Stars and Slides separated! Scoring refactored and should be fixed.

This commit is contained in:
Luke Hubmayer-Werner 2020-05-01 01:26:46 +09:30
parent be9f750a69
commit 16b1470a0e
6 changed files with 224 additions and 144 deletions

View File

@ -108,7 +108,7 @@ class SRT:
var notes = []
var beats_per_measure := 4
var length = file.get_len()
var slide_idxs = {}
var slide_ids = {}
while (file.get_position() < (length-2)):
var noteline = file.get_csv_line()
var time_hit := (float(noteline[0]) + (float(noteline[1]))-1.0) * beats_per_measure
@ -125,16 +125,15 @@ class SRT:
notes.push_back(Note.NoteTap.new(time_hit, column, true))
ID_SLIDE_END:
# id2 is slide ID
if id2 in slide_idxs:
notes[slide_idxs[id2]].column_release = column
notes[slide_idxs[id2]].update_slide_variables()
if id2 in slide_ids:
slide_ids[id2].column_release = column
slide_ids[id2].update_slide_variables()
_:
if id2 == 0:
notes.push_back(Note.NoteTap.new(time_hit, column))
else:
# id2 is slide ID, id3 is slide pattern
# In order to properly declare the slide, we need the paired endcap which may not be the next note
slide_idxs[id2] = len(notes)
var slide_type = Note.SlideType.CHORD
match id3:
ID3_SLIDE_CHORD:
@ -145,7 +144,12 @@ class SRT:
slide_type = Note.SlideType.ARC_ACW
_:
print("Unknown slide type: ", id3)
notes.push_back(Note.NoteSlide.new(time_hit, column, duration, -1, slide_type))
var note = Note.NoteStar.new(time_hit, column)
note.duration = duration
notes.push_back(note)
var slide = Note.NoteSlide.new(time_hit, column, duration, -1, slide_type)
notes.push_back(slide)
slide_ids[id2] = slide
return notes
@ -206,6 +210,11 @@ class RGT:
static func parse_rgts(lines):
var notes = []
var slide_ids = {}
var slide_stars = {} # Multiple stars might link to one star. We only care about linking for the spin speed.
var last_star = []
for i in Rules.COLS:
last_star.append(null)
for line in lines:
if len(line) < 4: # shortest legal line would be like '1:1t'
continue
@ -228,19 +237,41 @@ class RGT:
var duration = float(n)
note_hits.append(Note.NoteHold.new(time, column, duration))
's': # slide star
var star = Note.NoteStar.new(time, column)
note_hits.append(star)
last_star[column] = star
var slide_type = n[0] # numeric digit, left as str just in case
var slide_id = int(n.substr(1))
# var note = Note.NoteSlide.new(time, column)
# if slide_id > 0:
# slide_ids[slide_id] = note
if slide_id > 0:
slide_stars[slide_id] = star
var slide = Note.NoteSlide.new(time, column)
slide_ids[slide_id] = slide
note_nonhits.append(slide)
'e': # slide end
var slide_type = n[0] # numeric digit, left as str just in case
var slide_id = int(n.substr(1))
if slide_id in slide_ids: # Classic slide end
slide_ids[slide_id].time_release = time
if slide_id in slide_stars:
slide_stars[slide_id].duration = slide_ids[slide_id].duration # Should probably recalc in case start time is different but w/e
slide_ids[slide_id].column_release = column
slide_ids[slide_id].slide_type = SLIDE_TYPES[slide_type]
slide_ids[slide_id].update_slide_variables()
else: # Naked slide start
if last_star[column] != null:
slide_stars[slide_id] = last_star[column]
else:
print_debug('Naked slide with no prior star in column!')
var note = Note.NoteSlide.new(time, column)
slide_ids[slide_id] = note
note_nonhits.append(note)
'x': # not sure
pass
if len(note_hits) > 1:
pass # Set multihit on each one
for note in note_hits: # Set multihit on each one
note.double_hit = true
notes += note_hits + note_nonhits
return notes

View File

@ -19,6 +19,21 @@ var judge_text_size2 := 0.5*judge_text_size/cos(JUDGE_TEXT_ANG2)
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 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)])
# 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)
@ -71,6 +86,8 @@ signal screen_filter_changed()
var receptor_color := Color.blue
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
@ -101,3 +118,11 @@ func color_array_tap(alpha: float, double:=false) -> PoolColorArray:
var col := COLOR_DOUBLE if double else COLOR_TAP
var color = Color(col.r, col.g, col.b, alpha)
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])

