The quiz (song, playlist, players, music player and the popups opened from it) moves into Quiz.tscn and the top panel into TopBar.tscn. The main window keeps only the top bar, the quiz and the popups opened from the top bar, so other views can be added next to the quiz later. Every node keeps its place on screen. Screenshots of every UI state before and after are pixel-identical, and a layout test checks each node against a baseline taken before the split.
497 lines
18 KiB
GDScript
497 lines
18 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 (settings, character select, winner and log).
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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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@onready
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var open_button: Button = $Open
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@onready
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var fileDialog: FileDialog = $FileDialog
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@onready
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var inspiration_scroll: ScrollContainer = $ScrollContainer
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@onready
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var inspiration_list: VBoxContainer = $ScrollContainer/VBoxContainer
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@onready
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var soundtrack_label: Label = $VBoxContainer/SoundtrackLabel
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@onready
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var song_label: Label = $VBoxContainer/SongLabel
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@onready
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var add_player_container: HBoxContainer = $Players/VBoxContainer/AddPlayerContainer
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@onready
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var add_players_button: TextureButton = $Players/VBoxContainer/HBoxContainer/AddPlayersButton
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@onready
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var add_player_button: Button = $Players/VBoxContainer/AddPlayerContainer/AddPlayerButton
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@onready
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var new_player_name_field: TextEdit = $Players/VBoxContainer/AddPlayerContainer/PlayerNameField
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@onready
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var reset_playlist_button: Button = $ResetPlaylistButton
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@onready
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var reset_points_button: Button = $ResetPointsButton
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@onready
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var sound_test_button: Button = $SoundTestButton
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@onready
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var settings_button: Button = $SettingsButton
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@onready
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var settings_window: Control = $SettingsWindow
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@onready
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var winner_window: Control = %WinnerWindow
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@onready
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var show_answer_button: Button = $ShowAnswerButton
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@onready
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var next_button: Button = $NextButton
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@onready
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var music_list_scroll: ScrollContainer = $MusicListPanel/ScrollContainer
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@onready
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var music_list: VBoxContainer = $MusicListPanel/ScrollContainer/MusicList
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@onready
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var player_container: VBoxContainer = $Players/VBoxContainer
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@onready
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var players_list_container: VBoxContainer = $Players/VBoxContainer/ScrollContainer/PlayersListVBoxContainer
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@onready
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var new_character_select: Control = %NewCharacterSelect
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@onready
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var auto_repeat_song_button: CheckButton = $RepeatSongCheckButton
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@onready
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var music_player_container: PanelContainer = $MusicPlayer
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@onready
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var log_window: Control = %Log
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@onready
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var debug_label: Label = $DebugLabel
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var player: PackedScene = preload("res://Player.tscn")
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var song_list_object: PackedScene = preload("res://song_list_object.tscn")
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var songs: Array= []
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var soundtracks: Array = []
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var current_player: Node
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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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## Seconds to wait before retrying a song download step that failed.
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var song_fetch_retry_seconds: float = 5.0
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func _ready() -> void:
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popup_backdrop = PopupBackdrop.add_to(self, _popups())
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if OS.has_feature("debug"):
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print("is_debug")
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debug_label.visible = true
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Settings.is_debug = true
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settings_window.set_winning_score(5)
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settings_window.set_selected_server(4)
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next_button.pressed.connect(play_next_song)
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show_answer_button.pressed.connect(show_answer_pressed)
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sound_test_button.pressed.connect(music_player_container.get_sound_test_song)
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settings_button.pressed.connect(show_settings)
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reset_playlist_button.pressed.connect(reset_playlist)
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reset_points_button.pressed.connect(reset_points)
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new_character_select.connect("new_new_character_selected", _on_new_character_selected)
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new_player_name_field.connect("enter_key_pressed", add_player)
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music_player_container.connect("play_next_song", play_next_song)
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music_player_container.connect("update_song_list", update_song_list)
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settings_window.connect("server_changed", _on_server_changed)
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settings_window.visibility_changed.connect(_on_settings_window_visibility_changed)
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add_players_button.pressed.connect(add_players)
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add_player_button.pressed.connect(add_player)
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open_button.pressed.connect(open)
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auto_repeat_song_button.pressed.connect(repeat_song)
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get_suggestion_list()
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fetch_song_list_at_start()
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new_character_select.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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print("Alt + UP pressed")
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music_player_container.change_volume(0.05)
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if event.alt_pressed && event.keycode == KEY_DOWN:
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print("Alt + DOWN pressed")
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music_player_container.change_volume(-0.05)
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if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_LEFT:
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print("Ctrl + Alt + LEFT pressed")
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music_player_container.restart()
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elif event.alt_pressed && event.keycode == KEY_LEFT:
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print("Alt + LEFT pressed")
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music_player_container.seek(-5)
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if event.alt_pressed && event.keycode == KEY_RIGHT:
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print("Alt + RIGHT pressed")
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music_player_container.seek(5)
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if event.alt_pressed && event.keycode == KEY_L:
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log_window.toggle()
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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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sound_test_button.disabled = true
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reset_playlist_button.disabled = true
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show_answer_button.disabled = true
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next_button.disabled = 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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sound_test_button.disabled = false
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reset_playlist_button.disabled = false
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show_answer_button.disabled = 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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print("refresh_from_server")
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get_suggestion_list()
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reset_playlist()
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new_character_select.load_characters()
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func _on_server_changed() -> void:
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print("_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 repeat_song() -> void:
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Settings.auto_repeat_song = !Settings.auto_repeat_song
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func show_answer_pressed() -> void:
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print("show_answer_pressed")
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Playlist.song_is_answered()
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update_song_list()
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# Loads the songs already in the server playlist, then starts preloading new ones.
