Hold+Slide release scoring! Practically feature-complete!
This commit is contained in:
parent
2e02e279c4
commit
794e9dd4a0
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@ -114,3 +114,19 @@ func load_folder(folder):
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var result = result_json.result
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var result = result_json.result
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result.directory = folder
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result.directory = folder
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return result
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return result
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func load_ogg(filename) -> AudioStreamOGGVorbis:
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var audiostream = AudioStreamOGGVorbis.new()
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var oggfile = File.new()
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oggfile.open(filename, File.READ)
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audiostream.set_data(oggfile.get_buffer(oggfile.get_len()))
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oggfile.close()
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return audiostream
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func load_image(filename) -> ImageTexture:
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var tex = ImageTexture.new()
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var img = Image.new()
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img.load(filename)
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tex.create_from_image(img)
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return tex
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50
Menu.gd
50
Menu.gd
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@ -44,7 +44,7 @@ func scan_library():
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if dir.file_exists(key + "/song.json"):
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if dir.file_exists(key + "/song.json"):
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song_defs[key] = FileLoader.load_folder("%s/%s" % [rootdir, key])
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song_defs[key] = FileLoader.load_folder("%s/%s" % [rootdir, key])
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print("Loaded song directory: %s" % key)
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print("Loaded song directory: %s" % key)
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song_images[key] = load("%s/%s/%s" % [rootdir, key, song_defs[key]["tile_filename"]])
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song_images[key] = FileLoader.load_image("%s/%s/%s" % [rootdir, key, song_defs[key]["tile_filename"]])
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if song_defs[key]["genre"] in genres:
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if song_defs[key]["genre"] in genres:
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genres[song_defs[key]["genre"]].append(key)
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genres[song_defs[key]["genre"]].append(key)
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else:
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else:
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@ -67,7 +67,11 @@ func save_score():
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data.song_key = scorescreen_song_key
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data.song_key = scorescreen_song_key
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var json = JSON.print(data)
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var json = JSON.print(data)
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var file = File.new()
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var file = File.new()
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var err = file.open(rootdir + "/{year}{month}{day}T{hour}{minute}{second}.json".format(scorescreen_datetime), File.WRITE)
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# var filename = rootdir + "/{year}{month}{day}T{hour}{minute}{second}.json".format(scorescreen_datetime)
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# So uh. Can't zero-pad using the string.format() method. This sucks.
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var dt = scorescreen_datetime
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var filename = rootdir + "/%04d%02d%02dT%02d%02d%02d.json"%[dt.year, dt.month, dt.day, dt.hour, dt.minute, dt.second]
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var err = file.open(filename, File.WRITE)
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if err != OK:
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if err != OK:
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print(err)
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print(err)
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return err
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return err
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@ -109,7 +113,7 @@ func load_score(filename):
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func _ready():
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func _ready():
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scan_library()
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scan_library()
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$"/root/main/NoteHandler".connect("finished_song", self, "finished_song")
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$"/root/main/NoteHandler".connect("finished_song", self, "finished_song")
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load_score("20191210T235010.json")
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load_score("20191211T234131.json") # For testing purposes
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(delta):
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@ -229,11 +233,11 @@ func _draw_score_screen(center: Vector2) -> Array:
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var y = center.y - 200
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var y = center.y - 200
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var x_songtile = x - 120
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var x_songtile = x - 120
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var x_score = x + 120
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var x_score = x + 120
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var x2 = x - 360
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var x2 = x - 370
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var x_spacing = 116
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var x_spacing = 124
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var y_spacing = 48
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var y_spacing = 42
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var y1 = y
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var y1 = y
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var y2 = y + size + y_spacing*2
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var y2 = y + size + y_spacing*1.5
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var tex_judgement_text = $"/root/main/NoteHandler".tex_judgement_text
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var tex_judgement_text = $"/root/main/NoteHandler".tex_judgement_text
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var judgement_text_scale = 0.667
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var judgement_text_scale = 0.667
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@ -242,10 +246,12 @@ func _draw_score_screen(center: Vector2) -> Array:
