RhythmGame/NoteHandler.gd

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GDScript3
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extends Node2D
var screen_height := 1080
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# This script will draw all note events.
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signal finished_song(song_key, score_data)
var running := false
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var song_key = ""
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var tex := preload("res://assets/spritesheet-4k.png")
var tex_judgement_text := preload("res://assets/text-4k.png")
var tex_slide_arrow := preload("res://assets/slide-arrow-4k.png")
var slide_trail_shadermaterial := preload("res://shaders/slidetrail.tres")
var SlideTrailHandler
var JudgeText
var notelines
var meshinstance
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var snd_miss := preload("res://assets/miss.wav")
var snd_clap := preload("res://assets/softclap.wav")
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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
}
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const SQRT2 := sqrt(2)
const DEG45 := deg2rad(45.0)
const DEG90 := deg2rad(90.0)
const DEG135 := deg2rad(135.0)
var time_zero_msec: int = 0
var time: float = 0.0
var t: float = 0.0 # Game time
var bpm: float = 120.0
var sync_offset_video: float = 0.0 # Time in seconds to the first beat
var sync_offset_audio: float = 0.0 # Time in seconds to the first beat
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var active_notes := []
var all_notes := []
var next_note_to_load := 0
var active_judgement_texts := []
var scores := {}
var active_slide_trails := []
var slide_trail_meshes := {}
var slide_trail_mesh_instances := {}
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var noteline_array_image := Image.new()
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# 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 UV_ARRAY_TAP := PoolVector2Array([Vector2(0, 0.5), Vector2(0.5, 0.5), Vector2(0, 1), Vector2(0.5, 1)])
const UV_ARRAY_HOLD := PoolVector2Array([
Vector2(0.5, 0.5), Vector2(1, 0.5), Vector2(0.5, 0.75), Vector2(1, 0.75),
Vector2(0.5, 0.75), Vector2(1, 0.75), Vector2(0.5, 1), Vector2(1, 1)
])
const UV_ARRAY_STAR := PoolVector2Array([Vector2(0.5, 0), Vector2(1, 0), Vector2(0.5, 0.5), Vector2(1, 0.5)])
const UV_ARRAY_ARROW := PoolVector2Array([Vector2(0, 0), Vector2(0.5, 0), Vector2(0, 0.5), Vector2(0.5, 0.5)])
# Slide trail arrow. Single tri.
const UV_ARRAY_SLIDE_ARROW := PoolVector2Array([Vector2(0, 0), Vector2(1, 0), Vector2(0, 1)])
const UV_ARRAY_SLIDE_ARROW2 := PoolVector2Array([Vector2(1, 1), Vector2(0, 1), Vector2(1, 0)])
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# Normal vertex arrays for our sprites. Might be unnecessary?
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const DEFAULT_NORMAL := Vector3(0, 0, 1)
var NORMAL_ARRAY_4 := PoolVector3Array([DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL])
var NORMAL_ARRAY_8 := PoolVector3Array([
DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL,
DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL
])
# Text UVs
var text_UV_arrays := []
func make_text_UV(row: int, column: int) -> PoolVector2Array:
return PoolVector2Array([Vector2(column/4.0, row/8.0), Vector2((column+1)/4.0, row/8.0), Vector2(column/4.0, (row+1)/8.0), Vector2((column+1)/4.0, (row+1)/8.0)])
func make_text_UVs():
for row in 8:
for column in 4:
text_UV_arrays.append(make_text_UV(row, column))
enum TextStyle {STRAIGHT=0, ARC=1, ARC_EARLY=2, ARC_LATE=3}
enum TextWord {NICE=0, OK=4, NG=8, PERFECT=12, GREAT=16, GOOD=20, ALMOST=24, MISS=28}
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const TextJudgement := {
0: TextWord.PERFECT + TextStyle.ARC,
1: TextWord.GREAT + TextStyle.ARC_LATE,
-1: TextWord.GREAT + TextStyle.ARC_EARLY,
2: TextWord.GOOD + TextStyle.ARC_LATE,
-2: TextWord.GOOD + TextStyle.ARC_EARLY,
3: TextWord.ALMOST + TextStyle.ARC_LATE,
-3: TextWord.ALMOST + TextStyle.ARC_EARLY,
"MISS": TextWord.MISS + TextStyle.ARC
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}
func initialise_scores():
scores = {}
for type in [Note.NOTE_TAP, Note.NOTE_HOLD, Note.NOTE_SLIDE]:
scores[type] = {}
for key in TextJudgement:
scores[type][key] = 0
# Release types
for type in [Note.NOTE_HOLD, Note.NOTE_SLIDE]:
scores[-type] = {}
for key in TextJudgement:
scores[-type][key] = 0
func make_text_mesh(mesh: ArrayMesh, text_id: int, pos: Vector2, angle: float, alpha:=1.0, scale:=1.0):
var r := GameTheme.judge_text_size2 * scale
var vertex_array := PoolVector2Array([
pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG2), # TODO: fix this UV/vertex order mess
pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG1),
pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG4),
pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG3)
])
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
arrays[Mesh.ARRAY_TEX_UV] = text_UV_arrays[text_id]
arrays[Mesh.ARRAY_COLOR] = GameTheme.color_array_text(alpha)
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
func make_judgement_text(mesh: ArrayMesh, text_id: int, col: int, progress:=0.0):
make_text_mesh(mesh, text_id,
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GameTheme.RADIAL_UNIT_VECTORS[col] * GameTheme.receptor_ring_radius * lerp(0.85, 0.85*0.75, progress),
GameTheme.RADIAL_COL_ANGLES[col]-PI/2.0, lerp(1.0, 0.0, progress), lerp(1.0, 0.75, progress)
)
# ----------------------------------------------------------------------------------------------------------------------------------------------------
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# Helper functions to generate meshes from vertex arrays
func make_tap_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, color_array:=GameTheme.COLOR_ARRAY_TAP):
var dim = GameTheme.sprite_size2 * scale
var vertex_array = PoolVector2Array([note_center + Vector2(-dim, -dim), note_center + Vector2(dim, -dim), note_center + Vector2(-dim, dim), note_center + Vector2(dim, dim)])
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var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
# arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
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arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_TAP
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
func make_hold_mesh(mesh: ArrayMesh, note_center: Vector2, note_center_rel: Vector2, scale:=1.0, angle:=0.0, color_array = GameTheme.COLOR_ARRAY_HOLD):
var dim = GameTheme.sprite_size2 * scale
var dim2 = dim * SQRT2
var a1 = angle - DEG45
var a2 = angle + DEG45
var a3 = angle - DEG90
var a4 = angle + DEG90
var a5 = angle - DEG135
var a6 = angle + DEG135
var vertex_array = PoolVector2Array([
note_center + polar2cartesian(dim2, a1), note_center + polar2cartesian(dim2, a2),
note_center + polar2cartesian(dim, a3), note_center + polar2cartesian(dim, a4),
note_center_rel + polar2cartesian(dim, a3), note_center_rel + polar2cartesian(dim, a4),
note_center_rel + polar2cartesian(dim2, a5), note_center_rel + polar2cartesian(dim2, a6)
])
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var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
# arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_8
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arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_HOLD
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
func make_star_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, angle:=0.0, color_array:=GameTheme.COLOR_ARRAY_STAR):
var dim = GameTheme.sprite_size2 * scale * SQRT2
var a1 = angle - DEG45
var a2 = angle + DEG45
var a3 = angle - DEG135
var a4 = angle + DEG135
var vertex_array = PoolVector2Array([
note_center + polar2cartesian(dim, a1), note_center + polar2cartesian(dim, a2),
note_center + polar2cartesian(dim, a3), note_center + polar2cartesian(dim, a4)
])
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var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
# arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
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arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_STAR
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
#func make_arrow_mesh(mesh: ArrayMesh, vertex_array, color_array = GameTheme.COLOR_ARRAY_TAP):
# var arrays = []
# arrays.resize(Mesh.ARRAY_MAX)
# arrays[Mesh.ARRAY_VERTEX] = vertex_array
## arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
# arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_ARROW
# arrays[Mesh.ARRAY_COLOR] = color_array
# mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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const slide_arrows_per_unit_length := 10
func make_slide_trail_mesh(note) -> ArrayMesh:
# Generates a mesh centered around origin. Make sure the MeshInstance2D that draws this is centered on the screen.
var mesh = ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
var vertices := PoolVector2Array()
var uvs := PoolVector2Array()
var colors := PoolColorArray()
var size := GameTheme.sprite_size2
var color := Color(0.67, 0.67, 1.0)
if note.double_hit:
color = Color(1.0, 1.0, 0.35)