View File

@ -30,7 +30,8 @@ func _init():
touchbuttons_pressed[i] = 0
func _ready():
set_process_unhandled_input(true) # process user input
Input.set_use_accumulated_input(false) # Gotta go fast
set_process_unhandled_input(true) # process user input
set_fingers(0)
# connect("button_pressed", self, "print_pressed")
$"/root".connect("size_changed", self, "resize")

View File

@ -219,9 +219,10 @@ func _draw_chart_select(center: Vector2) -> Array:
# TODO: This is relatively expensive so we probably want to calculate this stuff once instead of every frame
var all_notes = FileLoader.SRT.load_file(song_defs[song_key].directory + "/" + song_defs[song_key].chart_filelist[selected_difficulty])
var note_counts = {Note.NOTE_TAP: 0, Note.NOTE_HOLD: 0, Note.NOTE_SLIDE: 0}
var note_counts = {Note.NOTE_TAP: 0, Note.NOTE_HOLD: 0, Note.NOTE_STAR: 0}
for note in all_notes:
note_counts[note.type] += 1
if note.type in note_counts:
note_counts[note.type] += 1
var notestrs = ["Taps:", "Holds:", "Slides:"]
var notetypes = [0, 1, 2]

46
Note.gd
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@ -3,10 +3,15 @@ extends Node
#class_name Note
enum {NOTE_TAP, NOTE_HOLD, NOTE_SLIDE, NOTE_ARROW, NOTE_TOUCH, NOTE_TOUCH_HOLD, NOTE_ROLL}
enum {NOTE_TAP, NOTE_HOLD, NOTE_STAR=2, NOTE_SLIDE=-2, NOTE_TOUCH=3, NOTE_TOUCH_HOLD=4, NOTE_ARROW, NOTE_ROLL}
enum SlideType {CHORD, ARC_CW, ARC_ACW}
const DEATH_DELAY := 1.0 # This is touchy with the judgement windows and variable bpm.
const RELEASE_SCORE_TYPES := [NOTE_HOLD, NOTE_SLIDE, NOTE_TOUCH_HOLD, NOTE_ROLL]
const RELEASE_SCORE_TYPES := {
NOTE_HOLD: -NOTE_HOLD,
NOTE_SLIDE: NOTE_SLIDE,
NOTE_TOUCH_HOLD: -NOTE_TOUCH_HOLD,
NOTE_ROLL: -NOTE_ROLL
}
class NoteBase:
var time_hit: float setget set_time_hit
@ -21,14 +26,27 @@ class NoteBase:
time_hit = value
time_death = time_hit + DEATH_DELAY
class NoteTap extends NoteBase:
var type := NOTE_TAP
class NoteHittableBase extends NoteBase:
const hittable := true
class NoteTapBase extends NoteHittableBase:
func _init(time_hit: float, column: int, is_break:=false):
self.time_hit = time_hit
self.column = column
self.is_break = is_break
class NoteHoldBase extends NoteBase:
class NoteTap extends NoteTapBase:
var type := NOTE_TAP
func _init(time_hit: float, column: int, is_break:=false).(time_hit, column, is_break):
pass
class NoteStar extends NoteTapBase: # Fancy charts have naked slides which necessitates separation of Star and Slide :(
var type := NOTE_STAR
var duration := 1.0 # This is required for the spin speed
func _init(time_hit: float, column: int, is_break:=false).(time_hit, column, is_break):
pass
class NoteHoldBase extends NoteHittableBase:
var time_release: float setget set_time_release
var time_released := INF
var duration: float setget set_duration
@ -64,7 +82,8 @@ class NoteRoll extends NoteHoldBase:
func _init(time_hit: float, column: int, duration: float).(time_hit, column, duration):
pass
class NoteSlide extends NoteBase:
class NoteSlide extends NoteBase: # Fancy charts have naked slides which necessitates separation of Star and Slide :(
const hittable := false
var type := NOTE_SLIDE
var time_release: float setget set_time_release
var duration: float setget set_duration
@ -75,8 +94,8 @@ class NoteSlide extends NoteBase:
var missed_slide := false
var values: Dictionary
func _init(time_hit: float, column: int, duration: float, column_release: int, slide_type: int):
self.time_hit = time_hit
func _init(time_hit: float, column: int, duration:=0.0, column_release:=0, slide_type:=0):
self.time_hit = time_hit # The hit doesn't actually count for anything
self.column = column
self.duration = duration
self.time_release = time_hit + duration
@ -164,17 +183,18 @@ static func make_touch_hold(time_hit: float, duration: float, location: Vector2)
var time_release := time_hit + duration
return {type=NOTE_TOUCH_HOLD, time_hit=time_hit, time_release=time_release, time_death=time_release+DEATH_DELAY, location=location, double_hit=false}
static func process_note_list(note_array: Array):
static func process_note_list(note_array: Array, check_doubles:=true):
# Preprocess double hits, assign Slide IDs
# If this were performance-critical, we'd single iterate it
# It's not though, so we lay it out simply
var slide_id := 0
if len(note_array):
# Doubles
for i in len(note_array)-1:
if note_array[i].time_hit == note_array[i+1].time_hit:
note_array[i].double_hit = true
note_array[i+1].double_hit = true
if check_doubles:
for i in len(note_array)-1:
if note_array[i].time_hit == note_array[i+1].time_hit:
note_array[i].double_hit = true
note_array[i+1].double_hit = true
# Slides
for i in len(note_array):
if note_array[i].type == NOTE_SLIDE:

