Popups fade in while growing and close the reverse way, with the backdrop fading along. The winner gets confetti, bouncing pictures and a score graph that draws itself from the left. Filtered statistics cards and search rows fade in, the tabs slide in from their side, and every button bounces on hover and click (ButtonBounce, now added to all buttons). In the player list the score pops on every point, the first point flashes the row, and a player on match point glows with a "Match point!" tag. A song starting fades in the title, flashes its row (kept across list rebuilds) and pops the play button. Common/anim.gd holds the helpers. A saved "Reduce animations" switch in Settings turns all movement off; the tests use it. The flash colours are theme colours (Palette first_point, match_point, flash) in every theme. Closes #48 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
184 lines
6.7 KiB
GDScript
184 lines
6.7 KiB
GDScript
class_name WinnerPopup
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extends BasePopup
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## Shows who won, with their character, where the other players placed, and how the game
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## went: a graph of everyone's score after each song and a few facts about it.
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##
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## The winners' pictures bounce in, confetti falls over the panel and the graph draws its
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## lines from left to right. See [Anim].
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## How many pieces of confetti fly when someone wins.
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const CONFETTI_AMOUNT: int = 160
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## Size of the coloured square in front of each name in the legend.
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const LEGEND_SQUARE_SIZE: Vector2 = Vector2(14, 14)
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@onready var winner_panel: Panel = %WinnerPanel
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@onready var winner_picture: TextureRect = %WinnerPicture
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@onready var winner_label: Label = %WinnerLabel
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@onready var players_list: VBoxContainer = %PlayersList
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@onready var legend: HBoxContainer = %Legend
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@onready var score_graph: ScoreGraph = %ScoreGraph
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@onready var streak_label: Label = %StreakLabel
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@onready var standstill_label: Label = %StandstillLabel
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@onready var shared_label: Label = %SharedLabel
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func _ready() -> void:
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visible = false
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func show_winner(winner: PlayerObject) -> void:
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var winners: Array[PlayerObject] = [winner]
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show_winners(winners)
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## Shows [param winners], who share the top score, with everyone else's placing below.
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## Tied players get the same placing. With no players, it says the quiz is over.
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func show_winners(winners: Array[PlayerObject]) -> void:
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open()
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winner_label.text = winners_text(winners)
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_show_pictures(winners)
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for child: Node in players_list.get_children():
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child.queue_free()
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var sorted_players: Array[PlayerObject] = Settings.player_array.duplicate()
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sorted_players.sort_custom(
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func(a: PlayerObject, b: PlayerObject) -> bool:
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return a.player_score > b.player_score
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)
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for player: PlayerObject in sorted_players:
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if player in winners:
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continue
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var label: Label = Label.new()
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label.text = "%d. %s - %s" % [placing(player), player.player_name,
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points_text(player.player_score)]
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players_list.add_child(label)
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show_history(ScoreHistory.from_playlist(Settings.player_array))
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_celebrate()
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## The headline for [param winners], e.g. "Crono won with 5 points!!" or "Crono and
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## Marle won with 5 points!!".
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static func winners_text(winners: Array[PlayerObject]) -> String:
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if winners.is_empty():
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return "The quiz is over!"
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var names: PackedStringArray = []
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for winner: PlayerObject in winners:
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names.append(winner.player_name)
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var joined: String = names[-1]
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if names.size() > 1:
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joined = ", ".join(names.slice(0, -1)) + " and " + names[-1]
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return "%s won with %s!!" % [joined, points_text(winners[0].player_score)]
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## [param points] in words, e.g. "1 point" or "5 points".
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static func points_text(points: int) -> String:
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return "%d point%s" % [points, "" if points == 1 else "s"]
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## Where [param player] placed: 1 plus how many players have more points, so tied
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## players share a placing.