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draw_songtile(song_key, Vector2(x_songtile-size/2.0, y), size, false, selected_difficulty, 3)
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draw_songtile(song_key, Vector2(x_songtile-size/2.0, y), size, false, selected_difficulty, 3)
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draw_string_centered(TitleFont, Vector2(x_songtile, y+size), song_defs[song_key]["title"], Color(0.95, 0.95, 1.0))
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draw_string_centered(TitleFont, Vector2(x_songtile, y+size), song_defs[song_key]["title"], Color(0.95, 0.95, 1.0))
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var notestrs = ["Tap", "Hold", "Slide"]
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var notestrs = ["Taps:", "Holds Hit:", "Released:", "Slides Hit:", "Slid:"]
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var notetypes = [0, 1, -1, 2, -2]
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var note_spacing = [0.0, 1.25, 2.25, 3.5, 4.5]
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var judgestrs = Array(Rules.JUDGEMENT_STRINGS + ["Miss"])
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var judgestrs = Array(Rules.JUDGEMENT_STRINGS + ["Miss"])
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var judge_scores = [1.0, 0.9, 0.75, 0.5, 0.0]
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var judge_scores = [1.0, 0.9, 0.75, 0.5, 0.0]
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var notetype_weights = [1.0, 2.0, 2.0]
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var notetype_weights = [1.0, 1.0, 1.0, 1.0, 1.0]
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var notecount_total = 0
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var notecount_total = 0
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var notecount_early = 0
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var notecount_early = 0
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var notecount_late = 0
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var notecount_late = 0
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@ -260,24 +266,30 @@ func _draw_score_screen(center: Vector2) -> Array:
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for i in len(notestrs):
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for i in len(notestrs):
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# For each note type, make a row and print scores
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# For each note type, make a row and print scores
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draw_string_centered(TitleFont, Vector2(x2, y2+y_spacing*(i+1)), notestrs[i]+"s:", Color(0.95, 0.95, 1.0))
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var idx = notetypes[i]
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var note_score = 0
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var note_score = 0
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var note_count = 0
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var note_count = 0
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# var y_row = y2+y_spacing*(i+1)
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var y_row = y2 + y_spacing * (note_spacing[i]+1)
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draw_string_centered(TitleFont, Vector2(x2, y_row), notestrs[i], Color(0.95, 0.95, 1.0))
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for j in len(judgestrs):
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for j in len(judgestrs):
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var score
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var score
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if j == 0:
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if j == 0:
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score = scorescreen_score_data[i][0]
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score = scorescreen_score_data[idx][0]
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elif j >= len(judgestrs)-1:
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elif j >= len(judgestrs)-1:
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score = scorescreen_score_data[i]["MISS"]
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score = scorescreen_score_data[idx]["MISS"]
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else:
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else:
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score = scorescreen_score_data[i][j] + scorescreen_score_data[i][-j]
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score = scorescreen_score_data[idx][j] + scorescreen_score_data[idx][-j]
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notecount_early += scorescreen_score_data[i][-j]
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notecount_early += scorescreen_score_data[idx][-j]
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notecount_late += scorescreen_score_data[i][j]
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notecount_late += scorescreen_score_data[idx][j]
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draw_string_centered(TitleFont, Vector2(x2+x_spacing*(j+1), y2+y_spacing*(i+1)), str(score), Color(0.95, 0.95, 1.0))
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if (j >= len(judgestrs)-1) and (idx == -1):
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draw_string_centered(TitleFont, Vector2(x2+x_spacing*(j+1), y_row), "^", Color(0.95, 0.95, 1.0))
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else:
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draw_string_centered(TitleFont, Vector2(x2+x_spacing*(j+1), y_row), str(score), Color(0.95, 0.95, 1.0))
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notecount_total += score # Kinda redundant, will probably refactor eventually
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notecount_total += score # Kinda redundant, will probably refactor eventually
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note_count += score
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note_count += score
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note_score += score * judge_scores[j]
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note_score += score * judge_scores[j]
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draw_string_centered(TitleFont, Vector2(x2+x_spacing*(len(judgestrs)+1), y2+y_spacing*(i+1)), "%2.2f%%"%(note_score/note_count*100.0), Color(0.95, 0.95, 1.0))
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draw_string_centered(TitleFont, Vector2(x2+x_spacing*(len(judgestrs)+1), y_row), "%2.2f%%"%(note_score/note_count*100.0), Color(0.95, 0.95, 1.0))
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total_score += note_score * notetype_weights[i]
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total_score += note_score * notetype_weights[i]
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total_scoremax += note_count * notetype_weights[i]
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total_scoremax += note_count * notetype_weights[i]
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@ -295,8 +307,8 @@ func _draw_score_screen(center: Vector2) -> Array:
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$ScoreText.score_sub = "%2.3f%%"%(overall_score*100.0)
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$ScoreText.score_sub = "%2.3f%%"%(overall_score*100.0)
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$ScoreText.update()
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$ScoreText.update()
