Cleaning
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@@ -9,9 +9,9 @@ const PACKAGE_LOADER_SCENE_PATH: String = "res://sources/menus/language_selectio
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@onready var teacher_label : Label = $Informations/TeacherValue
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@onready var device_id_label : Label = $Informations/DeviceIDValue
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@onready var kalulu : KALULU = $Kalulu
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@onready var kalulu: KALULU = $Kalulu
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@onready var play_button: Button = %PlayButton
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@onready var interface_left : MarginContainer = %InterfaceLeft
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@onready var interface_left: MarginContainer = %InterfaceLeft
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@onready var keyboard_spacer: KeyboardSpacer = %KeyboardSpacer
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@onready var no_internet_popup: ConfirmPopup = $NoInternetPopup
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@@ -55,13 +55,13 @@ func _find_stimuli_and_distractions() -> void:
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stimuli.append_array(current_lesson_words)
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# If there are not enough stimuli from current lesson, we want at least half the target number of stimuli
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var minimal_stimuli : int = floori(current_lesson_stimuli_number/2.0)
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var minimal_stimuli: int = floori(current_lesson_stimuli_number/2.0)
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if stimuli.size() < minimal_stimuli:
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while stimuli.size() < minimal_stimuli:
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stimuli.append(current_lesson_words.pick_random())
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# Gets other stimuli from previous errors or lessons
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var spaces_left : int = max_progression - stimuli.size()
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var spaces_left: int = max_progression - stimuli.size()
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if previous_lesson_words.size() >= spaces_left:
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for index: int in spaces_left:
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stimuli.append(previous_lesson_words[index])
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@@ -51,7 +51,7 @@ func _process(delta: float) -> void:
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func spawn_berry(gp: Dictionary, is_distractor: bool) -> void:
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var berry : Berry = BERRY_SCENE.instantiate()
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var berry: Berry = BERRY_SCENE.instantiate()
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berries.add_child(berry)
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berry.gp = gp
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berry.is_distractor = is_distractor
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@@ -91,9 +91,9 @@ func _on_button_pressed() -> void:
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func _on_animated_sprite_2d_animation_finished() -> void:
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match animated_sprite.animation:
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"idle1", "idle2":
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if randf() < 0.5 :
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if randf() < 0.5:
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animated_sprite.play("idle1")
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else :
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else:
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animated_sprite.play("idle2")
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"hit":
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animated_sprite.play("hurt")
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@@ -129,7 +129,7 @@ func _spawn_crabs() -> void:
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await get_tree().create_timer(0.1).timeout
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func _on_hole_crab_out(hole : Hole) -> void:
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func _on_hole_crab_out(hole: Hole) -> void:
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if is_highlighting and _is_stimulus_right(hole.crab.stimulus):
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hole.highlight()
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@@ -158,7 +158,7 @@ func _on_hole_timer_timeout() -> void:
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stimulus_spawned = true
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holes[index].spawn_crab(_get_current_stimulus(), true)
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else:
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var current_distractors : Array = distractions[current_progression % distractions.size()]
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var current_distractors: Array = distractions[current_progression % distractions.size()]
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holes[index].spawn_crab(current_distractors.pick_random() as Dictionary, false)
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hole_found = true
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break
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@@ -16,7 +16,7 @@ const CRAB_SCENE: PackedScene = preload("res://sources/minigames/crabs/crab/crab
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@onready var crab_audio_stream_player: HoleAudioStreamPlayer = $CrabAudioStreamPlayer2D
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var crab: Crab
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var crab_x : float
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var crab_x: float
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var stimulus_heard: bool = false:
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set(value):
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stimulus_heard = value
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@@ -28,7 +28,7 @@ var crab_visible: bool = false:
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var is_stimulus: bool = false
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func _process(_delta : float) -> void:
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func _process(_delta: float) -> void:
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if not crab:
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if sand_vfx.is_playing:
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sand_vfx.stop()
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@@ -111,7 +111,7 @@ func spawn_crab(gp: Dictionary, p_is_stimulus: bool) -> void:
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crab_despawned.emit(p_is_stimulus)
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func is_button_pressed_with_limit(future : Signal) -> bool:
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func is_button_pressed_with_limit(future: Signal) -> bool:
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var coroutine: Coroutine = Coroutine.new()
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coroutine.add_future(crab.is_button_pressed)
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coroutine.add_future(_is_stopped)
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@@ -60,7 +60,7 @@ func _stop_highlight() -> void:
