RhythmGame/scripts/GameTheme.gd

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GDScript3
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tool
extends Node
var tex_notes := preload('res://assets/spritesheet-2048.png')
var tex_judgement_text := preload('res://assets/text-4k.png')
var tex_slide_arrow := tex_notes
var slide_trail_shadermaterial := preload('res://shaders/slidetrail.tres')
var snd_miss := preload('res://assets/miss.wav')
var snd_clap := preload('res://assets/softclap.wav')
var snd_count_in := snd_clap
var snd_judgement := {
0: snd_clap,
1: snd_clap,
-1: snd_clap,
2: snd_clap,
-2: snd_clap,
3: snd_miss,
-3: snd_miss,
'MISS': snd_miss
}
var db_judgement := {
0: 0.0,
1: -1.5,
-1: -1.5,
2: -3.0,
-2: -3.0,
3: -6.0,
-3: -6.0,
'MISS': 0.0
}
var pitch_judgement := {
0: 1.0,
-1: 1.0/0.75,
1: 0.75,
-2: 1.0/0.60,
2: 0.60,
-3: 1.5,
3: 1.5,
'MISS': 1.0
}
var receptor_ring_radius := 460.0
var note_forecast_beats := 2.0 # Notes start to appear this many beats before you need to tap them
const INNER_NOTE_CIRCLE_RATIO := 0.3 # Notes under this far from the center will zoom into existence
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const SLIDE_DELAY := 0.5 #0.125 #0.5 # Time in beats between the tap of the star and the start of the visual slide
var sprite_size := 128
var sprite_size2 := sprite_size/2
var judge_text_size := 256
# Text is rendered from center.
const JUDGE_TEXT_ANG2 := atan(1.0/4.0)
const JUDGE_TEXT_ANG1 := PI - JUDGE_TEXT_ANG2
const JUDGE_TEXT_ANG3 := PI + JUDGE_TEXT_ANG2
const JUDGE_TEXT_ANG4 := -JUDGE_TEXT_ANG2
var judge_text_size2 := 0.5*judge_text_size/cos(JUDGE_TEXT_ANG2)
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var judge_text_duration := 2.0
# UV vertex arrays for our sprites
# tap/star/arrow are 4-vertex 2-triangle simple squares
# hold is 8-vertex 6-triangle to enable stretching in the middle
const TNSZ := 4;
const UV_ARRAY_TAP := PoolVector2Array([Vector2(0, 0)/TNSZ, Vector2(1, 0)/TNSZ, Vector2(0, 1)/TNSZ, Vector2(1, 1)/TNSZ])
const UV_ARRAY_HOLD := PoolVector2Array([
Vector2(1, 0)/TNSZ, Vector2(2, 0)/TNSZ, Vector2(1, 0.5)/TNSZ, Vector2(2, 0.5)/TNSZ,
Vector2(1, 0.5)/TNSZ, Vector2(2, 0.5)/TNSZ, Vector2(1, 1)/TNSZ, Vector2(2, 1)/TNSZ
])
const UV_ARRAY_STAR := PoolVector2Array([Vector2(2, 0)/TNSZ, Vector2(3, 0)/TNSZ, Vector2(2, 1)/TNSZ, Vector2(3, 1)/TNSZ])
const UV_ARRAY_ARROW := PoolVector2Array([Vector2(0, 1)/TNSZ, Vector2(1, 1)/TNSZ, Vector2(0, 2)/TNSZ, Vector2(1, 2)/TNSZ])
# Slide trail arrow. Single tri.
const UV_ARRAY_SLIDE_ARROW := PoolVector2Array([Vector2(3, 0)/TNSZ, Vector2(4, 0)/TNSZ, Vector2(3, 1)/TNSZ])
const UV_ARRAY_SLIDE_ARROW2 := PoolVector2Array([Vector2(4, 1)/TNSZ, Vector2(3, 1)/TNSZ, Vector2(4, 0)/TNSZ])
# Dance mode
const UV_ARRAY_D_ARROW := PoolVector2Array([Vector2(0, 2)/TNSZ, Vector2(1, 2)/TNSZ, Vector2(0, 3)/TNSZ, Vector2(1, 3)/TNSZ])
const UV_ARRAY_D_RECEPTOR := PoolVector2Array([Vector2(0, 3)/TNSZ, Vector2(1, 3)/TNSZ, Vector2(0, 4)/TNSZ, Vector2(1, 4)/TNSZ])
const UV_ARRAY_D_HOLD := PoolVector2Array([
Vector2(1, 1)/TNSZ, Vector2(2, 1)/TNSZ, Vector2(1, 1.5)/TNSZ, Vector2(2, 1.5)/TNSZ,
Vector2(1, 1.5)/TNSZ, Vector2(2, 1.5)/TNSZ, Vector2(1, 2)/TNSZ, Vector2(2, 2)/TNSZ
])
const UV_ARRAY_D_ROLL := PoolVector2Array([
Vector2(2, 1)/TNSZ, Vector2(3, 1)/TNSZ, Vector2(2, 1.5)/TNSZ, Vector2(3, 1.5)/TNSZ,
Vector2(2, 1.5)/TNSZ, Vector2(3, 1.5)/TNSZ, Vector2(2, 2)/TNSZ, Vector2(3, 2)/TNSZ
])
# Color definitions
const COLOR_TAP := Color(1, 0.15, 0.15, 1)
const COLOR_TAP2 := Color(0.75, 0.5, 0, 1) # High-score taps ("breaks" in maimai)
const COLOR_HOLD := Color(1, 0.15, 0.15, 1)
const COLOR_HOLD_HELD := Color(1, 1, 1, 1)
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const COLOR_HOLD_MISS := Color(0.33, 0.05, 0.05, 1)
const COLOR_STAR := Color(0, 0, 1, 1)
const COLOR_DOUBLE := Color(1, 1, 0, 1) # When two (or more in master) hit events coincide
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const COLOR_DOUBLE_MISS := Color(0.33, 0.33, 0, 1)
const COLOR_TEXT := Color(1, 1, 1, 1)
const COLOR_DIFFICULTY := PoolColorArray([ # Background, foreground for each
Color(0.435, 0.333, 1.000), Color(1.0, 1.0, 1.0),