# First we need to determine how many arrows to leave.
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var trail_length : int = int(floor(note.get_slide_length() * slide_arrows_per_unit_length))
vertices.resize(3*trail_length)
# uvs.resize(3*trail_length)
colors.resize(3*trail_length)
for i in trail_length:
uvs.append_array(UV_ARRAY_SLIDE_ARROW if i%3 else UV_ARRAY_SLIDE_ARROW2)
for j in 3:
# uvs[i*3+j] = UV_ARRAY_SLIDE_ARROW[j] if i%2 else UV_ARRAY_SLIDE_ARROW2[j]
colors[i*3+j] = Color(color.r, color.g, color.b, (1.0+float(i))/float(trail_length))
match note.slide_type:
Note.SlideType.CHORD:
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var angle : float = note.get_angle(0)
var uv1o : Vector2 = polar2cartesian(size, angle)
var uv2o : Vector2 = polar2cartesian(size, angle+PI/2.0)
var uv3o : Vector2 = polar2cartesian(size, angle-PI/2.0)
for i in trail_length:
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var offset : Vector2 = note.get_position((i+1)/float(trail_length))
vertices[i*3] = offset + uv1o
vertices[i*3+1] = offset + uv2o
vertices[i*3+2] = offset + uv3o
Note.SlideType.ARC_CW:
for i in trail_length:
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var angle : float = note.get_angle((i+1)/float(trail_length))
var offset : Vector2 = note.get_position((i+1)/float(trail_length))
vertices[i*3] = offset + polar2cartesian(size, angle)
vertices[i*3+1] = offset + polar2cartesian(size, angle+PI/2.0)
vertices[i*3+2] = offset + polar2cartesian(size, angle-PI/2.0)
Note.SlideType.ARC_ACW:
for i in trail_length:
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var angle : float = note.get_angle((i+1)/float(trail_length))
var offset : Vector2 = note.get_position((i+1)/float(trail_length))
vertices[i*3] = offset + polar2cartesian(size, angle)
vertices[i*3+1] = offset + polar2cartesian(size, angle+PI/2.0)
vertices[i*3+2] = offset + polar2cartesian(size, angle-PI/2.0)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs
arrays[Mesh.ARRAY_COLOR] = colors
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
#----------------------------------------------------------------------------------------------------------------------------------------------
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func activate_note(note, judgement):
active_judgement_texts.append({col=note.column, judgement=judgement, time=t})
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement[judgement], db_judgement[judgement], pitch_judgement[judgement])
scores[note.type][judgement] += 1
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note.time_activated = t
match note.type:
Note.NOTE_HOLD:
note.is_held = true
Note.NOTE_SLIDE:
# Set up slide trail?
active_slide_trails.append(note)
note.progress = 0.0
func activate_note_release(note, judgement):
# Only for Hold, Slide
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement[judgement], db_judgement[judgement], pitch_judgement[judgement])
scores[-note.type][judgement] += 1
match note.type:
Note.NOTE_HOLD:
note.is_held = false
note.time_released = t
active_judgement_texts.append({col=note.column, judgement=judgement, time=t})
Note.NOTE_SLIDE:
active_judgement_texts.append({col=note.column_release, judgement=judgement, time=t})
Note.NOTE_TOUCH_HOLD:
pass
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func button_pressed(col):
for note in active_notes:
if note.column != col:
continue
if note.time_activated != INF:
continue
#var hit_delta = real_time(t - note.time_hit) # Judgement times are in seconds not gametime
var hit_delta = get_realtime_precise() - real_time(note.time_hit) # Judgement times are in seconds not gametime
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if hit_delta >= 0.0:
if hit_delta > Rules.JUDGEMENT_TIMES_POST[-1]:
continue # missed, don't consume input
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for i in Rules.JUDGEMENT_TIERS:
if hit_delta <= Rules.JUDGEMENT_TIMES_POST[i]:
activate_note(note, i)
return # Consume input because one press shouldn't trigger two notes
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else:
if -hit_delta > Rules.JUDGEMENT_TIMES_PRE[-1]:
continue # too far away, don't consume input
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for i in Rules.JUDGEMENT_TIERS:
if -hit_delta <= Rules.JUDGEMENT_TIMES_PRE[i]:
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activate_note(note, -i)
return
func touchbutton_pressed(col):
button_pressed(col)
func do_hold_release(note):
var hit_delta = get_realtime_precise() - real_time(note.time_release) # Judgement times are in seconds not gametime
if hit_delta >= 0.0:
for i in Rules.JUDGEMENT_TIERS-1:
if hit_delta <= Rules.JUDGEMENT_TIMES_RELEASE_POST[i]:
activate_note_release(note, i)
return
activate_note_release(note, Rules.JUDGEMENT_TIERS-1) # No "miss" for releasing, only worst judgement.