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# Preloading waits for the list, because loading the list clears the playlist.
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func fetch_song_list_at_start() -> void:
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print("fetch_song_list_at_start")
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var fetch_song_list_at_start_done: Callable = func fetch_songs_at_start_done(data) -> void:
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Playlist.clear_song_list()
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if typeof(data) == TYPE_ARRAY:
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for d: Dictionary in data:
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var new_song_object: SongObject = SongObject.new()
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new_song_object.song_number = d.SongNo
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new_song_object.soundtrack_title = d.Soundtrack
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new_song_object.song_title = d.Song
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new_song_object.is_answered = true
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new_song_object.has_played = true
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Playlist.add_to_playlist(new_song_object)
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elif data != null:
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print("Unexpected data")
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Playlist.update_last_played_song()
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update_song_list()
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if !Playlist.is_song_downloading:
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fetch_song()
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MusicServerClient.fetch_song_list(fetch_song_list_at_start_done,
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_retry_later.bind(fetch_song_list_at_start))
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func play_next_song() -> void:
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print("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_container.play_song_object(Playlist.latest_played_song)
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if !(Playlist.get_preloaded_songs() > 0):
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next_button.disabled = true
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if !Playlist.is_song_downloading:
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fetch_song()
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func _popups() -> Array[PopupWindow]:
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return [settings_window, new_character_select, winner_window, log_window]
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# The cache size can be changed in the settings. Waiting until the settings are closed
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# avoids starting downloads while the user is still clicking the number up and down.
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func _on_settings_window_visibility_changed() -> void:
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if !settings_window.visible && !Playlist.is_song_downloading && Playlist.should_preload_more_songs():
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fetch_song()
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func fetch_song() -> void:
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print("fetch_song")
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Playlist.is_song_downloading = true
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_download_random_song(SongObject.new())
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# Fetching a song takes three requests. If one fails, only that step is retried, so
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# the server and the game keep the same songs in their playlists.
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func _download_random_song(new_song_object: SongObject) -> void:
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var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
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print("song_downloaded")
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var sound: AudioStream = AudioStreamMP3.new()
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sound.data = body
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new_song_object.song = sound
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_add_song_to_queue(new_song_object)
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MusicServerClient.fetch_random_song(Settings.use_low_played_mode, song_downloaded,
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_retry_later.bind(_download_random_song.bind(new_song_object)))
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func _add_song_to_queue(new_song_object: SongObject) -> void:
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MusicServerClient.add_to_queue(_fetch_song_info.bind(new_song_object),
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_retry_later.bind(_add_song_to_queue.bind(new_song_object)))
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func _fetch_song_info(new_song_object: SongObject) -> void:
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var song_info_fetched: Callable = func song_info_fetched(data_received: Dictionary) -> void:
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print("song_info_fetched")
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new_song_object.song_number = data_received.SongNo
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new_song_object.soundtrack_title = data_received.Soundtrack
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new_song_object.song_title = data_received.Song
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print("new_song_object: ", new_song_object.to_string())
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Playlist.add_to_playlist(new_song_object)
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next_button.disabled = false
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if Playlist.should_preload_more_songs():
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fetch_song()
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else:
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Playlist.is_song_downloading = false
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if Settings.is_debug:
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update_song_list()
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MusicServerClient.fetch_song_info(song_info_fetched,
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_retry_later.bind(_fetch_song_info.bind(new_song_object)))
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func _retry_later(step: Callable) -> void:
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print("Song download failed, retrying in %s seconds" % song_fetch_retry_seconds)
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get_tree().create_timer(song_fetch_retry_seconds).timeout.connect(step)
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func update_song_list() -> void:
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print("update_song_list")
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if Playlist.currently_playing_song >= 0:
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soundtrack_label.text = Playlist.get_current_soundtrack_title()
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song_label.text = Playlist.get_current_song_title()
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Settings.delete_children(music_list)
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for s: SongObject in Playlist.get_playlist():
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var new_song_list_object: SongListObject = song_list_object.instantiate()
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new_song_list_object.song_object = s
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new_song_list_object.gui_input.connect(song_object_clicked.bind(s.song_number))
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music_list.add_child(new_song_list_object)
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func song_object_clicked(event: InputEvent, song_no: int) -> void:
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if (event is InputEventMouseButton && event.pressed && event.button_index == MOUSE_BUTTON_LEFT):
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print("Clicked Song Object: ", Playlist.song_object_array[song_no].to_string())
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if Settings.character_select_open == false:
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if Playlist.get_song(song_no) == null:
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print("has no song, need to download")
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var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
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var sound: AudioStream = AudioStreamMP3.new()
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sound.data = body
