Character select
- A card only picks its character when it is clicked. Before, every card
watched every click, so clicking below the panel could pick a card
scrolled out of view there.
- Six columns of fixed-size cards that scroll for any number of
characters, with a gap between the cards and the scrollbar.
- Pictures are read as PNG, JPG or WebP by their first bytes, so JPGs no
longer print an error. Names are split into words ("Paper Mario") and
the card under the mouse is highlighted.
Shortcuts
- Alt+Z restarts the song; it was listed as "Reset".
- Grouped by what the keys do, in sentence case, and the panel fits the
list. A test checks that every button shortcut is listed.
Log
- Scrolls to the newest row, alternates row colours and says "Nothing
has happened yet" when empty.
QR
- A title, and the code is set up in one place.
437 lines
16 KiB
GDScript
437 lines
16 KiB
GDScript
class_name UiTour
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extends RefCounted
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## Walks the main window through a fixed set of states against a fake MusicServer:
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## startup, players added, a song playing, every popup open, a sync and the statistics
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## tab.
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##
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## Used for screenshots ([code]tools/take_screenshots.gd[/code]) and for the layout
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## test, so both look at exactly the same states. Nodes are looked up by name in the
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## main window and in its Quiz and TopBar scenes, so the tour works no matter which of
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## them a node lives in.
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const SOUNDTRACKS: Array[String] = [
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"Chrono Trigger", "Final Fantasy VI", "Secret of Mana", "Terranigma",
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"Earthbound", "Super Metroid", "The Legend of Zelda: A Link to the Past",
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"Donkey Kong Country 2", "Lufia II", "Illusion of Gaia",
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]
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const SONG_INFO: Dictionary = {
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"SongNo": 0, "Soundtrack": "Chrono Trigger", "Song": "Corridors of Time",
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}
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const SYNC_PROGRESS: Dictionary = {"progress": 40, "time_spent": "00:00:02"}
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const SYNC_RESULT: Dictionary = {
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"soundtracks_added": ["Terranigma", "Lufia II"],
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"soundtracks_re_added": [],
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"soundtracks_changed_title": {"FF6": "Final Fantasy VI"},
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"soundtracks_changed_content": ["Chrono Trigger"],
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"soundtracks_removed": ["Old Soundtrack"],
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"catched_errors": [],
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"total_time": "00:00:03",
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}
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## The server's version history, newest first.
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const SERVER_HISTORY: Array[Dictionary] = [
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{"version": "5.0.0", "changelog": [
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"#9 - Major routes refactor and expansion", "#15 - Added API for statistics",
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"Token authentication for /api/v1",
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]},
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{"version": "4.5.0", "changelog": [
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"#1 - Created request to check newest version of the app",
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"#2 - Added request to download the newest version of the app",
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]},
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{"version": "4.0.0", "changelog": ["Changed framework from gin to Echo", "Reorganized the code"]},
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]
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## Song names of the first soundtrack in the statistics, to show Japanese text.
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const JAPANESE_SONGS: Array[String] = [
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"時の回廊", "カエルのテーマ", "風の憧憬", "魔王決戦", "遥かなる時の彼方へ",
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]
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## The character pictures the fake server hands out.
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const CHARACTERS_DIR: String = "res://characters"
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## Popups in the order the tour opens them: the state name, then the popup's node. The
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## state names are what the popups were first called, so screenshots taken before they
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## were renamed can still be compared with new ones.
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const POPUPS: Array[Array] = [
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["Search", "SearchPopup"], ["SyncWindow", "SyncPopup"],
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["SettingsWindow", "SettingsPopup"], ["QRWindow", "QRPopup"],
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["NewCharacterSelect", "CharacterSelectPopup"], ["ShortcutsWindow", "ShortcutsPopup"],
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["AboutWindow", "AboutPopup"], ["WinnerWindow", "WinnerPopup"], ["Log", "LogPopup"],
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]
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var _main: Control
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var _scores_before_win: Array[int] = []
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var _winning_score_before_win: int = 0
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func _init(main: Control) -> void:
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_main = main
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## Returns a fake server that answers every request the main window makes on the tour.
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## Call [method FakeHttpTransport.install] before the main window is created.