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draw_string_centered(TitleFont, Vector2(x, y2+y_spacing*4), "Early : Late", Color(0.95, 0.95, 1.0))
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draw_string_centered(TitleFont, Vector2(x, y2+y_spacing*7), "Early : Late", Color(0.95, 0.95, 1.0))
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draw_string_centered(TitleFont, Vector2(x, y2+y_spacing*5), "%3d%% : %3d%%"%[notecount_early*100/notecount_total, notecount_late*100/notecount_total], Color(0.95, 0.95, 1.0))
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draw_string_centered(TitleFont, Vector2(x, y2+y_spacing*8), "%3d%% : %3d%%"%[notecount_early*100/notecount_total, notecount_late*100/notecount_total], Color(0.95, 0.95, 1.0))
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var rect_songselect := Rect2(-100.0, 300.0, 400.0, 100.0)
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var rect_songselect := Rect2(-100.0, 300.0, 400.0, 100.0)
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draw_rect(rect_songselect, Color.red)
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draw_rect(rect_songselect, Color.red)
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4
Note.gd
4
Note.gd
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@ -6,6 +6,7 @@ extends Node
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enum {NOTE_TAP, NOTE_HOLD, NOTE_SLIDE, NOTE_ARROW, NOTE_TOUCH, NOTE_TOUCH_HOLD}
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enum {NOTE_TAP, NOTE_HOLD, NOTE_SLIDE, NOTE_ARROW, NOTE_TOUCH, NOTE_TOUCH_HOLD}
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enum SlideType {CHORD, ARC_CW, ARC_ACW}
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enum SlideType {CHORD, ARC_CW, ARC_ACW}
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const DEATH_DELAY := 1.0 # This is touchy with the judgement windows and variable bpm.
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const DEATH_DELAY := 1.0 # This is touchy with the judgement windows and variable bpm.
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const RELEASE_SCORE_TYPES := [NOTE_HOLD, NOTE_SLIDE, NOTE_TOUCH_HOLD]
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class NoteBase:
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class NoteBase:
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var time_hit: float
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var time_hit: float
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@ -25,6 +26,7 @@ class NoteTap extends NoteBase:
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class NoteHold extends NoteBase:
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class NoteHold extends NoteBase:
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var type := NOTE_HOLD
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var type := NOTE_HOLD
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var time_release: float
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var time_release: float
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var time_released := INF
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var duration: float
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var duration: float
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var is_held: bool
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var is_held: bool
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func _init(time_hit: float, duration: float, column: int):
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func _init(time_hit: float, duration: float, column: int):
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@ -42,6 +44,8 @@ class NoteSlide extends NoteBase:
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var column_release: int
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var column_release: int
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var slide_type: int
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var slide_type: int
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var slide_id: int
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var slide_id: int
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var progress := INF
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var missed_slide := false
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var values: Dictionary
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var values: Dictionary
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func _init(time_hit: float, duration: float, column: int, column_release: int, slide_type: int):
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func _init(time_hit: float, duration: float, column: int, column_release: int, slide_type: int):
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125
NoteHandler.gd
125
NoteHandler.gd
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@ -62,6 +62,7 @@ var next_note_to_load := 0
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var active_judgement_texts := []
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var active_judgement_texts := []
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var scores := {}
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var scores := {}
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var active_slide_trails := []
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var slide_trail_meshes := {}
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var slide_trail_meshes := {}
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var slide_trail_mesh_instances := {}
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var slide_trail_mesh_instances := {}
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@ -116,6 +117,11 @@ func initialise_scores():
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scores[type] = {}
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scores[type] = {}
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for key in TextJudgement:
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for key in TextJudgement:
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scores[type][key] = 0
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scores[type][key] = 0
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# Release types
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for type in [Note.NOTE_HOLD, Note.NOTE_SLIDE]:
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scores[-type] = {}
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for key in TextJudgement:
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scores[-type][key] = 0
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func make_text_mesh(mesh: ArrayMesh, text_id: int, pos: Vector2, angle: float, alpha:=1.0, scale:=1.0):
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func make_text_mesh(mesh: ArrayMesh, text_id: int, pos: Vector2, angle: float, alpha:=1.0, scale:=1.0):
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var r := GameTheme.judge_text_size2 * scale
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var r := GameTheme.judge_text_size2 * scale
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@ -270,8 +276,24 @@ func activate_note(note, judgement):
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Note.NOTE_HOLD:
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Note.NOTE_HOLD:
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note.is_held = true
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note.is_held = true
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Note.NOTE_SLIDE:
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Note.NOTE_SLIDE:
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pass # Set up slide trail?
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# Set up slide trail?
