/anim.gd holds the helpers. A saved "Reduce animations" switch in
Settings turns all movement off; the tests use it. The flash colours are
theme colours (Palette first_point, match_point, flash) in every theme.

Closes #48

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:49:01 +02:00

126 lines
4.2 KiB
GDScript

class_name PlayerRow
extends PanelContainer
## One player in the player list: their name, points and character, and buttons for
## giving and taking points. Clicking the character picks another one.
##
## The score pops when it changes. The first point of a game makes the row flash, and a
## player one point from winning glows and says "Match point!" until that changes.
signal change_character_clicked
signal player_removed
## The player shown in this row.
var player_object: PlayerObject
## Position in Settings.player_array. Only used for the keybinds: Alt+<list_index + 1>
## gives this player a point and Ctrl+Alt+<list_index + 1> takes one away.
var list_index: int
@onready var player_name_field: Label = %Name
@onready var score_label: Label = %Score
@onready var match_point_tag: Label = %MatchPointTag
@onready var character_frame: PanelContainer = %CharacterFrame
@onready var add_button: Button = %AddPoint
@onready var minus_button: Button = %RemovePoint
@onready var character: TextureButton = %Character
@onready var remove_player: TextureButton = %RemovePlayer
func _ready() -> void:
add_button.pressed.connect(add_point)
add_button.set_shortcut(create_button_shortcut(list_index, false))
minus_button.pressed.connect(minus_point)
minus_button.set_shortcut(create_button_shortcut(list_index, true))
character.pressed.connect(change_character)
remove_player.pressed.connect(func() -> void: player_removed.emit())
player_object.player_point_given.connect(_on_score_changed)
player_object.player_point_taken.connect(_on_score_changed)
player_object.first_point_triggered.connect(_on_first_point)
character.mouse_entered.connect(_set_character_hovered.bind(true))
character.mouse_exited.connect(_set_character_hovered.bind(false))
# Rows take turns being lighter and darker, like the other lists
theme_type_variation = &"ListRowOdd" if list_index % 2 == 1 else &"ListRowEven"
player_name_field.text = player_object.player_name
player_name_field.tooltip_text = player_object.player_name
set_editing(Settings.edit_players)
update_score()
set_player_character()
## Shows the button that removes the player while the player list is being edited.
func set_editing(editing: bool) -> void:
remove_player.visible = editing
func create_button_shortcut(index: int, ctrl_pressed: bool) -> Shortcut:
var button_shortcut: Shortcut = Shortcut.new()
var button_event: InputEventKey = InputEventKey.new()
button_event.keycode = KEY_1 + index
button_event.alt_pressed = true
button_event.ctrl_pressed = ctrl_pressed
button_shortcut.events.append(button_event)
return button_shortcut
func add_point() -> void:
player_object.add_point()
update_score()
func minus_point() -> void:
player_object.minus_point()
update_score()
func change_character() -> void:
change_character_clicked.emit()
func new_character_selected(character_texture: Texture, character_name: String) -> void:
GameLog.debug("Back in player list with new")
player_object.set_character(character_texture, character_name)
set_player_character()
func set_player_character() -> void:
character.texture_normal = player_object.character
func update_score() -> void:
score_label.text = str(player_object.player_score)
_show_match_point(is_match_point())
## Whether the player is one point from winning. A prepared quiz has no winning score.
func is_match_point() -> bool:
return !Settings.is_prepared_quiz() && Settings.winning_score > 1 \
&& player_object.player_score == Settings.winning_score - 1
func _on_score_changed() -> void:
Anim.pop(score_label)
func _on_first_point() -> void:
Anim.flash(self, get_theme_color(&"first_point", &"Palette"), Anim.SLOW * 2)
Anim.pop(score_label, 1.8, Anim.SLOW)
# The glow and the tag show while the player is on match point
func _show_match_point(on: bool) -> void:
var glow: Node = get_node_or_null("Pulse")
if on == match_point_tag.visible && on == (glow != null):
return
match_point_tag.visible = on
if glow != null:
glow.queue_free()
glow.name = "PulseEnding"
if on:
Anim.pulse(self, get_theme_color(&"match_point", &"Palette"))
Anim.pop(match_point_tag, 1.4, Anim.SLOW)
func _set_character_hovered(hovered: bool) -> void:
character_frame.theme_type_variation = &"PlayerCharacterHover" if hovered \
else &"PlayerCharacter"