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Playlist.add_song_to_song_object(song_no, sound)
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music_player_container.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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print("song already downloaded")
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music_player_container.play_song_object(song_no)
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func reset_playlist() -> void:
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print("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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fetch_song_list_at_start()
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MusicServerClient.reset_playlist(playlist_reset_done)
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func reset_points() -> void:
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print("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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load_players()
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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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func show_settings() -> void:
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print("show_settings")
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settings_window.open()
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func get_suggestion_list() -> void:
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print("get_suggestion_list")
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var populate_list: Callable = func populate_list(array) -> void:
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if typeof(array) == TYPE_ARRAY:
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soundtracks = []
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Settings.delete_children(inspiration_list)
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soundtracks.append_array(array)
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for i: int in soundtracks.size():
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inspiration_list.add_child(ListRow.create(soundtracks[i], i, 20))
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else:
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print("Unexpected data")
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MusicServerClient.fetch_all_soundtracks(populate_list)
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func add_players() -> void:
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print("add_players")
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Settings.edit_players = !Settings.edit_players
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add_player_container.visible = !add_player_container.visible
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new_player_name_field.grab_focus()
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func add_player() -> void:
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print("add_player")
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if new_player_name_field.text != "" && Settings.player_array.size() < Settings.MAX_NUMBER_OF_PLAYERS:
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var new_player_object: PlayerObject = PlayerObject.new(new_player_name_field.text)
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new_player_name_field.text = ""
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Settings.player_array.append(new_player_object)
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new_player_object.connect("first_point_triggerd", music_player_container._on_point_triggered.bind("first"))
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new_player_object.connect("match_point_triggerd", music_player_container._on_point_triggered.bind("match"))
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new_player_object.connect("winner_triggerd", _on_player_won.bind(new_player_object))
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new_player_object.connect("point_given_sound", _on_make_point_given_sound)
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new_player_object.connect("player_point_given", _on_point_given.bind(new_player_object))
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new_player_object.connect("player_point_taken", _on_point_taken.bind(new_player_object))
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load_players()
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func load_players() -> void:
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print("load_players")
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Settings.delete_children(players_list_container)
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var counter: int = 0
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for player_object: PlayerObject in Settings.player_array:
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print(player_object.player_name)
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var new_player: Player = player.instantiate()
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new_player.player_object = player_object
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new_player.list_index = counter
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new_player.connect("change_character_clicked", _on_player_change_character_clicked.bind(new_player, player_object.player_name))
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new_player.connect("player_removed", _on_player_removed.bind(player_object))
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players_list_container.add_child(new_player)
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counter += 1
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func _on_point_given(player_object: PlayerObject) -> void:
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print("_on_point_given")
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log_window.add_log_row(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_container.play_sound_effect(preload("res://sounds/itemopen.wav"))
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func _on_point_taken(player_object: PlayerObject) -> void:
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print("_on_point_taken")
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log_window.add_log_row(player_object.player_name + " lost a point")
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music_player_container.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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print("_on_player_won")
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winner_window.show_winner(player_object)
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music_player_container.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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print("_on_player_removed ", player_object.player_name)
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Settings.player_array.erase(player_object)
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load_players()
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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_player_change_character_clicked(new_player: Player, player_name: String) -> void:
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print("_on_player_change_character_clicked")
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current_player = new_player
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print("Change character for: " + player_name)
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new_character_select.show_grid(player_name)
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func _on_new_character_selected(character_texture: ImageTexture) -> void:
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print("_on_new_character_selected")
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current_player.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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fileDialog.popup()
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func _on_file_dialog_dir_selected(path: String) -> void:
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print(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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soundtracks = []
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while file_name != "":
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if dir.current_is_dir():
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#print("Found directory: " + file_name)
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soundtracks.append(file_name)
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else:
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#print("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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else:
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print("An error occurred when trying to access the path.")
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for i: int in soundtracks.size():
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inspiration_list.add_child(ListRow.create(soundtracks[i], i, 20))
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