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static func make_server() -> FakeHttpTransport:
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var server: FakeHttpTransport = FakeHttpTransport.new()
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var mp3: PackedByteArray = FileAccess.get_file_as_bytes("res://tests/data/short.mp3")
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server.respond_json("/music/all", SOUNDTRACKS)
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server.respond_json("/music/all/order", SOUNDTRACKS)
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server.respond_json("/music/list", [])
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var characters: Array[String] = character_names()
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server.respond_json("/character/list", characters)
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for character_name: String in characters:
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server.respond_bytes("/character?name=" + character_name.uri_encode(),
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FileAccess.get_file_as_bytes(CHARACTERS_DIR.path_join(character_name)))
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server.respond_bytes("/music/rand", mp3)
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server.respond_bytes("/music/addQue", PackedByteArray())
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server.respond_json("/music/info", SONG_INFO)
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server.respond_bytes("/music/reset", PackedByteArray())
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server.respond_bytes("/music/played?song=0", PackedByteArray())
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server.respond_bytes("/sync", PackedByteArray())
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server.respond_json("/sync/progress", SYNC_PROGRESS)
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server.respond_json("/statistics/soundtracks", soundtrack_statistics())
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server.respond_json("/version/history", SERVER_HISTORY)
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return server
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## Play statistics for every soundtrack in [constant SOUNDTRACKS], the same on every
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## run. Some have never been played.
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static func soundtrack_statistics() -> Array[Dictionary]:
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var statistics: Array[Dictionary] = []
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for i: int in SOUNDTRACKS.size():
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var played: int = (i * 7) % 11
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var songs: Array[Dictionary] = []
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for song: int in 5:
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songs.append({
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"song_uuid": "song-%d-%d" % [i, song],
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"soundtrack_uuid": "soundtrack-%d" % i,
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"soundtrack_name": SOUNDTRACKS[i],
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"song_name": JAPANESE_SONGS[song] if i == 0 else "Track %d" % (song + 1),
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"times_played": maxi(0, played - song * 2),
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})
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var soundtrack: Dictionary = {
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"soundtrack_uuid": "soundtrack-%d" % i,
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"soundtrack_name": SOUNDTRACKS[i],
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"soundtrack_played": played,
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"songs": songs,
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}
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if played > 0:
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soundtrack.soundtrack_last_played = "2026-09-%02dT20:00:00Z" % (i + 1)
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statistics.append(soundtrack)
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return statistics
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## Who scored on each song of a 60-song game to 20 points, the same on every run: the
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## third of [param players] wins on the last song, nobody scores on songs 21–27 and the
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## others stay below 20. Needs at least three players.
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static func long_game(players: Array[PlayerObject]) -> Array:
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var random: RandomNumberGenerator = RandomNumberGenerator.new()
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random.seed = 7
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var winner: int = 2
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var scores: Array[int] = []
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scores.resize(players.size())
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var song_scorers: Array = []
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for song: int in 60:
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var scorers: Array[String] = []
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for index: int in players.size():
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var limit: int = 19 if index == winner else 18
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var chance: float = 0.36 if index == winner else 0.2 + 0.02 * index
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if song < 59 && (song < 20 || song >= 27) && scores[index] < limit \
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&& random.randf() < chance:
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scorers.append(players[index].id)
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scores[index] += 1
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song_scorers.append(scorers)
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song_scorers[59].append(players[winner].id)
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return song_scorers
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## The pictures in [constant CHARACTERS_DIR], sorted by name.
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static func character_names() -> Array[String]:
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var names: Array[String] = []
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for file_name: String in DirAccess.get_files_at(CHARACTERS_DIR):
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if file_name.ends_with(".png"):
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names.append(file_name)
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names.sort()
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return names
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## Puts Settings and Playlist in the state the tour expects. Call it before the main
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## window is created.
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static func prepare_autoloads() -> void:
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Playlist.reset_playlist()
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Playlist.first_song_played = false
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Playlist.is_song_downloading = false
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Settings.player_array.clear()
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Settings.edit_players = false
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Settings.currently_syncing = false
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Settings.character_select_open = false
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Settings.add_to_stats = true
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Settings.hide_next_track = true
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Settings.use_low_played_mode = false
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Settings.winning_score = 20
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# The inspiration list scrolls by itself, which would make every picture different
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Settings.inspiration_list_speed = 0
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## Runs the tour. [param on_state] is called (and awaited) with the name of each state
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## and the popup that is open in it, or [code]null[/code] when no popup is open.
