Character pictures are kept in characters/ next to the settings, with an index.json of when the server last changed each one and when it was downloaded. Only new or changed pictures are downloaded, using the server's new /character/details. Older servers fall back to the name list, and pictures are downloaded again after 7 days. Downloaded songs are written to songs/ and only their paths are kept in memory. The folder is emptied when the game starts and when the playlist resets.
287 lines
10 KiB
GDScript
287 lines
10 KiB
GDScript
class_name Quiz
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extends Control
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## The quiz: the song that is playing, the playlist, the players and their points, and
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## the popups opened from here (the quiz settings card, character select and winner).
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##
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## The main window shows the quiz below its top bar. Pictures and buttons keep the
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## positions they had in the main window, so the quiz fills the whole window and lets
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## clicks through where it has nothing.
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## Emitted when another MusicServer is picked in the settings, after the quiz has
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## reloaded from it.
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signal server_changed
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## Emitted when Search is pressed. The Search popup is in the main window.
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signal search_pressed
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## Emitted with a line for the game log, e.g. when a player gets a point.
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signal event_logged(text: String)
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var songs: Array = []
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var current_player_row: PlayerRow
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## True while statistics are off because a player won, until points are reset.
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var stats_paused_by_win: bool = false
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## Dims the window behind an open popup and keeps clicks from reaching the buttons under it.
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var popup_backdrop: PopupBackdrop
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@onready var open_button: Button = $Open
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@onready var file_dialog: FileDialog = $FileDialog
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@onready var inspiration_list: InspirationList = $InspirationList
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@onready var now_playing: NowPlaying = $NowPlaying
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@onready var players_panel: PlayersPanel = $PlayersPanel
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@onready var toolbar: QuizToolbar = $QuizToolbar
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@onready var quiz_settings_card: QuizSettingsCard = $QuizSettingsCard
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@onready var quiz_settings_button: Button = $QuizSettingsButton
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@onready var winner_popup: WinnerPopup = %WinnerPopup
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@onready var song_controls: SongControls = $SongControls
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@onready var song_loader: SongLoader = $SongLoader
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@onready var music_list_panel: MusicListPanel = $MusicListPanel
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@onready var character_select_popup: CharacterSelectPopup = %CharacterSelectPopup
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@onready var music_player: MusicPlayer = $MusicPlayer
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func _ready() -> void:
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popup_backdrop = PopupBackdrop.add_to(self, _popups())
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song_controls.next_pressed.connect(play_next_song)
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song_controls.show_answer_pressed.connect(show_answer_pressed)
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toolbar.sound_test_pressed.connect(music_player.get_sound_test_song)
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toolbar.search_pressed.connect(search_pressed.emit)
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quiz_settings_button.pressed.connect(quiz_settings_card.toggle)
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toolbar.reset_playlist_pressed.connect(reset_playlist)
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toolbar.reset_points_pressed.connect(reset_points)
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song_loader.song_list_loaded.connect(update_song_list)
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song_loader.song_added.connect(_on_song_added)
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character_select_popup.character_selected.connect(_on_new_character_selected)
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music_list_panel.song_clicked.connect(song_object_clicked)
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players_panel.player_added.connect(_on_player_added)
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players_panel.player_removed.connect(_on_player_removed)
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players_panel.change_character_requested.connect(_on_change_character_requested)
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music_player.play_next_song.connect(play_next_song)
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music_player.update_song_list.connect(update_song_list)
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open_button.pressed.connect(open)
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inspiration_list.load_from_server()
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song_loader.load_song_list()
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character_select_popup.load_characters()
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func _input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed:
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if event.alt_pressed && event.keycode == KEY_UP:
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GameLog.debug("Alt + UP pressed")
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music_player.change_volume(0.05)
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if event.alt_pressed && event.keycode == KEY_DOWN:
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GameLog.debug("Alt + DOWN pressed")
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music_player.change_volume(-0.05)
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if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_LEFT:
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GameLog.debug("Ctrl + Alt + LEFT pressed")
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music_player.restart()
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elif event.alt_pressed && event.keycode == KEY_LEFT:
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GameLog.debug("Alt + LEFT pressed")
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music_player.seek(-5)
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if event.alt_pressed && event.keycode == KEY_RIGHT:
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GameLog.debug("Alt + RIGHT pressed")
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music_player.seek(5)
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## Disables the buttons that use the song list while the server syncs it.
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func lock_for_sync() -> void:
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toolbar.set_locked(true)
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song_controls.set_locked(true)
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## Reloads from the server after a sync and starts a new game.
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func on_sync_finished() -> void:
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refresh_from_server()
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toolbar.set_locked(false)
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song_controls.set_locked(false)
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reset_points()
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## Reloads the soundtracks, playlist and characters from the server.
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func refresh_from_server() -> void:
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GameLog.debug("refresh_from_server")
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inspiration_list.load_from_server()
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reset_playlist()
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character_select_popup.load_characters()
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## Reloads everything from the server picked in the settings and starts a new game.
