Files
MusicPlayer/player/music_player.gd
T
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

257 lines
7.9 KiB
GDScript

class_name MusicPlayer
extends Control
## The bar that plays the songs, with play, restart, progress and volume. Whether a song
## repeats is a quiz setting ([code]Settings.auto_repeat_song[/code]).
##
## The buttons grow a little under the mouse and the play button pops when it switches
## between play and pause, see [ButtonBounce].
signal update_song_list
signal play_next_song
var play_icon: Texture = preload("res://icons/play_button_icon.svg")
var pause_icon: Texture = preload("res://icons/pause_button_icon.svg")
var is_changing: bool = false
var playback_position: float
var stream: AudioStream
var song_finished: bool = false
@onready var play_button: Button = %PlayButton
@onready var restart_button: Button = %RestartButton
@onready var audio_player: AudioStreamPlayer = $AudioStreamPlayer
@onready var sound_player: AudioStreamPlayer = $AudioSoundPlayer
@onready var sound_effect_player: AudioStreamPlayer = $AudioSoundEffectPlayer
@onready var progress_slider: HSlider = %MusicPlayerSlider
@onready var volume_slider: VolumeSlider = %VolumeSlider
@onready var music_time_label: Label = %MusicTimeLabel
func _ready() -> void:
play_button.pressed.connect(play_or_pause)
restart_button.pressed.connect(restart)
ButtonBounce.add_to(play_button)
ButtonBounce.add_to(restart_button)
progress_slider.drag_started.connect(_on_drag_started)
progress_slider.drag_ended.connect(_on_drag_ended)
audio_player.finished.connect(_on_finished)
func _process(_delta: float) -> void:
if audio_player.has_stream_playback() && !is_changing && !audio_player.stream_paused:
if !Settings.hide_beginning \
|| audio_player.get_playback_position() > Settings.hide_for_seconds:
progress_slider.value = audio_player.get_playback_position()
if stream != null:
music_time_label.text = format_text(progress_slider.value, stream.get_length())
else:
music_time_label.text = format_text(progress_slider.value, 0.0)
## Whether the play button shows pause, because a song is playing.
func shows_playing() -> bool:
return play_button.icon == pause_icon
# Shows pause on the play button while a song plays, and play otherwise
func _show_playing(playing: bool) -> void:
var icon: Texture = pause_icon if playing else play_icon
if play_button.icon != icon:
play_button.icon = icon
ButtonBounce.pop(play_button)
func format_time(time: float) -> String:
var total_seconds: int = roundi(time)
@warning_ignore("integer_division")
return "%02d:%02d" % [total_seconds / 60, total_seconds % 60]
func format_text(part: float, total: float) -> String:
if (Settings.hide_beginning && part < Settings.hide_for_seconds) && Settings.hide_length:
return "??:?? / ??:??"
elif Settings.hide_length:
return format_time(part) + " / ??:??"