View File

@ -5,20 +5,20 @@ var screen_height := 1080
# This script will draw all note events.
signal finished_song(song_key, score_data)
var running := false
var song_key = ""
var song_key = ''
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 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
onready var SlideTrailHandler = $'Viewport/Center/SlideTrailHandler'
onready var JudgeText = $'Viewport/Center/JudgeText'
onready var notelines = $'Viewport/Center/notelines'
onready var meshinstance = $'Viewport/Center/meshinstance'
var snd_miss := preload("res://assets/miss.wav")
var snd_clap := preload("res://assets/softclap.wav")
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,
@ -28,7 +28,7 @@ var snd_judgement := {
-2: snd_clap,
3: snd_miss,
-3: snd_miss,
"MISS": snd_miss
'MISS': snd_miss
}
var db_judgement := {
0: 0.0,
@ -38,7 +38,7 @@ var db_judgement := {
-2: -3.0,
3: -6.0,
-3: -6.0,
"MISS": 0.0
'MISS': 0.0
}
var pitch_judgement := {
0: 1.0,
@ -48,7 +48,7 @@ var pitch_judgement := {
2: 0.60,
-3: 1.5,
3: 1.5,
"MISS": 1.0
'MISS': 1.0
}
const SQRT2 := sqrt(2)
@ -75,19 +75,6 @@ var slide_trail_mesh_instances := {}
var noteline_array_image := Image.new()
# 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)])
# Normal vertex arrays for our sprites. Might be unnecessary?
const DEFAULT_NORMAL := Vector3(0, 0, 1)
@ -115,20 +102,30 @@ const TextJudgement := {
-2: TextWord.GOOD + TextStyle.ARC_EARLY,
3: TextWord.ALMOST + TextStyle.ARC_LATE,
-3: TextWord.ALMOST + TextStyle.ARC_EARLY,
"MISS": TextWord.MISS + TextStyle.ARC
'MISS': TextWord.MISS + TextStyle.ARC
}
const TextJudgementStraight := {
0: TextWord.PERFECT + TextStyle.STRAIGHT,
1: TextWord.GREAT + TextStyle.STRAIGHT,
-1: TextWord.GREAT + TextStyle.STRAIGHT,
2: TextWord.GOOD + TextStyle.STRAIGHT,
-2: TextWord.GOOD + TextStyle.STRAIGHT,
3: TextWord.ALMOST + TextStyle.STRAIGHT,
-3: TextWord.ALMOST + TextStyle.STRAIGHT,
'MISS': TextWord.MISS + TextStyle.STRAIGHT
}
func initialise_scores():
scores = {}
for type in [Note.NOTE_TAP, Note.NOTE_HOLD, Note.NOTE_SLIDE]:
for type in [Note.NOTE_TAP, Note.NOTE_HOLD, Note.NOTE_STAR]:
scores[type] = {}
for key in TextJudgement:
scores[type][key] = 0
# Release types
for type in [Note.NOTE_HOLD, Note.NOTE_SLIDE]:
scores[-type] = {}
scores[Note.RELEASE_SCORE_TYPES[type]] = {}
for key in TextJudgement:
scores[-type][key] = 0
scores[Note.RELEASE_SCORE_TYPES[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
@ -160,7 +157,7 @@ func make_tap_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, color_arra
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_TAP
arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_TAP
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
@ -183,7 +180,7 @@ func make_hold_mesh(mesh: ArrayMesh, note_center: Vector2, note_center_rel: Vect
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
# arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_8
arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_HOLD
arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_HOLD
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
@ -201,7 +198,7 @@ func make_star_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, angle:=0.
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_STAR
arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_STAR
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
@ -235,9 +232,9 @@ func make_slide_trail_mesh(note) -> ArrayMesh:
# 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)
uvs.append_array(GameTheme.UV_ARRAY_SLIDE_ARROW if i%3 else GameTheme.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]
# uvs[i*3+j] = GameTheme.UV_ARRAY_SLIDE_ARROW[j] if i%2 else GameTheme.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:
@ -273,9 +270,18 @@ func make_slide_trail_mesh(note) -> ArrayMesh:
return mesh
#----------------------------------------------------------------------------------------------------------------------------------------------
func activate_note(note, judgement):
active_judgement_texts.append({col=note.column, judgement=judgement, time=t})
func make_judgement_column(judgement, column: int):
