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-rw-r--r--game/src/Game/GameStart.gd8
-rw-r--r--game/src/Game/MusicConductor/MusicConductor.gd13
-rw-r--r--game/src/Game/MusicConductor/MusicPlayer.gd24
3 files changed, 27 insertions, 18 deletions
diff --git a/game/src/Game/GameStart.gd b/game/src/Game/GameStart.gd
index bfbbfb1..fa7568b 100644
--- a/game/src/Game/GameStart.gd
+++ b/game/src/Game/GameStart.gd
@@ -1,11 +1,19 @@
extends Control
const LoadingScreen = preload("res://src/Game/LoadingScreen.gd")
+const SoundTabScene = preload("res://src/Game/Menu/OptionMenu/SoundTab.tscn")
@export_subgroup("Nodes")
@export var loading_screen : LoadingScreen
func _ready() -> void:
+ # Hack to ensure Sound Options load
+ var sound_tab := SoundTabScene.instantiate()
+ sound_tab.visible = false
+ add_child(sound_tab)
+ Events.Options.load_settings_from_file()
+ sound_tab.queue_free()
+
loading_screen.start_loading_screen(_initialize_game)
# REQUIREMENTS
diff --git a/game/src/Game/MusicConductor/MusicConductor.gd b/game/src/Game/MusicConductor/MusicConductor.gd
index 1326a30..f298db6 100644
--- a/game/src/Game/MusicConductor/MusicConductor.gd
+++ b/game/src/Game/MusicConductor/MusicConductor.gd
@@ -1,5 +1,11 @@
extends Node
+signal song_paused(paused : bool)
+signal song_started(track_id : int)
+## Only triggers when song naturally ends
+signal song_finished(track_id : int)
+signal song_scrubbed(percentage : float, seconds : float)
+
# REQUIREMENTS
# * SS-67
@export_dir var music_directory : String
@@ -32,6 +38,7 @@ func get_current_song_name() -> String:
func scrub_song_by_percentage(percentage: float) -> void:
var percentInSeconds : float = (percentage / 100.0) * _audio_stream_player.stream.get_length()
_audio_stream_player.play(percentInSeconds)
+ song_scrubbed.emit(percentage, percentInSeconds)
func get_current_song_progress_percentage() -> float:
return 100 * (_audio_stream_player.get_playback_position() / _audio_stream_player.stream.get_length())
@@ -41,13 +48,15 @@ func is_paused() -> bool:
func set_paused(paused : bool) -> void:
_audio_stream_player.stream_paused = paused
+ song_paused.emit(paused)
func toggle_play_pause() -> void:
- _audio_stream_player.stream_paused = !_audio_stream_player.stream_paused
+ set_paused(not is_paused())
func start_current_song() -> void:
_audio_stream_player.stream = _available_songs[_selected_track].song_stream
_audio_stream_player.play()
+ song_started.emit(_selected_track)
# REQUIREMENTS
# * SS-70
@@ -76,7 +85,6 @@ func _ready():
_selected_track = _available_songs.size()
_available_songs.append(SongInfo.new(music_directory, fname))
start_current_song()
- set_paused(true)
func set_startup_music(play : bool) -> void:
if not _has_startup_happened:
@@ -84,6 +92,7 @@ func set_startup_music(play : bool) -> void:
set_paused(not play)
func _on_audio_stream_player_finished():
+ song_finished.emit(_selected_track)
if _auto_play_next_song:
select_next_song()
start_current_song()
diff --git a/game/src/Game/MusicConductor/MusicPlayer.gd b/game/src/Game/MusicConductor/MusicPlayer.gd
index e0a9006..e83ab9b 100644
--- a/game/src/Game/MusicConductor/MusicPlayer.gd
+++ b/game/src/Game/MusicConductor/MusicPlayer.gd
@@ -12,55 +12,47 @@ var _is_user_dragging_progress_slider : bool = false
func _ready():
for songName in MusicConductor.get_all_song_names():
_song_selector_button.add_item(songName, _song_selector_button.item_count)
- _update_song_name_visual()
- _update_play_pause_button()
+ _on_song_set(MusicConductor.get_current_song_index())
+ MusicConductor.song_started.connect(_on_song_set)
+ MusicConductor.song_paused.connect(_update_play_pause_button)
+ MusicConductor.song_scrubbed.connect(_update_play_pause_button)
_set_music_player_visible(MusicConductor.is_music_player_visible)
+func _on_song_set(track_id : int) -> void:
+ _song_selector_button.selected = track_id
+ _update_play_pause_button()
func _process(_delta):
if !_is_user_dragging_progress_slider:
_progress_slider.value = MusicConductor.get_current_song_progress_percentage()
-func _update_song_name_visual():
- _song_selector_button.selected = MusicConductor.get_current_song_index()
-
-func _update_play_pause_button():
+func _update_play_pause_button(_arg1 = null, _arg2 = null):
_play_pause_button.text = "◼" if MusicConductor.is_paused() else "▶"
func _on_play_pause_button_pressed():
MusicConductor.toggle_play_pause()
- _update_play_pause_button()
# REQUIREMENTS
# * UIFUN-93
func _on_next_song_button_pressed():
MusicConductor.select_next_song()
- _update_song_name_visual()
- _update_play_pause_button()
# REQUIREMENTS
# * UIFUN-94
func _on_previous_song_button_pressed():
MusicConductor.select_previous_song()
- _update_song_name_visual()
- _update_play_pause_button()
# REQUIREMENTS
# * UIFUN-95
func _on_option_button_item_selected(index):
MusicConductor.start_song_by_index(index)
- _update_song_name_visual()
- _update_play_pause_button()
-
func _on_progress_slider_drag_started():
_is_user_dragging_progress_slider = true
-
func _on_progress_slider_drag_ended(_value_changed):
MusicConductor.scrub_song_by_percentage(_progress_slider.value)
_is_user_dragging_progress_slider = false
- _update_play_pause_button()
func _set_music_player_visible(is_player_visible : bool) -> void:
MusicConductor.is_music_player_visible = is_player_visible