Settings has a Music folder row. A folder with subfolders is played as soundtracks: Next picks a random subfolder and a random song in it, the subfolder is the answer's soundtrack and the file name without its type the song. The inspiration list and Search show the subfolders. A folder with songs and no subfolders is a prepared quiz, played once in order (natural sort) or at random, showing only the song title. It has no winning score: after the last song Next becomes Show winner, and the players with the most points win, ties included. While a folder is used nothing but the characters is asked from the server: Sync, QR, Statistics, the update check and play counting are off. Characters fall back to the cached pictures when the server can't be reached. mp3, ogg and wav play; other files and broken ones are skipped. The old local playback code, the hidden Open button and the hidden Local toggle are removed. Next now waits for the song to start before preparing the next one.
75 lines
2.3 KiB
GDScript
75 lines
2.3 KiB
GDScript
class_name PlayerObject
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extends RefCounted
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## A player in the quiz: name, score and character. The players are kept in
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## [code]Settings.player_array[/code].
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signal first_point_triggered
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signal match_point_triggered
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signal winner_triggered
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signal point_given_sound
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signal player_point_given
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signal player_point_taken
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## Picture shown until the player picks a character.
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const NO_CHARACTER_PATH: String = "res://noCharacter.png"
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@export var player_name: String
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@export var player_score: int
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## Unique id that never changes, unlike the player's position in Settings.player_array.
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var id: String = _generate_uuid()
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var is_first_point: bool = true
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var character: Texture = load(NO_CHARACTER_PATH)
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func _init(new_name: String) -> void:
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player_name = new_name
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player_score = 0
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## Returns a random version 4 UUID, e.g. "3f2b8c1e-9a4d-4e7f-b2c6-5d8e1f0a7b93".
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static func _generate_uuid() -> String:
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var bytes: PackedByteArray = Crypto.new().generate_random_bytes(16)
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bytes[6] = (bytes[6] & 0x0f) | 0x40
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bytes[8] = (bytes[8] & 0x3f) | 0x80
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var hex: String = bytes.hex_encode()
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return "%s-%s-%s-%s-%s" % [hex.substr(0, 8), hex.substr(8, 4), hex.substr(12, 4),
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hex.substr(16, 4), hex.substr(20, 12)]
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## Gives the player a point. With a winning score, the point that reaches it wins; a
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## prepared quiz has none, so points just add up until every song has played.
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func add_point() -> void:
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var has_winning_score: bool = !Settings.is_prepared_quiz()
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if has_winning_score && player_score >= Settings.winning_score:
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return
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player_score += 1
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player_point_given.emit()
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var first_point: bool = player_score == 1 && is_first_point
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if player_score == 1:
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is_first_point = false
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# With a low winning score the first point can also be match point or the win,
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# so the more important event is checked first
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if has_winning_score && player_score == Settings.winning_score:
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winner_triggered.emit()
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elif has_winning_score && player_score == Settings.winning_score - 1:
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match_point_triggered.emit()
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elif first_point:
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first_point_triggered.emit()
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else:
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point_given_sound.emit()
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func minus_point() -> void:
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if player_score > 0:
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player_score -= 1
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player_point_taken.emit()
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if player_score == 0:
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is_first_point = true
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func reset_points() -> void:
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player_score = 0
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is_first_point = true
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