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return
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active_slide_trails.append(note)
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note.progress = 0.0
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func activate_note_release(note, judgement):
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# Only for Hold, Slide
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement[judgement], db_judgement[judgement], pitch_judgement[judgement])
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scores[-note.type][judgement] += 1
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match note.type:
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Note.NOTE_HOLD:
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note.is_held = false
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note.time_released = t
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active_judgement_texts.append({col=note.column, judgement=judgement, time=t})
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Note.NOTE_SLIDE:
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active_judgement_texts.append({col=note.column_release, judgement=judgement, time=t})
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Note.NOTE_TOUCH_HOLD:
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pass
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func button_pressed(col):
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func button_pressed(col):
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for note in active_notes:
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for note in active_notes:
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@ -283,37 +305,65 @@ func button_pressed(col):
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var hit_delta = get_realtime_precise() - real_time(note.time_hit) # Judgement times are in seconds not gametime
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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:
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if hit_delta >= 0.0:
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if hit_delta > Rules.JUDGEMENT_TIMES_POST[-1]:
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if hit_delta > Rules.JUDGEMENT_TIMES_POST[-1]:
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continue # missed
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continue # missed, don't consume input
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for i in Rules.JUDGEMENT_TIERS:
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for i in Rules.JUDGEMENT_TIERS:
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if hit_delta <= Rules.JUDGEMENT_TIMES_POST[i]:
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if hit_delta <= Rules.JUDGEMENT_TIMES_POST[i]:
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activate_note(note, i)
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activate_note(note, i)
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return
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return # Consume input because one press shouldn't trigger two notes
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else:
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else:
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if -hit_delta > Rules.JUDGEMENT_TIMES_PRE[-1]:
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if -hit_delta > Rules.JUDGEMENT_TIMES_PRE[-1]:
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continue # too far away
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continue # too far away, don't consume input
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for i in Rules.JUDGEMENT_TIERS:
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for i in Rules.JUDGEMENT_TIERS:
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if -hit_delta <= Rules.JUDGEMENT_TIMES_POST[i]:
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if -hit_delta <= Rules.JUDGEMENT_TIMES_PRE[i]:
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activate_note(note, -i)
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activate_note(note, -i)
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return
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return
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func touchbutton_pressed(col):
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func touchbutton_pressed(col):
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button_pressed(col)
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button_pressed(col)
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func do_hold_release(note):
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var hit_delta = get_realtime_precise() - real_time(note.time_release) # Judgement times are in seconds not gametime
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if hit_delta >= 0.0:
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for i in Rules.JUDGEMENT_TIERS-1:
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if hit_delta <= Rules.JUDGEMENT_TIMES_RELEASE_POST[i]:
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activate_note_release(note, i)
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return
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activate_note_release(note, Rules.JUDGEMENT_TIERS-1) # No "miss" for releasing, only worst judgement.
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return
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else:
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for i in Rules.JUDGEMENT_TIERS-1:
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if -hit_delta <= Rules.JUDGEMENT_TIMES_RELEASE_PRE[i]:
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activate_note_release(note, -i)
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return
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activate_note_release(note, Rules.JUDGEMENT_TIERS-1) # No "miss" for releasing, only worst judgement.
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return
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func do_slide_release(note):
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var hit_delta = get_realtime_precise() - real_time(note.time_release) # Judgement times are in seconds not gametime
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if hit_delta >= 0.0:
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for i in Rules.JUDGEMENT_TIERS:
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if hit_delta <= Rules.JUDGEMENT_TIMES_SLIDE_POST[i]:
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activate_note_release(note, i)
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return
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else:
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for i in Rules.JUDGEMENT_TIERS:
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if -hit_delta <= Rules.JUDGEMENT_TIMES_SLIDE_PRE[i]:
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activate_note_release(note, -i)
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return
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func check_hold_release(col):
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func check_hold_release(col):
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for note in active_notes:
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for note in active_notes:
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if note.column != col:
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if note.column != col:
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continue
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continue
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if note.type == Note.NOTE_HOLD:
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if note.type == Note.NOTE_HOLD:
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if note.is_held == true:
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if note.is_held == true:
|
||||||
note.is_held = false
|
do_hold_release(note) # Separate function since there's no need to "consume" releases
|
||||||
pass
|
|
||||||
|
|
||||||
func button_released(col):
|
func button_released(col):
