Files
MusicPlayer/quiz/quiz.gd
T
Sansan 222d231b1b
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Add offline mode: play from a music folder instead of the server
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.
2026-10-07 23:07:47 +02:00

279 lines
10 KiB
GDScript

class_name Quiz
extends Control
## The quiz: the song that is playing, the playlist, the players and their points, and
## the popups opened from here (the quiz settings card, character select and winner).
##
## The main window shows the quiz below its top bar. Pictures and buttons keep the
## positions they had in the main window, so the quiz fills the whole window and lets
## clicks through where it has nothing.
## Emitted when another MusicServer is picked in the settings, after the quiz has
## reloaded from it.
signal server_changed
## Emitted when Search is pressed. The Search popup is in the main window.
signal search_pressed
## Emitted with a line for the game log, e.g. when a player gets a point.
signal event_logged(text: String)
var current_player_row: PlayerRow
## True while statistics are off because a player won, until points are reset.
var stats_paused_by_win: bool = false
## Dims the window behind an open popup and keeps clicks from reaching the buttons under it.
var popup_backdrop: PopupBackdrop
@onready var inspiration_list: InspirationList = $InspirationList
@onready var now_playing: NowPlaying = $NowPlaying
@onready var players_panel: PlayersPanel = $PlayersPanel
@onready var toolbar: QuizToolbar = $QuizToolbar
@onready var quiz_settings_card: QuizSettingsCard = $QuizSettingsCard
@onready var quiz_settings_button: Button = $QuizSettingsButton
@onready var winner_popup: WinnerPopup = %WinnerPopup
@onready var song_controls: SongControls = $SongControls
@onready var song_loader: SongLoader = $SongLoader
@onready var music_list_panel: MusicListPanel = $MusicListPanel
@onready var character_select_popup: CharacterSelectPopup = %CharacterSelectPopup
@onready var music_player: MusicPlayer = $MusicPlayer
func _ready() -> void:
popup_backdrop = PopupBackdrop.add_to(self, _popups())
song_controls.next_pressed.connect(play_next_song)
song_controls.show_answer_pressed.connect(show_answer_pressed)
song_controls.show_winner_pressed.connect(show_final_winners)
toolbar.sound_test_pressed.connect(music_player.get_sound_test_song)
toolbar.search_pressed.connect(search_pressed.emit)
quiz_settings_button.pressed.connect(quiz_settings_card.toggle)
toolbar.reset_playlist_pressed.connect(reset_playlist)
toolbar.reset_points_pressed.connect(reset_points)
song_loader.song_list_loaded.connect(update_song_list)
song_loader.song_added.connect(_on_song_added)
character_select_popup.character_selected.connect(_on_new_character_selected)
music_list_panel.song_clicked.connect(song_object_clicked)
players_panel.player_added.connect(_on_player_added)
players_panel.player_removed.connect(_on_player_removed)
players_panel.change_character_requested.connect(_on_change_character_requested)
music_player.play_next_song.connect(play_next_song)
music_player.update_song_list.connect(update_song_list)
inspiration_list.load_soundtracks()
song_loader.load_song_list()
character_select_popup.load_characters()
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed:
if event.alt_pressed && event.keycode == KEY_UP:
GameLog.debug("Alt + UP pressed")
music_player.change_volume(0.05)
if event.alt_pressed && event.keycode == KEY_DOWN:
GameLog.debug("Alt + DOWN pressed")
music_player.change_volume(-0.05)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_LEFT:
GameLog.debug("Ctrl + Alt + LEFT pressed")
music_player.restart()
elif event.alt_pressed && event.keycode == KEY_LEFT:
GameLog.debug("Alt + LEFT pressed")
music_player.seek(-5)
if event.alt_pressed && event.keycode == KEY_RIGHT:
GameLog.debug("Alt + RIGHT pressed")
music_player.seek(5)
## Disables the buttons that use the song list while the server syncs it.
func lock_for_sync() -> void:
toolbar.set_locked(true)
song_controls.set_locked(true)
## Reloads from the server after a sync and starts a new game.
func on_sync_finished() -> void:
refresh_from_server()
toolbar.set_locked(false)
song_controls.set_locked(false)
reset_points()
## Reloads the soundtracks, playlist and characters from the server.
func refresh_from_server() -> void:
GameLog.debug("refresh_from_server")
inspiration_list.load_soundtracks()
reset_playlist()
character_select_popup.load_characters()