active_judgement_texts.append({col=column, judgement=judgement, time=t})
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement[judgement], db_judgement[judgement], pitch_judgement[judgement])
func make_judgement_pos(judgement, pos: Vector2):
# Positional judgement text not yet implemented, will do if touches are ever added
#active_judgement_texts.append({judgement=judgement, time=t})
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement[judgement], db_judgement[judgement], pitch_judgement[judgement])
func activate_note(note, judgement):
make_judgement_column(judgement, note.column)
scores[note.type][judgement] += 1
note.time_activated = t
@ -289,26 +295,23 @@ func activate_note(note, judgement):
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
scores[Note.RELEASE_SCORE_TYPES[note.type]][judgement] += 1
match note.type:
Note.NOTE_HOLD:
note.is_held = false
note.time_released = t
make_judgement_column(judgement, note.column)
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})
make_judgement_column(judgement, note.column_release)
Note.NOTE_TOUCH_HOLD:
pass
func button_pressed(col):
for note in active_notes:
if note.column != col:
if (not note.hittable) or (note.column != col) or (note.time_activated != INF) or note.missed:
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
if hit_delta >= 0.0:
if hit_delta > Rules.JUDGEMENT_TIMES_POST[-1]:
@ -335,14 +338,14 @@ func do_hold_release(note):
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.
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.
activate_note_release(note, -(Rules.JUDGEMENT_TIERS-1)) # No 'miss' for releasing, only worst judgement.
return
func do_slide_release(note):
@ -364,15 +367,15 @@ func check_hold_release(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
do_hold_release(note) # Separate function since there's no need to 'consume' releases
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:
if $'/root/main/InputHandler'.touchbuttons_pressed[col] == 0:
check_hold_release(col)
func touchbutton_released(col):
if $"/root/main/InputHandler".buttons_pressed[col] == 0:
if $'/root/main/InputHandler'.buttons_pressed[col] == 0:
check_hold_release(col)
#----------------------------------------------------------------------------------------------------------------------------------------------
@ -402,11 +405,12 @@ func _draw():
var color: PoolColorArray
match note.type:
Note.NOTE_TAP:
if note.time_hit >= t:
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)
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)
Note.NOTE_STAR:
color = GameTheme.color_array_star(clamp((note.time_death-t)/Note.DEATH_DELAY, 0.0, 1.0), note.double_hit)
var angle = fmod(t/note.duration, 1.0)*TAU
make_star_mesh(mesh, note_center, scale, angle, color)
Note.NOTE_HOLD:
if note.is_held:
position = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
@ -435,9 +439,6 @@ func _draw():
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)
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
@ -447,12 +448,12 @@ func _draw():
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)
make_star_mesh(mesh, star_pos, 1.33, star_angle, color)
make_star_mesh(mesh, star_pos, 1.33, star_angle)
if note.progress != INF:
slide_trail_mesh_instances[note.slide_id].material.set_shader_param("trail_progress", note.progress)
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)
slide_trail_mesh_instances[note.slide_id].material.set_shader_param('base_alpha', trail_alpha*GameTheme.slide_trail_alpha)
noteline_data.unlock()
var noteline_data_tex = ImageTexture.new()
@ -542,41 +543,36 @@ func make_noteline_mesh(vertices := 32) -> ArrayMesh:
# 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)
notelines.material.set_shader_param("array_postmul", arr_div)
notelines.material.set_shader_param('bps', bpm/60.0)
notelines.material.set_shader_param('array_postmul', arr_div)
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")
$'/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
self.song_key = data.directory.rsplit("/", true, 1)[1]
all_notes = FileLoader.SRT.load_file(data.directory + "/" + data.chart_filelist[difficulty_idx])