return
else:
for i in Rules.JUDGEMENT_TIERS-1:
if -hit_delta <= Rules.JUDGEMENT_TIMES_RELEASE_PRE[i]:
activate_note_release(note, -i)
return
activate_note_release(note, Rules.JUDGEMENT_TIERS-1) # No "miss" for releasing, only worst judgement.
return
func do_slide_release(note):
var hit_delta = get_realtime_precise() - real_time(note.time_release) # Judgement times are in seconds not gametime
if hit_delta >= 0.0:
for i in Rules.JUDGEMENT_TIERS:
if hit_delta <= Rules.JUDGEMENT_TIMES_SLIDE_POST[i]:
activate_note_release(note, i)
return
else:
for i in Rules.JUDGEMENT_TIERS:
if -hit_delta <= Rules.JUDGEMENT_TIMES_SLIDE_PRE[i]:
activate_note_release(note, -i)
return
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func check_hold_release(col):
for note in active_notes:
if note.column != col:
continue
if note.type == Note.NOTE_HOLD:
if note.is_held == true:
do_hold_release(note) # Separate function since there's no need to "consume" releases
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func button_released(col):
# We only care about hold release.
# For that particular case, we want both to be unheld.
if $"/root/main/InputHandler".touchbuttons_pressed[col] == 0:
check_hold_release(col)
func touchbutton_released(col):
if $"/root/main/InputHandler".buttons_pressed[col] == 0:
check_hold_release(col)
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#----------------------------------------------------------------------------------------------------------------------------------------------
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var arr_div := Vector3(2.0, float(Rules.COLS), TAU)
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func _draw():
var mesh := ArrayMesh.new()
var noteline_data : Image = noteline_array_image.get_rect(Rect2(0, 0, 16, 16))
noteline_data.lock()
var i := 0
var j := 0
for note in active_notes:
var position : float = (t+GameTheme.note_forecast_beats-note.time_hit)/GameTheme.note_forecast_beats
var scale := 1.0
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noteline_data.set_pixel(
i%16, i/16, Color(
position/arr_div.x,
note.column/arr_div.y,
GameTheme.RADIAL_COL_ANGLES[note.column]/arr_div.z
)
)
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i += 1
if position < GameTheme.INNER_NOTE_CIRCLE_RATIO:
scale *= position/GameTheme.INNER_NOTE_CIRCLE_RATIO
position = GameTheme.INNER_NOTE_CIRCLE_RATIO
var note_center = (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position * GameTheme.receptor_ring_radius)
var color: PoolColorArray
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match note.type:
Note.NOTE_TAP:
if note.time_hit >= t:
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color = GameTheme.color_array_tap(1.0, note.double_hit)
else:
color = GameTheme.color_array_tap(clamp((note.time_death-t)/Note.DEATH_DELAY, 0.0, 1.0), note.double_hit)
make_tap_mesh(mesh, note_center, scale, color)
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Note.NOTE_HOLD:
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if note.is_held:
position = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
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color = GameTheme.COLOR_ARRAY_HOLD_HELD
note_center = GameTheme.RADIAL_UNIT_VECTORS[note.column] * GameTheme.receptor_ring_radius * max(position, 1.0)
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elif position > 1.0:
color = GameTheme.COLOR_ARRAY_DOUBLE_MISS_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD_MISS
if note.time_released != INF:
position = (t+GameTheme.note_forecast_beats-note.time_released)/GameTheme.note_forecast_beats
note_center = GameTheme.RADIAL_UNIT_VECTORS[note.column] * GameTheme.receptor_ring_radius * position
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else:
color = GameTheme.COLOR_ARRAY_DOUBLE_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD
var position_rel : float = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
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if position_rel > 0:
var note_rel_center := (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position_rel * GameTheme.receptor_ring_radius)