elif Settings.hide_beginning && part < Settings.hide_for_seconds:
return "??:?? / " + format_time(total)
else:
return format_time(part) + " / " + format_time(total)
func play_or_pause() -> void:
if song_finished:
restart()
elif audio_player.stream_paused:
_show_playing(true)
audio_player.stream_paused = false
song_finished = false
audio_player.seek(playback_position)
GameLog.debug("continue")
progress_slider.max_value = round(stream.get_length())
if Settings.hide_ticks:
progress_slider.tick_count = 0
else:
progress_slider.tick_count = round(stream.get_length() / 60)
else:
pause()
func pause() -> void:
audio_player.stream_paused = true
playback_position = audio_player.get_playback_position()
_show_playing(false)
func restart() -> void:
audio_player.stop()
audio_player.stream_paused = false
song_finished = false
progress_slider.value = 0
playback_position = audio_player.get_playback_position()
audio_player.seek(playback_position)
_show_playing(true)
audio_player.play()
func _on_finished() -> void:
_show_playing(false)
song_finished = true
if !Settings.stop_after_current:
play_next_song.emit()
if Settings.auto_repeat_song:
restart()
func _on_drag_started() -> void:
is_changing = true
func _on_drag_ended(_changed: bool) -> void:
audio_player.seek(progress_slider.value)
playback_position = progress_slider.value
is_changing = false
func seek(new_position: float) -> void:
progress_slider.value += new_position
is_changing = true
audio_player.seek(progress_slider.value)
playback_position = progress_slider.value
is_changing = false
func change_volume(value: float) -> void:
volume_slider.value += value
volume_slider.change_volume(volume_slider.value)
func _on_point_triggered(point: String) -> void:
if point == "first":
var value: int = randi_range(0, 10)
if value == 0:
play_sound(preload("res://sounds/sound1.mp3"))
elif value < 5:
play_sound(preload("res://sounds/intro_long.mp3"))
else:
play_sound(preload("res://sounds/intro_short.mp3"))
elif point == "match":
play_sound(preload("res://sounds/sound0.mp3"))
func play_sound_effect(sound_effect_name: AudioStream) -> void:
sound_effect_player.stream = sound_effect_name
sound_effect_player.play()
func play_sound(sound_name: AudioStream) -> void:
sound_player.stream = sound_name
audio_player.stop()
sound_player.play()
song_finished = true
_show_playing(false)
progress_slider.value = 0
func play_song(song: AudioStream) -> void:
audio_player.stream = song
audio_player.play()
sound_player.stop()
song_finished = false
_show_playing(true)
stream = audio_player.stream
progress_slider.value = 0
progress_slider.max_value = round(stream.get_length())
if Settings.hide_ticks:
progress_slider.tick_count = 0
else:
progress_slider.tick_count = round(stream.get_length() / 60)
music_time_label.text = format_text(progress_slider.value, stream.get_length())
## Puts song [param song_object_no] in the player without playing it, e.g. the song that
## was playing when the game was closed. Play starts it from the beginning.
func load_song_object(song_object_no: int) -> void:
var song: AudioStream = Playlist.get_song(song_object_no)
if song == null:
return
audio_player.stream = song
stream = song
song_finished = true
_show_playing(false)
progress_slider.value = 0
progress_slider.max_value = round(stream.get_length())
progress_slider.tick_count = 0 if Settings.hide_ticks else round(stream.get_length() / 60)
music_time_label.text = format_text(progress_slider.value, stream.get_length())
func play_song_object(song_object_no: int) -> void:
GameLog.debug("play_song_object")
var song: AudioStream = Playlist.get_song(song_object_no)
if song == null:
GameLog.warning("Song ", song_object_no, " has no file to play")
return
if audio_player.is_playing():
audio_player.stop()
await get_tree().create_timer(0.5).timeout
audio_player.stream = song
sound_player.stop()
audio_player.play()
song_finished = false
_show_playing(true)
# A new song makes the play button pop, also when it was already playing
ButtonBounce.pop(play_button)
stream = audio_player.stream
progress_slider.value = 0
progress_slider.max_value = round(stream.get_length())
if Settings.hide_ticks:
progress_slider.tick_count = 0
else:
progress_slider.tick_count = round(stream.get_length() / 60)
music_time_label.text = format_text(progress_slider.value, stream.get_length())
Playlist.set_currently_playing_song(song_object_no)
Playlist.unset_is_playing()
if !Settings.hide_next_track:
GameLog.debug("Show answer now!!")
Playlist.song_is_answered(song_object_no)
Playlist.song_has_played(song_object_no)
Playlist.song_is_playing(song_object_no)
update_song_list.emit()
## Plays a song to test the sound: one from the server, or a song that comes with the
## game when playing from a music folder.
func get_sound_test_song() -> void:
if Settings.is_offline():
sound_test_local()
return
var test_sound: Callable = func test_sound(body: PackedByteArray) -> void:
var sound: AudioStream = AudioStreamMP3.new()
sound.data = body
play_song(sound)
MusicServerClient.fetch_sound_test_song(test_sound)
# The sound test without a server: a song that comes with the game
func sound_test_local() -> void:
play_song(preload("res://sounds/01. Opening.mp3"))