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func run(on_state: Callable) -> void:
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# The debug build lowers the winning score on startup; keep it out of reach
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Settings.winning_score = 20
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_stop_caret_blink(_main)
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await _settle()
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await on_state.call("startup", null)
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_call("add_players")
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await _settle()
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await on_state.call("add_player_row", null)
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_add_player("Crono")
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_add_player("Marle")
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_call("add_players")
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await _settle()
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await on_state.call("players_added", null)
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_call("play_next_song")
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await _settle()
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_freeze_music_player()
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var picture: Image = Image.new()
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picture.load_png_from_buffer(
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FileAccess.get_file_as_bytes(CHARACTERS_DIR.path_join(character_names()[0])))
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_player_row(0).new_character_selected(ImageTexture.create_from_image(picture))
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_player_row(0).add_point()
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_player_row(0).add_point()
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_player_row(1).add_point()
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_call("show_answer_pressed")
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await _settle()
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_freeze_music_player()
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_fix_log_times()
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await _settle()
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await on_state.call("playing", null)
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for state_and_node: Array in POPUPS:
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var popup: Node = await _open_popup(state_and_node[1])
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await _settle()
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await on_state.call("popup_" + state_and_node[0], popup)
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_close_popup(popup)
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await _settle()
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var search_popup: SearchPopup = _node("SearchPopup")
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search_popup.open()
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search_popup.search_field.text = "lttp"
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search_popup.search()
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await _settle()
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await on_state.call("popup_Search_typed", search_popup)
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search_popup.close()
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await _settle()
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var sync_popup: BasePopup = _node("SyncPopup")
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Settings.currently_syncing = false
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sync_popup.has_synced = false
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sync_popup.start_sync()
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sync_popup.sync_timer.stop()
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sync_popup._on_sync_timeout()
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await _settle()
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await on_state.call("sync_in_progress", sync_popup)
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sync_popup.close()
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await _settle()
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await on_state.call("sync_buttons_locked", null)
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_server().respond_json("/sync/progress", SYNC_RESULT)
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sync_popup._on_sync_timeout()
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sync_popup.open()
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await _settle()
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await on_state.call("sync_result", sync_popup)
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sync_popup.close()
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await _settle()
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var statistics_view: StatisticsView = _node("StatisticsView")
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_main.show_tab(&"statistics")
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await _settle()
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await on_state.call("statistics", statistics_view)
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statistics_view.show_option.select(StatisticsView.ShowFilter.NEVER_PLAYED)
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statistics_view.apply_filter()
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await _settle()
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await on_state.call("statistics_never_played", statistics_view)
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statistics_view.show_option.select(StatisticsView.ShowFilter.ALL)
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statistics_view.sort_option.select(StatisticsView.SortOrder.MOST_PLAYED)
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statistics_view.apply_sort()
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statistics_view.search_field.text = "chrono"
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statistics_view.apply_filter()
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await _settle()
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await on_state.call("statistics_search", statistics_view)
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var stats_popup: SoundtrackStatsPopup = _node("SoundtrackStatsPopup")
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for card: SoundtrackCard in statistics_view.cards:
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if card.visible:
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stats_popup.show_soundtrack(card.soundtrack)
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break
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await _settle()
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await on_state.call("popup_SoundtrackStats", stats_popup)
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stats_popup.close()
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_main.show_tab(&"quiz")
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await _settle()
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# Last, as it adds players: a long game with five players on the Winner popup
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for player_name: String in ["Lucca", "Frog", "Robo"]:
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_add_player(player_name)
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await _settle()
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var players: Array[PlayerObject] = Settings.player_array
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var song_scorers: Array = long_game(players)
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var history: ScoreHistory = ScoreHistory.from_songs(players, song_scorers)
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for player: PlayerObject in players:
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player.player_score = history.final_score(player.id)
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Settings.winning_score = 20
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var winner_popup: WinnerPopup = _node("WinnerPopup")
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winner_popup.show_winner(players[2])
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winner_popup.show_history(history)
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await _settle()
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await on_state.call("popup_WinnerWindow_long_game", winner_popup)
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winner_popup.close()
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await _settle()
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## Returns where every Control and Window in [param subtree] is on screen, keyed by its
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## path from [param main]: [code]{"rect": [x, y, width, height], "visible": bool}[/code].
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## Nodes added at runtime without a name are keyed by their index, e.g. [code]#2[/code],
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## so the keys are the same on every run.
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static func dump_layout(main: Node, subtree: Node) -> Dictionary:
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var layout: Dictionary = {}
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var path: String = String(main.get_path_to(subtree))
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_dump_node(subtree, path, layout)
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return layout
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static func _dump_node(node: Node, path: String, layout: Dictionary) -> void:
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if node is Control:
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var rect: Rect2 = (node as Control).get_global_rect()
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layout[path] = {"rect": _round_rect(rect), "visible": node.is_visible_in_tree()}
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elif node is Window:
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var window: Window = node
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layout[path] = {
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"rect": _round_rect(Rect2(window.position, window.size)),
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"visible": window.visible,
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}
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for child: Node in node.get_children():
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var key: String = "#%d" % child.get_index() if "@" in child.name \
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else String(child.name)
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_dump_node(child, key if path == "." else path + "/" + key, layout)
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static func _round_rect(rect: Rect2) -> Array[float]:
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return [snappedf(rect.position.x, 0.01), snappedf(rect.position.y, 0.01),
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snappedf(rect.size.x, 0.01), snappedf(rect.size.y, 0.01)]
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## Finds a node of the main window by [param node_name], whether it is a direct child
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## of the main window or of its Quiz or TopBar scene.