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Color(0.150, 1.000, 0.275), Color(1.0, 1.0, 1.0),
Color(0.973, 0.718, 0.039), Color(1.0, 1.0, 1.0),
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Color(1.000, 0.150, 0.150), Color(1.0, 1.0, 1.0),
Color(0.761, 0.271, 0.902), Color(1.0, 1.0, 1.0),
Color(1.0, 1.0, 1.0), Color(0.737, 0.188, 0.894),
Color(0.000, 0.000, 1.000), Color(1.0, 1.0, 1.0),
])
const COLOR_ARRAY_TAP := PoolColorArray([COLOR_TAP, COLOR_TAP, COLOR_TAP, COLOR_TAP])
const COLOR_ARRAY_TAP2 := PoolColorArray([COLOR_TAP2, COLOR_TAP2, COLOR_TAP2, COLOR_TAP2])
const COLOR_ARRAY_HOLD := PoolColorArray([
COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD,
COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD
])
const COLOR_ARRAY_HOLD_HELD := PoolColorArray([
COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD,
COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD
])
const COLOR_ARRAY_HOLD_MISS := PoolColorArray([
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COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS,
COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS
])
const COLOR_ARRAY_STAR := PoolColorArray([COLOR_STAR, COLOR_STAR, COLOR_STAR, COLOR_STAR])
const COLOR_ARRAY_DOUBLE_4 := PoolColorArray([COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE])
const COLOR_ARRAY_DOUBLE_8 := PoolColorArray([
COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE,
COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE
])
const COLOR_ARRAY_DOUBLE_MISS_4 := PoolColorArray([COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS])
const COLOR_ARRAY_DOUBLE_MISS_8 := PoolColorArray([
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COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS,
COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS
])
# Normal vertex arrays for our sprites. Might be unnecessary?
const DEFAULT_NORMAL := Vector3(0, 0, 1)
const NORMAL_ARRAY_4 := PoolVector3Array([DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL])
const NORMAL_ARRAY_8 := PoolVector3Array([
DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL,
DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL
])
var screen_filter_min_alpha := 0.2
var screen_filter := Color(0.0, 0.0, 0.0, screen_filter_min_alpha)
signal screen_filter_changed()
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var receptor_color := Color.blue
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var bezel_color := Color.black if not Engine.editor_hint else Color.red
var slide_trail_alpha := 0.88
var RADIAL_COL_ANGLES := PoolRealArray() # ideally const
var RADIAL_UNIT_VECTORS := PoolVector2Array() # ideally const
func set_screen_filter_alpha(alpha: float):
# Scale to minimum alpha
var new_alpha = lerp(screen_filter_min_alpha, 1.0, alpha)
if new_alpha != screen_filter.a:
screen_filter = Color(screen_filter.r, screen_filter.g, screen_filter.b, new_alpha)
emit_signal("screen_filter_changed")
var radial_values_initialized := false
func init_radial_values():
for i in range(Rules.COLS):
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var angle = deg2rad(fposmod(Rules.FIRST_COLUMN_ANGLE_DEG + (i * Rules.COLS_ANGLE_DEG), 360.0))
RADIAL_COL_ANGLES.push_back(angle)
RADIAL_UNIT_VECTORS.push_back(Vector2(cos(angle), sin(angle)))
radial_values_initialized = true
func color_array_text(alpha: float) -> PoolColorArray:
var color := Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, alpha)
return PoolColorArray([color, color, color, color])
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func color_array_tap(alpha: float, double:=false) -> PoolColorArray:
if alpha >= 1.0:
return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_TAP
else:
var col := COLOR_DOUBLE if double else COLOR_TAP
var color = Color(col.r, col.g, col.b, alpha)
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return PoolColorArray([color, color, color, color])
func color_array_star(alpha: float, double:=false) -> PoolColorArray:
if alpha >= 1.0:
return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_STAR
else:
var col := COLOR_DOUBLE if double else COLOR_STAR
var color = Color(col.r, col.g, col.b, alpha)
return PoolColorArray([color, color, color, color])