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func on_server_changed() -> void:
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GameLog.debug("on_server_changed")
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refresh_from_server()
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reset_points()
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server_changed.emit()
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func show_answer_pressed() -> void:
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GameLog.debug("show_answer_pressed")
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Playlist.song_is_answered()
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update_song_list()
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func play_next_song() -> void:
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GameLog.debug("play_next_song ", Playlist.latest_played_song)
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if Playlist.first_song_played:
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Playlist.set_latest_played_song()
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Playlist.first_song_played = true
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music_player.play_song_object(Playlist.latest_played_song)
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if !(Playlist.get_preloaded_songs() > 0):
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song_controls.set_next_enabled(false)
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song_loader.fetch_song_if_idle()
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# The quiz settings card is left out: it does not dim the quiz
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func _popups() -> Array[BasePopup]:
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return [character_select_popup, winner_popup]
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func _on_song_added() -> void:
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song_controls.set_next_enabled(true)
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if Settings.is_debug:
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update_song_list()
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func update_song_list() -> void:
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GameLog.debug("update_song_list")
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if Playlist.currently_playing_song >= 0:
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now_playing.show_song(Playlist.get_current_soundtrack_title(),
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Playlist.get_current_song_title())
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music_list_panel.refresh()
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func song_object_clicked(song_no: int) -> void:
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GameLog.debug("Clicked Song Object: ", Playlist.song_object_array[song_no].to_string())
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if !Settings.character_select_open:
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if Playlist.get_song(song_no) == null:
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GameLog.debug("has no song, need to download")
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var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
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Playlist.add_song_to_song_object(song_no, body)
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music_player.play_song_object(song_no)
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MusicServerClient.fetch_song(song_no, song_downloaded)
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else:
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GameLog.debug("song already downloaded")
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music_player.play_song_object(song_no)
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func reset_playlist() -> void:
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GameLog.debug("reset_playlist")
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var playlist_reset_done: Callable = func playlist_reset_done() -> void:
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Playlist.reset_playlist()
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song_loader.load_song_list()
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MusicServerClient.reset_playlist(playlist_reset_done)
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func reset_points() -> void:
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GameLog.debug("reset_points")
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for player_objects: PlayerObject in Settings.player_array:
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player_objects.reset_points()
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players_panel.reload()
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# The song playing now belongs to the game that just ended
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Playlist.clear_points()
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Playlist.game_start_song = Playlist.currently_playing_song + 1
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music_list_panel.refresh()
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# A new game starts, so turn statistics back on if winning turned them off
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if stats_paused_by_win:
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Settings.add_to_stats = true
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stats_paused_by_win = false
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# Each new player's points reach the music player, the log and the winner popup.
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func _on_player_added(new_player_object: PlayerObject) -> void:
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new_player_object.first_point_triggered.connect(music_player._on_point_triggered.bind("first"))
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new_player_object.match_point_triggered.connect(music_player._on_point_triggered.bind("match"))
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new_player_object.winner_triggered.connect(_on_player_won.bind(new_player_object))
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new_player_object.point_given_sound.connect(_on_make_point_given_sound)
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new_player_object.player_point_given.connect(_on_point_given.bind(new_player_object))
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new_player_object.player_point_taken.connect(_on_point_taken.bind(new_player_object))
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func _on_point_given(player_object: PlayerObject) -> void:
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GameLog.debug("_on_point_given")
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event_logged.emit(player_object.player_name + " got a point")
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if Playlist.currently_playing_song >= 0:
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Playlist.add_point(player_object.id)
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update_song_list()
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func _on_make_point_given_sound() -> void:
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music_player.play_sound_effect(preload("res://sounds/itemopen.wav"))
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func _on_point_taken(player_object: PlayerObject) -> void:
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GameLog.debug("_on_point_taken")
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event_logged.emit(player_object.player_name + " lost a point")
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music_player.play_sound_effect(preload("res://sounds/itemequip.wav"))
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if Playlist.currently_playing_song >= 0:
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Playlist.remove_point(player_object.id)
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update_song_list()
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func _on_player_won(player_object: PlayerObject) -> void:
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GameLog.debug("_on_player_won")
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winner_popup.show_winner(player_object)
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music_player.play_song(preload("res://sounds/winning.mp3"))
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# Songs played after the game is won don't count towards the statistics
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if Settings.add_to_stats:
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Settings.add_to_stats = false
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stats_paused_by_win = true
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func _on_player_removed(player_object: PlayerObject) -> void:
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Playlist.remove_player_from_list(player_object.id)
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update_song_list()
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func _on_change_character_requested(new_player: PlayerRow, player_name: String) -> void:
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GameLog.debug("_on_player_change_character_clicked")
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current_player_row = new_player
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GameLog.debug("Change character for: " + player_name)
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character_select_popup.show_grid(player_name)
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func _on_new_character_selected(character_texture: ImageTexture) -> void:
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GameLog.debug("_on_new_character_selected")
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current_player_row.new_character_selected(character_texture)
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###Local
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var local_path: String = '/Users/sebastian/ResilioSync/Sorterat_test/Metal Gear Solid 4 - Guns of the Patriots/2-16 Metal Gear Saga.mp3'
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func open() -> void:
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file_dialog.popup()
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func _on_file_dialog_dir_selected(path: String) -> void:
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GameLog.debug(path)
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dir_contents(path)
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func dir_contents(path: String) -> void:
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var dir: DirAccess = DirAccess.open(path)
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if dir:
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dir.list_dir_begin()
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var file_name: String = dir.get_next()
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songs.clear()
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var soundtracks: Array = []
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while file_name != "":
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if dir.current_is_dir():
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#GameLog.debug("Found directory: " + file_name)
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soundtracks.append(file_name)
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else:
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#GameLog.debug("Found file: " + file_name)
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if file_name.ends_with(".mp3"):
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songs.append(path + "/" + file_name)
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file_name = dir.get_next()
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inspiration_list.show_soundtracks(soundtracks)
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else:
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GameLog.warning("An error occurred when trying to access the path.")
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