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func _node(node_name: String) -> Node:
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for parent: Node in [_main, _main.get_node_or_null("Quiz"),
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_main.get_node_or_null("TopBar")]:
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if parent != null && parent.has_node(node_name):
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return parent.get_node(node_name)
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push_error("UiTour: no node named " + node_name)
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return null
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## Calls [param method] on the players panel, the quiz or the main window, whichever
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## has it first.
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func _call(method: String, args: Array = []) -> Variant:
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for path: String in ["Quiz/PlayersPanel", "Quiz"]:
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var target: Node = _main.get_node_or_null(path)
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if target != null && target.has_method(method):
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return target.callv(method, args)
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return _main.callv(method, args)
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# A blinking text cursor would be shown in some pictures and not in others
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func _stop_caret_blink(node: Node) -> void:
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if node is TextEdit || node is LineEdit:
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node.caret_blink = false
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for child: Node in node.get_children():
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_stop_caret_blink(child)
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func _server() -> FakeHttpTransport:
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return MusicServerClient.transport
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func _settle() -> void:
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for i: int in 4:
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await _main.get_tree().process_frame
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func _add_player(player_name: String) -> void:
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(_node("PlayersPanel").get_node("VBoxContainer/AddPlayerContainer/PlayerNameField") \
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as TextEdit).text = player_name
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_call("add_player")
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func _player_row(index: int) -> PlayerRow:
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return _node("PlayersPanel").get_node(
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"VBoxContainer/ScrollContainer/PlayersListVBoxContainer").get_child(index)
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## Stops the song so the time and progress bar look the same on every run.
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func _freeze_music_player() -> void:
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var music_player: MusicPlayer = _node("MusicPlayer")
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music_player.audio_player.stop()
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music_player.sound_player.stop()
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music_player.progress_slider.value = 0
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music_player.music_time_label.text = "00:00 / 00:01"
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## The log starts each row with the time of day; use a fixed time instead.
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func _fix_log_times() -> void:
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var log_popup: BasePopup = _node("LogPopup")
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for row: ListRow in log_popup.log_box.get_children():
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row.label.text = "12:00:00 " + row.label.text.substr(9)
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func _open_popup(popup_name: String) -> Node:
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var popup: Node = _node(popup_name)
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match popup_name:
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"SyncPopup":
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# Opening the popup starts a sync; show the empty popup instead
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popup.open()
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"CharacterSelectPopup":
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popup.show_grid("Crono")
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"WinnerPopup":
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_show_winner_after_a_game(popup)
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_:
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popup.open()
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return popup
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## Shows the Winner popup after a whole game, so the graph has something to show. The
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## scores are put back afterwards by [method _close_popup].
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func _show_winner_after_a_game(popup: WinnerPopup) -> void:
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_scores_before_win = []
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for player: PlayerObject in Settings.player_array:
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_scores_before_win.append(player.player_score)
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var crono: PlayerObject = Settings.player_array[0]
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var marle: PlayerObject = Settings.player_array[1]
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var song_scorers: Array = []
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for song: int in range(1, 17):
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var scorers: Array[String] = []
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if song in [2, 4, 5, 10, 11, 12, 13, 16]:
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scorers.append(crono.id)
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if song in [1, 3, 10, 14, 15]:
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scorers.append(marle.id)
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song_scorers.append(scorers)
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crono.player_score = 8
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marle.player_score = 5
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_winning_score_before_win = Settings.winning_score
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Settings.winning_score = 8
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popup.show_winner(crono)
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popup.show_history(ScoreHistory.from_songs(Settings.player_array, song_scorers))
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||
func _close_popup(popup: Node) -> void:
|
||
if popup is WinnerPopup:
|
||
Settings.winning_score = _winning_score_before_win
|
||
for i: int in _scores_before_win.size():
|
||
Settings.player_array[i].player_score = _scores_before_win[i]
|
||
if popup is BasePopup:
|
||
popup.close()
|
||
else:
|
||
popup.visible = false
|