noteline_data.set_pixel(j%16, 15, Color(position_rel, note.column, GameTheme.RADIAL_COL_ANGLES[note.column]))
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j += 1
if position_rel < GameTheme.INNER_NOTE_CIRCLE_RATIO:
position_rel = GameTheme.INNER_NOTE_CIRCLE_RATIO
var note_center_rel = (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position_rel * GameTheme.receptor_ring_radius)
make_hold_mesh(mesh, note_center, note_center_rel, scale, GameTheme.RADIAL_COL_ANGLES[note.column], color)
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Note.NOTE_SLIDE:
color = GameTheme.COLOR_ARRAY_DOUBLE_4 if note.double_hit else GameTheme.COLOR_ARRAY_STAR
var angle = fmod(t/note.duration, 1.0)*TAU
make_star_mesh(mesh, note_center, scale, angle, color)
var trail_alpha := 1.0
if position < GameTheme.INNER_NOTE_CIRCLE_RATIO:
trail_alpha = 0.0
elif position < 1.0:
trail_alpha = min(1.0, (position-GameTheme.INNER_NOTE_CIRCLE_RATIO)/(1-GameTheme.INNER_NOTE_CIRCLE_RATIO*2))
else:
var trail_progress : float = clamp((t - note.time_hit - GameTheme.SLIDE_DELAY)/(note.duration - GameTheme.SLIDE_DELAY), 0.0, 1.0)
var star_pos : Vector2 = note.get_position(trail_progress)
var star_angle : float = note.get_angle(trail_progress)
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make_star_mesh(mesh, star_pos, 1.33, star_angle, color)
if note.progress != INF:
slide_trail_mesh_instances[note.slide_id].material.set_shader_param("trail_progress", note.progress)
if t > note.time_release:
trail_alpha = max(1 - (t - note.time_release)/Note.DEATH_DELAY, 0.0)
slide_trail_mesh_instances[note.slide_id].material.set_shader_param("base_alpha", trail_alpha*0.88)
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noteline_data.unlock()
var noteline_data_tex = ImageTexture.new()
noteline_data_tex.create_from_image(noteline_data, 0)
notelines.set_texture(noteline_data_tex)
meshinstance.set_mesh(mesh)
var textmesh := ArrayMesh.new()
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for text in active_judgement_texts:
make_judgement_text(textmesh, TextJudgement[text.judgement], text.col, (t-text.time)/GameTheme.judge_text_duration)
JudgeText.set_mesh(textmesh)
func _input(event):
var pos
if event is InputEventScreenTouch:
if event.pressed:
pos = event.position - get_global_transform_with_canvas().get_origin()
else:
return
elif event is InputEventScreenDrag:
pos = event.position - get_global_transform_with_canvas().get_origin()
else:
return
for i in range(len(active_slide_trails)-1, -1, -1):
var note = active_slide_trails[i]
var center = note.get_position(note.progress)
if (pos - center).length_squared() < 10000.0:
note.progress += 0.09
if note.progress >= 1.0:
do_slide_release(note)
active_slide_trails.remove(i)
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func _init():
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
GameTheme.init_radial_values()
make_text_UVs()
initialise_scores()
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func set_time(seconds: float):
var msecs = OS.get_ticks_msec()
time_zero_msec = msecs - (seconds * 1000)
time = seconds
t = game_time(time)
func make_noteline_mesh_old() -> ArrayMesh:
var rec_scale1 = (float(screen_height)/float(GameTheme.receptor_ring_radius))*0.5
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var uv_array_playfield := PoolVector2Array([Vector2(-1.0, -1.0)*rec_scale1, Vector2(-1.0, 1.0)*rec_scale1, Vector2(1.0, -1.0)*rec_scale1, Vector2(1.0, 1.0)*rec_scale1])
var vertex_array_playfield := PoolVector2Array([
Vector2(-screen_height/2.0, screen_height/2.0), Vector2(-screen_height/2.0, -screen_height/2.0),
Vector2(screen_height/2.0, screen_height/2.0), Vector2(screen_height/2.0, -screen_height/2.0)])
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var mesh_playfield := ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield
arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
return mesh_playfield
func make_noteline_mesh(vertices := 32) -> ArrayMesh:
assert(vertices > 3)
var rec_scale1 = (float(screen_height)/float(GameTheme.receptor_ring_radius))*0.5
var uv_array_playfield := PoolVector2Array([Vector2(0.0, 0.0)])
var vertex_array_playfield := PoolVector2Array([Vector2(0.0, 0.0)])
var angle_increment = TAU/float(vertices)
