Updated how players and song list works

Made many changes with caching, how players works, added sound effects
and animations any many more things
This commit is contained in:
2024-12-27 20:35:28 +01:00
parent c4a7d743d3
commit 23f2ed11eb
18 changed files with 612 additions and 359 deletions

134
Player.gd
View File

@@ -5,10 +5,10 @@ extends Control
var player_name_field := $HBoxContainer/Name
@onready
var add := $HBoxContainer/AddPoint
var add_button := $HBoxContainer/AddPoint
@onready
var minus := $HBoxContainer/RemovePoint
var minus_button := $HBoxContainer/RemovePoint
@onready
var character := $HBoxContainer/Character
@@ -17,119 +17,55 @@ var character := $HBoxContainer/Character
var remove_player := $HBoxContainer/RemovePlayer
signal change_character_clicked
signal first_point_triggerd
signal match_point_triggerd
signal winner_triggerd
signal player_removed
@export
var player_name: String
@export
var player_score: String
@export
var id: int
var is_first_point: bool = true
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add.pressed.connect(add_point)
minus.pressed.connect(minus_point)
add_button.pressed.connect(add_point)
add_button.set_shortcut(create_button_shortcut(id, false))
minus_button.pressed.connect(minus_point)
minus_button.set_shortcut(create_button_shortcut(id, true))
character.pressed.connect(change_character)
remove_player.pressed.connect(func(): player_removed.emit())
player_name_field.text = player_score
remove_player.pressed.connect(func() -> void: player_removed.emit())
update_score()
set_player_character()
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed:
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_1:
check_player(1, false)
elif event.alt_pressed && event.keycode == KEY_1:
check_player(1, true)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_2:
check_player(2, false)
elif event.alt_pressed && event.keycode == KEY_2:
check_player(2, true)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_3:
check_player(3, false)
elif event.alt_pressed && event.keycode == KEY_3:
check_player(3, true)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_4:
check_player(4, false)
elif event.alt_pressed && event.keycode == KEY_4:
check_player(4, true)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_5:
check_player(5, false)
elif event.alt_pressed && event.keycode == KEY_5:
check_player(5, true)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_6:
check_player(6, false)
elif event.alt_pressed && event.keycode == KEY_6:
check_player(6, true)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_7:
check_player(7, false)
elif event.alt_pressed && event.keycode == KEY_7:
check_player(7, true)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_8:
check_player(8, false)
elif event.alt_pressed && event.keycode == KEY_8:
check_player(8, true)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_9:
check_player(9, false)
elif event.alt_pressed && event.keycode == KEY_9:
check_player(9, true)
func _process(delta: float) -> void:
remove_player.visible = Settings.edit_players
func check_player(pressed: int, add: bool):
if (id == pressed):
print("Player " + str(id) + " pressed")
if add:
add_point()
else:
minus_point()
func create_button_shortcut(scancode : int, ctrl_pressed: bool) -> Shortcut:
var button_shortcut: Shortcut = Shortcut.new()
var button_event : InputEventKey = InputEventKey.new()
button_event.keycode = scancode + 49
button_event.alt_pressed = true
button_event.ctrl_pressed = ctrl_pressed
button_shortcut.events.append(button_event)
return button_shortcut
func add_point():
if is_first_point:
is_first_point = false
first_point_triggerd.emit()
func add_point() -> void:
Settings.player_array[id].add_point()
update_score()
var new_value := get_point() + 1
set_point(new_value)
if new_value == Settings.winning_score - 1:
match_point_triggerd.emit()
if new_value == Settings.winning_score:
winner_triggerd.emit()
func minus_point():
var new_value := get_point() - 1
set_point(new_value)
if new_value == 0:
is_first_point = true
func reset_points():
var new_value := 0
set_point(new_value)
is_first_point = true
func change_character():
func minus_point() -> void:
Settings.player_array[id].minus_point()
update_score()
func change_character() -> void:
change_character_clicked.emit()
func _on_control_character_selected_clicked(file_name: String):
func _on_control_character_selected_clicked(file_name: String) -> void:
print("Back in player list with: " + file_name)
var texture = load("res://characters/" + file_name)
Settings.player_array[id].character = load("res://characters/" + file_name)
set_player_character()
func set_player_character() -> void:
character.custom_minimum_size = Vector2(80, 40)
character.ignore_texture_size = true
character.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT
character.texture_normal = texture
character.texture_normal = Settings.player_array[id].character
func get_point() -> int:
var arr = player_name_field.text.split(":")
return arr[1].to_int()
func set_point(new_point: int):
var arr = player_name_field.text.split(":")
player_name_field.text = arr[0] + ": " + str(new_point)
func update_score() -> void:
player_name_field.text = str(Settings.player_array[id].id) + " " + Settings.player_array[id].player_name + ": " + str(Settings.player_array[id].player_score)