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func _spawn() -> void:
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# Instantiate a new jellyfish
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var new_jellyfish : Jellyfish = JELLYFISH_SCENE.instantiate()
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var new_jellyfish: Jellyfish = JELLYFISH_SCENE.instantiate()
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spawning_space.add_child(new_jellyfish)
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# Find the right size for the jellyfish
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@@ -85,7 +85,7 @@ func _spawn() -> void:
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if is_highlighting:
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new_jellyfish.highlight()
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else:
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var current_distractors : Array = distractions[current_progression % distractions.size()]
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var current_distractors: Array = distractions[current_progression % distractions.size()]
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new_jellyfish.stimulus = current_distractors.pick_random()
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# Randomize the spawn and adds the jellyfish into the scene
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@@ -6,7 +6,7 @@ class_name Coconut
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@onready var label: Label = $Label
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@onready var broken_coconut_fx: BrokenCoconutFX = $BrokenCoconutFX
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var text: String :
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var text: String:
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set(value):
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text = value
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if label:
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@@ -46,11 +46,11 @@ var selected: Array[Parakeet] = []
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var state: State = State.Locked
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const DIFFICULTY_SETTINGS: Dictionary[int, Dictionary] = {
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0 : {"pairs_count": 2},
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1 : {"pairs_count": 3},
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2 : {"pairs_count": 4},
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3 : {"pairs_count": 5},
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4 : {"pairs_count": 6},
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0: {"pairs_count": 2},
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1: {"pairs_count": 3},
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2: {"pairs_count": 4},
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3: {"pairs_count": 5},
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4: {"pairs_count": 6},
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}
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@@ -46,13 +46,13 @@ func _find_stimuli_and_distractions() -> void:
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stimuli.append_array(current_lesson_sentences)
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# If there are not enough stimuli from current lesson, we want at least half the target number of stimuli
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var minimal_stimuli : int = floori(current_lesson_stimuli_number/2.0)
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var minimal_stimuli: int = floori(current_lesson_stimuli_number/2.0)
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if stimuli.size() < minimal_stimuli:
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while stimuli.size() < minimal_stimuli:
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stimuli.append(current_lesson_sentences.pick_random())
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# Gets other stimuli from previous errors or lessons
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var spaces_left : int = max_progression - stimuli.size()
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var spaces_left: int = max_progression - stimuli.size()
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if previous_lesson_sentences.size() >= spaces_left:
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for index: int in spaces_left:
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stimuli.append(previous_lesson_sentences[index])
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@@ -1,7 +1,7 @@
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extends Area2D
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class_name Island
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@onready var label : Label = $Label
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@onready var label: Label = $Label
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@onready var collision: CollisionPolygon2D = $CollisionPolygon2D
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var stimulus: Dictionary = {}:
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@@ -40,7 +40,7 @@ func _set_direction(new_direction: Vector2) -> void:
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is_changing_direction = true
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# Get the angle difference between the old and new direction
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var angle_to : float = rad_to_deg(direction.angle_to(new_direction))
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var angle_to: float = rad_to_deg(direction.angle_to(new_direction))
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# Calculate the new angle of the body - this allows to get the closest angle for tweening
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var angle: float = body.rotation_degrees + rad_to_deg(direction.angle_to(new_direction))
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@@ -87,7 +87,7 @@ func get_user_data() -> Dictionary:
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func update_student_remediation_data(student_code: int, student_remediation: UserRemediation) -> Dictionary:
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if not student_remediation:
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Logger.trace("ServerManager: Cannot update studient remediation data because data does not exists")
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Logger.trace("ServerManager: Cannot update student remediation data because data does not exists")
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success = true
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code = -1
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json = {}
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@@ -289,7 +289,7 @@ func _apply_server_response(response_body: Dictionary) -> void:
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var new_scores: Dictionary[int, int] = {}
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for index: int in new_array.size():
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# TODO ADD SECURITY
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new_scores[int(new_array[index][0])] = int(new_array[index][1])
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new_scores[int(new_array[index][0] as float)] = int(new_array[index][1] as float)
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UserDataManager.set_student_remediation_data(int(response_student_code), new_scores, response_student_data.remediation_gp.updated_at as String)
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