# Outer polygon side-length = inner side-length / sin(inside angle/2)
# inside angle for a polygon is pi-tau/n. We already precalculated tau/n for other purposes.
var r = 0.5 * screen_height/sin((PI-angle_increment)/2)
var UV_r = rec_scale1/sin((PI-angle_increment)/2)
for i in vertices+1:
var angle = i * angle_increment
uv_array_playfield.append(polar2cartesian(UV_r, -angle))
vertex_array_playfield.append(polar2cartesian(r, angle))
var mesh_playfield := ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield
arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_FAN, arrays)
return mesh_playfield
# Called when the node enters the scene tree for the first time.
func _ready():
SlideTrailHandler = $"Viewport/Center/SlideTrailHandler"
JudgeText = $"Viewport/Center/JudgeText"
notelines = $"Viewport/Center/notelines"
meshinstance = $"Viewport/Center/meshinstance"
notelines.set_mesh(make_noteline_mesh())
notelines.material.set_shader_param("bps", bpm/60.0)
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notelines.material.set_shader_param("array_postmul", arr_div)
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noteline_array_image.create(16, 16, false, Image.FORMAT_RGBF)
noteline_array_image.fill(Color(0.0, 0.0, 0.0))
# Format: first 15 rows are for hit events, last row is for releases only (no ring glow)
$"/root/main/InputHandler".connect("button_pressed", self, "button_pressed")
$"/root/main/InputHandler".connect("touchbutton_pressed", self, "touchbutton_pressed")
$"/root/main/InputHandler".connect("button_released", self, "button_released")
$"/root/main/InputHandler".connect("touchbutton_released", self, "touchbutton_released")
func load_track(data: Dictionary, difficulty_idx: int):
set_time(-3.0)
active_notes = []
all_notes = []
next_note_to_load = 0
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self.song_key = data.directory.rsplit("/", true, 1)[1]
all_notes = FileLoader.SRT.load_file(data.directory + "/" + data.chart_filelist[difficulty_idx])
bpm = data.bpm_values[0]
sync_offset_audio = data.audio_offsets[0]
sync_offset_video = data.video_offsets[0]
var audiostream = FileLoader.load_ogg(data.directory + "/" + data.audio_filelist[0])
var videostream = load(data.directory + "/" + data.video_filelist[0])
$"/root/main/music".set_stream(audiostream)
$"/root/main/video".set_stream(videostream)
$"/root/main/video".update_aspect_ratio(data.video_dimensions[0]/data.video_dimensions[1])
# all_notes = FileLoader.Test.stress_pattern()
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Note.process_note_list(all_notes)
for note in all_notes:
if note.type == Note.NOTE_SLIDE:
slide_trail_meshes[note.slide_id] = make_slide_trail_mesh(note)
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meshinstance.material.set_shader_param("star_color", GameTheme.COLOR_STAR)
meshinstance.material.set_shader_param("held_color", GameTheme.COLOR_HOLD_HELD)
meshinstance.material.set_shader_param("bps", bpm/60.0)
meshinstance.material.set_shader_param("screen_size", get_viewport().get_size())
meshinstance.set_texture(tex)
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initialise_scores() # Remove old score
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func stop():
$"/root/main/music".stop()
$"/root/main/video".stop()
# running = false
next_note_to_load = 1000000 # Hacky but whatever
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func intro_click():
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_count_in)
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func get_realtime_precise() -> float:
# Usually we only update the gametime once per process loop, but for input callbacks it's good to have msec precision
return (OS.get_ticks_msec() - time_zero_msec)/1000.0
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func game_time(realtime: float) -> float:
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return realtime * bpm / 60.0
func real_time(gametime: float) -> float:
return gametime * 60.0 / bpm
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func video_start_time() -> float:
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return -sync_offset_video
func audio_start_time() -> float:
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return -sync_offset_audio
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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var timers_set := false
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func _process(delta):
if !running:
return
meshinstance.material.set_shader_param("bps", bpm/60.0)
notelines.material.set_shader_param("bps", bpm/60.0)
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var t_old := game_time(time)
# time += delta
time = get_realtime_precise()
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t = game_time(time)
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if (not timers_set) and (t > -5.0):