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static func placing(player: PlayerObject) -> int:
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var place: int = 1
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for other: PlayerObject in Settings.player_array:
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if other.player_score > player.player_score:
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place += 1
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return place
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# The winners' pictures bounce in, confetti flies and the graph draws itself
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func _celebrate() -> void:
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for picture: Node in winner_picture.get_parent().get_children():
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if picture is TextureRect && (picture as TextureRect).visible:
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Anim.bounce_in(picture)
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score_graph.draw_lines_in()
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if Anim.enabled():
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_throw_confetti()
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# A burst of confetti from the top of the panel, in the players' graph colours
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func _throw_confetti() -> void:
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var old: Node = winner_panel.get_node_or_null("Confetti")
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if old != null:
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old.free()
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var confetti: CPUParticles2D = CPUParticles2D.new()
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confetti.name = "Confetti"
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confetti.position = Vector2(winner_panel.size.x / 2, 0)
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confetti.emission_shape = CPUParticles2D.EMISSION_SHAPE_RECTANGLE
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confetti.emission_rect_extents = Vector2(winner_panel.size.x / 2, 4)
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confetti.amount = CONFETTI_AMOUNT
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confetti.lifetime = 2.6
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confetti.one_shot = true
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confetti.explosiveness = 0.85
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confetti.direction = Vector2.DOWN
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confetti.spread = 35.0
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confetti.gravity = Vector2(0, 260)
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confetti.initial_velocity_min = 80.0
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confetti.initial_velocity_max = 260.0
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confetti.angular_velocity_min = -360.0
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confetti.angular_velocity_max = 360.0
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confetti.scale_amount_min = 5.0
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confetti.scale_amount_max = 9.0
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var colours: Gradient = Gradient.new()
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colours.interpolation_mode = Gradient.GRADIENT_INTERPOLATE_CONSTANT
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colours.offsets = PackedFloat32Array()
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colours.colors = PackedColorArray()
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for i: int in 7:
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colours.add_point(i / 7.0, score_graph.player_color(i))
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confetti.color_initial_ramp = colours
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confetti.finished.connect(confetti.queue_free)
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winner_panel.add_child(confetti)
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confetti.emitting = true
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# One picture per winner, next to each other
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func _show_pictures(winners: Array[PlayerObject]) -> void:
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var header: Node = winner_picture.get_parent()
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for extra: Node in header.get_children():
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if extra != winner_picture && extra is TextureRect:
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header.remove_child(extra)
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extra.queue_free()
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winner_picture.visible = !winners.is_empty()
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for index: int in winners.size():
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var picture: TextureRect = winner_picture
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if index > 0:
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picture = winner_picture.duplicate()
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header.add_child(picture)
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header.move_child(picture, winner_picture.get_index() + index)
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_show_character(picture, winners[index])
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func _show_character(picture: TextureRect, player: PlayerObject) -> void:
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picture.texture = player.character
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# The "no character" placeholder is pixel art, which blurs when scaled up smoothly
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if player.character.resource_path == PlayerObject.NO_CHARACTER_PATH:
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picture.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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else:
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picture.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR
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## Shows how the game went: the score graph, its legend and the summary boxes.
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func show_history(history: ScoreHistory) -> void:
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# A prepared quiz has no winning score to draw
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var winning_score: int = 0 if Settings.is_prepared_quiz() else Settings.winning_score
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score_graph.show_history(history, winning_score)
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streak_label.text = history.longest_streak_text()
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standstill_label.text = history.longest_standstill_text()
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shared_label.text = history.most_shared_text()
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for child: Node in legend.get_children():
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legend.remove_child(child)
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child.queue_free()
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for index: int in history.players.size():
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var player: PlayerObject = history.players[index]
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var entry: HBoxContainer = HBoxContainer.new()
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var square: ColorRect = ColorRect.new()
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square.custom_minimum_size = LEGEND_SQUARE_SIZE
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square.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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square.color = score_graph.player_color(index)
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entry.add_child(square)
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var name_label: Label = Label.new()
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name_label.text = "%s %d" % [player.player_name, history.final_score(player.id)]
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entry.add_child(name_label)
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legend.add_child(entry)
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