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path: root/game/src/MusicConductor/MusicConductor.gd
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-rw-r--r--game/src/MusicConductor/MusicConductor.gd75
1 files changed, 39 insertions, 36 deletions
diff --git a/game/src/MusicConductor/MusicConductor.gd b/game/src/MusicConductor/MusicConductor.gd
index a463d6d..1dfa95d 100644
--- a/game/src/MusicConductor/MusicConductor.gd
+++ b/game/src/MusicConductor/MusicConductor.gd
@@ -1,68 +1,71 @@
extends Node
# SS-67
-@export_dir var musicDir : String
-@export_file var firstSongName : String
+@export_dir var music_directory : String
+@export var first_song_name : String
-var selectedTrack = 0
-var availableSongs : Array[SongInfo] = []
-var autoPlayNextSong : bool = true
+var _selected_track = 0
+var _available_songs : Array[SongInfo] = []
+var _auto_play_next_song : bool = true
-func getAllSongNames() -> Array[String]:
+## True if music player should be visible.
+## Used to keep keep consistency between scene changes
+var is_music_player_visible : bool = true
+
+func get_all_song_names() -> Array[String]:
var songNames : Array[String] = []
- for si in availableSongs:
- songNames.append(si.readableName)
+ for si in _available_songs:
+ songNames.append(si.song_name)
return songNames
-func getCurrentSongIndex() -> int:
- return selectedTrack
+func get_current_song_index() -> int:
+ return _selected_track
-func getCurrentSongName() -> String:
- return availableSongs[selectedTrack].readableName
+func get_current_song_name() -> String:
+ return _available_songs[_selected_track].song_name
-func scrubSongByPercentage(percentage: float) -> void:
+func scrub_song_by_percentage(percentage: float) -> void:
var percentInSeconds : float = (percentage / 100.0) * $AudioStreamPlayer.stream.get_length()
$AudioStreamPlayer.play(percentInSeconds)
-func getCurrentSongProgressPercentage() -> float:
+func get_current_song_progress_percentage() -> float:
return 100 * ($AudioStreamPlayer.get_playback_position() / $AudioStreamPlayer.stream.get_length())
-func isPaused() -> bool:
+func is_paused() -> bool:
return $AudioStreamPlayer.stream_paused
-func togglePlayPause() -> void:
+func toggle_play_pause() -> void:
$AudioStreamPlayer.stream_paused = !$AudioStreamPlayer.stream_paused
-func startCurrentSong() -> void:
- $AudioStreamPlayer.stream = availableSongs[selectedTrack].loadedStream
+func start_current_song() -> void:
+ $AudioStreamPlayer.stream = _available_songs[_selected_track].song_stream
$AudioStreamPlayer.play()
# SS-70
-func startSongByIndex(id: int) -> void:
- selectedTrack = id
- startCurrentSong()
+func start_song_by_index(id: int) -> void:
+ _selected_track = id
+ start_current_song()
# SS-69
-func nextSong() -> void:
- selectedTrack = (selectedTrack + 1) % len(availableSongs)
- startCurrentSong()
+func select_next_song() -> void:
+ _selected_track = (_selected_track + 1) % len(_available_songs)
+ start_current_song()
-func prevSong() -> void:
- selectedTrack = (len(availableSongs) - 1) if (selectedTrack == 0) else (selectedTrack - 1)
- startCurrentSong()
+func select_previous_song() -> void:
+ _selected_track = (len(_available_songs) - 1) if (_selected_track == 0) else (_selected_track - 1)
+ start_current_song()
-# Called when the node enters the scene tree for the first time.
func _ready():
- var dir = DirAccess.open(musicDir)
+ var dir = DirAccess.open(music_directory)
for fname in dir.get_files():
if !fname.ends_with(".import"):
- if fname.get_basename() == firstSongName:
- selectedTrack = availableSongs.size()
- availableSongs.append(SongInfo.new(musicDir, fname))
- startCurrentSong()
+ if fname.get_basename() == first_song_name:
+ _selected_track = _available_songs.size()
+ _available_songs.append(SongInfo.new(music_directory, fname))
+ start_current_song()
func _on_audio_stream_player_finished():
- if autoPlayNextSong:
- nextSong()
- startCurrentSong()
+ if _auto_play_next_song:
+ select_next_song()
+ start_current_song()