## Reloads everything from the server picked in the settings and starts a new game.
func on_server_changed() -> void:
GameLog.debug("on_server_changed")
refresh_from_server()
reset_points()
server_changed.emit()
func show_answer_pressed() -> void:
GameLog.debug("show_answer_pressed")
Playlist.song_is_answered()
update_song_list()
func play_next_song() -> void:
GameLog.debug("play_next_song ", Playlist.latest_played_song)
# Every song of a prepared quiz has played, e.g. when songs play on by themselves
if Settings.is_prepared_quiz() && Playlist.first_song_played \
&& Playlist.get_preloaded_songs() == 0:
song_controls.show_winner_button()
return
if Playlist.first_song_played:
Playlist.set_latest_played_song()
Playlist.first_song_played = true
# The song counts as played once it starts, which can take a moment if another song
# is stopping, so the next song is picked after that
await music_player.play_song_object(Playlist.latest_played_song)
song_loader.fetch_song_if_idle()
if !(Playlist.get_preloaded_songs() > 0):
if Settings.is_prepared_quiz():
song_controls.show_winner_button()
else:
song_controls.set_next_enabled(false)
# The quiz settings card is left out: it does not dim the quiz
func _popups() -> Array[BasePopup]:
return [character_select_popup, winner_popup]
func _on_song_added() -> void:
song_controls.set_next_enabled(true)
if Settings.is_debug:
update_song_list()
func update_song_list() -> void:
GameLog.debug("update_song_list")
if Playlist.currently_playing_song >= 0:
now_playing.show_song(Playlist.get_current_soundtrack_title(),
Playlist.get_current_song_title())
music_list_panel.refresh()
func song_object_clicked(song_no: int) -> void:
GameLog.debug("Clicked Song Object: ", Playlist.song_object_array[song_no].to_string())
if !Settings.character_select_open:
if Playlist.get_song(song_no) == null:
if Settings.is_offline():
GameLog.warning("The song's file is gone: ",
Playlist.song_object_array[song_no].song_path)
return
GameLog.debug("has no song, need to download")
var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
Playlist.add_song_to_song_object(song_no, body)
music_player.play_song_object(song_no)
MusicServerClient.fetch_song(song_no, song_downloaded)
else:
GameLog.debug("song already downloaded")
music_player.play_song_object(song_no)
func reset_playlist() -> void:
GameLog.debug("reset_playlist")
var playlist_reset_done: Callable = func playlist_reset_done() -> void:
Playlist.reset_playlist()
song_loader.load_song_list()
if Settings.is_offline():
Settings.music_folder.restart()
playlist_reset_done.call()
return
MusicServerClient.reset_playlist(playlist_reset_done)
func reset_points() -> void:
GameLog.debug("reset_points")
for player_objects: PlayerObject in Settings.player_array:
player_objects.reset_points()
players_panel.reload()
# The song playing now belongs to the game that just ended
Playlist.clear_points()
Playlist.game_start_song = Playlist.currently_playing_song + 1
music_list_panel.refresh()
# A new game starts, so turn statistics back on if winning turned them off
if stats_paused_by_win:
Settings.add_to_stats = true
stats_paused_by_win = false
# Each new player's points reach the music player, the log and the winner popup.
func _on_player_added(new_player_object: PlayerObject) -> void:
new_player_object.first_point_triggered.connect(music_player._on_point_triggered.bind("first"))
new_player_object.match_point_triggered.connect(music_player._on_point_triggered.bind("match"))
new_player_object.winner_triggered.connect(_on_player_won.bind(new_player_object))
new_player_object.point_given_sound.connect(_on_make_point_given_sound)
new_player_object.player_point_given.connect(_on_point_given.bind(new_player_object))
new_player_object.player_point_taken.connect(_on_point_taken.bind(new_player_object))
func _on_point_given(player_object: PlayerObject) -> void:
GameLog.debug("_on_point_given")
event_logged.emit(player_object.player_name + " got a point")
if Playlist.currently_playing_song >= 0:
Playlist.add_point(player_object.id)
update_song_list()
func _on_make_point_given_sound() -> void:
music_player.play_sound_effect(preload("res://sounds/itemopen.wav"))
func _on_point_taken(player_object: PlayerObject) -> void:
GameLog.debug("_on_point_taken")
event_logged.emit(player_object.player_name + " lost a point")
music_player.play_sound_effect(preload("res://sounds/itemequip.wav"))
if Playlist.currently_playing_song >= 0:
Playlist.remove_point(player_object.id)
update_song_list()
## Shows the players with the most points as the winners, at the end of a prepared quiz.
func show_final_winners() -> void:
GameLog.debug("show_final_winners")
var top_score: int = 0
for player: PlayerObject in Settings.player_array:
top_score = maxi(top_score, player.player_score)
var winners: Array[PlayerObject] = []
for player: PlayerObject in Settings.player_array:
if player.player_score == top_score:
winners.append(player)
winner_popup.show_winners(winners)
music_player.play_song(preload("res://sounds/winning.mp3"))
func _on_player_won(player_object: PlayerObject) -> void:
GameLog.debug("_on_player_won")
winner_popup.show_winner(player_object)
music_player.play_song(preload("res://sounds/winning.mp3"))
# Songs played after the game is won don't count towards the statistics
if Settings.add_to_stats:
Settings.add_to_stats = false
stats_paused_by_win = true
func _on_player_removed(player_object: PlayerObject) -> void:
Playlist.remove_player_from_list(player_object.id)
update_song_list()
func _on_change_character_requested(new_player: PlayerRow, player_name: String) -> void:
GameLog.debug("_on_player_change_character_clicked")
current_player_row = new_player
GameLog.debug("Change character for: " + player_name)
character_select_popup.show_grid(player_name)
func _on_new_character_selected(character_texture: ImageTexture) -> void:
GameLog.debug("_on_new_character_selected")
current_player_row.new_character_selected(character_texture)