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])
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])
$'/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()
Note.process_note_list(all_notes)
@ -584,16 +580,16 @@ func load_track(data: Dictionary, difficulty_idx: int):
if note.type == Note.NOTE_SLIDE:
slide_trail_meshes[note.slide_id] = make_slide_trail_mesh(note)
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.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)
initialise_scores() # Remove old score
func stop():
$"/root/main/music".stop()
$"/root/main/video".stop()
$'/root/main/music'.stop()
$'/root/main/video'.stop()
# running = false
next_note_to_load = 1000000 # Hacky but whatever
@ -622,8 +618,8 @@ func _process(delta):
if !running:
return
meshinstance.material.set_shader_param("bps", bpm/60.0)
notelines.material.set_shader_param("bps", bpm/60.0)
meshinstance.material.set_shader_param('bps', bpm/60.0)
notelines.material.set_shader_param('bps', bpm/60.0)
var t_old := game_time(time)
# time += delta
@ -639,56 +635,55 @@ func _process(delta):
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.connect('timeout', self, 'intro_click')
timer.start()
timer.connect("timeout", timer, "queue_free")
timer.connect('timeout', timer, 'queue_free')
# if (t_old < 0) and (t >= 0):
# get_node("/root/main/video").play()
# get_node('/root/main/video').play()
var vt_delta := time - video_start_time()
if (0.0 <= vt_delta) and (vt_delta < 1.0) and not get_node("/root/main/video").is_playing():
get_node("/root/main/video").play()
get_node("/root/main/video").set_stream_position(vt_delta)
if (0.0 <= vt_delta) and (vt_delta < 1.0) and not get_node('/root/main/video').is_playing():
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)
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)
# Clean out expired notes
var miss_time: float = Rules.JUDGEMENT_TIMES_POST[-1] * bpm/60.0
for i in range(len(active_notes)-1, -1, -1):
for i in range(len(active_notes)-1, -1, -1): # Iterate backwards as we're potentially removing things from the array
var note = active_notes[i]
if note.time_death < t:
if note.time_death < t: # Delete notes
match note.type:
Note.NOTE_HOLD:
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])
scores[Note.RELEASE_SCORE_TYPES[Note.NOTE_HOLD]][3] += 1
make_judgement_column(3, note.column)
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
make_judgement_column('MISS', note.column_release)
scores[Note.NOTE_SLIDE]['MISS'] += 1
note.missed_slide = true
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement["MISS"], db_judgement["MISS"])
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
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
elif not note.hittable:
if note.type == Note.NOTE_SLIDE:
if (t >= note.time_hit) and (note.time_activated == INF):
active_slide_trails.append(note)
note.progress = 0.0
note.time_activated = t
elif note.time_activated == INF: # Check if notes have been missed
if ((t-note.time_hit) > miss_time) and not note.missed:
note.missed = true
make_judgement_column('MISS', note.column)
scores[note.type]['MISS'] += 1
if Note.RELEASE_SCORE_TYPES.has(note.type):
scores[Note.RELEASE_SCORE_TYPES[note.type]]['MISS'] += 1
# Clean out expired judgement texts
# By design they will always be in order so we can ignore anything past the first index
@ -710,19 +705,26 @@ func _process(delta):
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.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)
next_note_to_load += 1
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):
if (
next_note_to_load >= len(all_notes)
and not get_node('/root/main/video').is_playing()
and not get_node('/root/main/music').is_playing()
and active_notes.empty()
and active_judgement_texts.empty()
and slide_trail_mesh_instances.empty()
):
self.running = false
self.timers_set = false
emit_signal("finished_song", song_key, scores)
emit_signal('finished_song', song_key, scores)
# Redraw
meshinstance.material.set_shader_param("screen_size", get_viewport().get_size())
meshinstance.material.set_shader_param('screen_size', get_viewport().get_size())
update()
$Painter.update()