timers_set = true
for i in [-4.0, -3.0, -2.0, -1.0]:
var delay := real_time(i) - time
var timer = Timer.new()
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add_child(timer)
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timer.set_one_shot(false)
# timer.set_timer_process_mode(Timer.TIMER_PROCESS_FIXED)
timer.set_wait_time(delay)
timer.connect("timeout", self, "intro_click")
timer.start()
timer.connect("timeout", timer, "queue_free")
# if (t_old < 0) and (t >= 0):
# get_node("/root/main/video").play()
var vt_delta := time - video_start_time()
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if (0.0 <= vt_delta) and (vt_delta < 1.0) and not get_node("/root/main/video").is_playing():
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get_node("/root/main/video").play()
get_node("/root/main/video").set_stream_position(vt_delta)
var at_delta := time - audio_start_time()
if (0.0 <= at_delta) and (at_delta < 1.0) and not get_node("/root/main/music").is_playing():
# get_node("/root/main/music").play()
# get_node("/root/main/music").seek(at_delta)
get_node("/root/main/music").play(at_delta)
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# Clean out expired notes
var miss_time: float = Rules.JUDGEMENT_TIMES_POST[-1] * bpm/60.0
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for i in range(len(active_notes)-1, -1, -1):
var note = active_notes[i]
if note.time_death < t:
match note.type:
Note.NOTE_HOLD:
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if note.is_held: # Held too long
scores[-Note.NOTE_HOLD][3] += 1
active_judgement_texts.append({col=note.column, judgement=3, time=t})
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement[3], db_judgement[3])
Note.NOTE_SLIDE:
SlideTrailHandler.remove_child(slide_trail_mesh_instances[note.slide_id])
slide_trail_mesh_instances.erase(note.slide_id)
var idx = active_slide_trails.find(note)
if idx >= 0:
active_slide_trails.remove(idx)
active_judgement_texts.append({col=note.column_release, judgement="MISS", time=t})
scores[-Note.NOTE_SLIDE]["MISS"] += 1
note.missed_slide = true
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement["MISS"], db_judgement["MISS"])
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active_notes.remove(i)
elif note.time_activated == INF:
if ((t-note.time_hit) > miss_time) and not note.missed:
active_judgement_texts.append({col=note.column, judgement="MISS", time=t})
scores[note.type]["MISS"] += 1
if Note.RELEASE_SCORE_TYPES.has(note.type):
scores[-note.type]["MISS"] += 1
note.missed = true
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement["MISS"], db_judgement["MISS"])
if note.type == Note.NOTE_SLIDE:
# Even if you miss the hit you can still slide, we're so nice
active_slide_trails.append(note)
note.progress = 0.0
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# Clean out expired judgement texts
# By design they will always be in order so we can ignore anything past the first index
while (len(active_judgement_texts) > 0) and ((t-active_judgement_texts[0].time) > GameTheme.judge_text_duration):
active_judgement_texts.pop_front()
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# Add new notes as necessary
while true:
if next_note_to_load >= len(all_notes):
# All notes have been loaded, maybe do something
break
if all_notes[next_note_to_load].time_hit > (t + GameTheme.note_forecast_beats):
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# Next chronological note isn't ready to load yet
break
# Next chronological note is ready to load, load it
var note = all_notes[next_note_to_load]
active_notes.push_back(note)
if note.type == Note.NOTE_SLIDE:
var meshi = MeshInstance2D.new()
meshi.set_mesh(slide_trail_meshes[note.slide_id])
meshi.set_material(slide_trail_shadermaterial.duplicate())
meshi.material.set_shader_param("trail_progress", 0.0)
meshi.set_texture(tex_slide_arrow)
slide_trail_mesh_instances[note.slide_id] = meshi
SlideTrailHandler.add_child(meshi)
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next_note_to_load += 1
# DEBUG: Reset after all notes are done
# if (len(active_notes) < 1) and (next_note_to_load >= len(all_notes)) and (time > 10.0) and not get_node("/root/main/video").is_playing():
# time = -10.0
# next_note_to_load = 0
if (len(active_notes) < 1) and (next_note_to_load >= len(all_notes)) and not get_node("/root/main/music").is_playing() and (len(active_judgement_texts) < 1):
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self.running = false
self.timers_set = false
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emit_signal("finished_song", song_key, scores)
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# Redraw
meshinstance.material.set_shader_param("screen_size", get_viewport().get_size())
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update()
$Painter.update()