|
||||||
# We only care about hold release.
|
# We only care about hold release.
|
||||||
# For that particular case, we want both to be unheld.
|
# 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)
|
check_hold_release(col)
|
||||||
|
|
||||||
func touchbutton_released(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)
|
check_hold_release(col)
|
||||||
|
@ -345,10 +395,14 @@ func _draw():
|
||||||
make_tap_mesh(mesh, note_center, scale, color)
|
make_tap_mesh(mesh, note_center, scale, color)
|
||||||
Note.NOTE_HOLD:
|
Note.NOTE_HOLD:
|
||||||
if note.is_held:
|
if note.is_held:
|
||||||
|
position = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
|
||||||
color = GameTheme.COLOR_ARRAY_HOLD_HELD
|
color = GameTheme.COLOR_ARRAY_HOLD_HELD
|
||||||
note_center = GameTheme.RADIAL_UNIT_VECTORS[note.column] * GameTheme.receptor_ring_radius
|
note_center = GameTheme.RADIAL_UNIT_VECTORS[note.column] * GameTheme.receptor_ring_radius * max(position, 1.0)
|
||||||
elif position > 1.0:
|
elif position > 1.0:
|
||||||
color = GameTheme.COLOR_ARRAY_DOUBLE_MISS_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD_MISS
|
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
|
||||||
else:
|
else:
|
||||||
color = GameTheme.COLOR_ARRAY_DOUBLE_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD
|
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
|
var position_rel : float = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
|
||||||
|
@ -374,7 +428,8 @@ func _draw():
|
||||||
var star_pos : Vector2 = note.get_position(trail_progress)
|
var star_pos : Vector2 = note.get_position(trail_progress)
|
||||||
var star_angle : float = note.get_angle(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, color)
|
||||||
# slide_trail_mesh_instances[note.slide_id].material.set_shader_param("trail_progress", trail_progress)
|
if note.progress != INF:
|
||||||
|
slide_trail_mesh_instances[note.slide_id].material.set_shader_param("trail_progress", note.progress)
|
||||||
if t > note.time_release:
|
if t > note.time_release:
|
||||||
trail_alpha = max(1 - (t - note.time_release)/Note.DEATH_DELAY, 0.0)
|
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*0.88)
|
||||||
|
@ -392,6 +447,29 @@ func _draw():
|
||||||
make_judgement_text(textmesh, TextJudgement[text.judgement], text.col, (t-text.time)/GameTheme.judge_text_duration)
|
make_judgement_text(textmesh, TextJudgement[text.judgement], text.col, (t-text.time)/GameTheme.judge_text_duration)
|
||||||
$JudgeText.set_mesh(textmesh)
|
$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)
|
||||||
|
|
||||||
|
|
||||||
func _init():
|
func _init():
|
||||||
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
|
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
|
||||||
GameTheme.init_radial_values()
|
GameTheme.init_radial_values()
|
||||||
|
@ -440,14 +518,7 @@ func load_track(data: Dictionary, difficulty_idx: int):
|
||||||
bpm = data.bpm_values[0]
|
bpm = data.bpm_values[0]
|
||||||
sync_offset_audio = data.audio_offsets[0]
|
sync_offset_audio = data.audio_offsets[0]
|
||||||
sync_offset_video = data.video_offsets[0]
|
sync_offset_video = data.video_offsets[0]
|
||||||
var audiostream = AudioStreamOGGVorbis.new()
|
var audiostream = FileLoader.load_ogg(data.directory + "/" + data.audio_filelist[0])
|
||||||
# var asb = load(data.directory + "/" + data.audio_filelist[0])
|
|
||||||
# audiostream.set_data(asb.get_data())
|
|
||||||
# Unbelievably stupid bug, infuriating workaround
|
|
||||||
var oggfile = File.new()
|
|
||||||
oggfile.open(data.directory + "/" + data.audio_filelist[0], File.READ)
|
|
||||||
audiostream.set_data(oggfile.get_buffer(oggfile.get_len()))
|
|
||||||
oggfile.close()
|
|
||||||
var videostream = load(data.directory + "/" + data.video_filelist[0])
|
var videostream = load(data.directory + "/" + data.video_filelist[0])
|
||||||
|
|
||||||
$"/root/main/music".set_stream(audiostream)
|
$"/root/main/music".set_stream(audiostream)
|
||||||
|
@ -533,13 +604,26 @@ func _process(delta):
|
||||||
if note.type == Note.NOTE_SLIDE:
|
if note.type == Note.NOTE_SLIDE:
|
||||||
$SlideTrailHandler.remove_child(slide_trail_mesh_instances[note.slide_id])
|
$SlideTrailHandler.remove_child(slide_trail_mesh_instances[note.slide_id])
|
||||||
slide_trail_mesh_instances.erase(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"])
|
||||||
active_notes.remove(i)
|
active_notes.remove(i)
|
||||||
elif note.time_activated == INF:
|
elif note.time_activated == INF:
|
||||||
if ((t-note.time_hit) > miss_time) and not note.missed:
|
if ((t-note.time_hit) > miss_time) and not note.missed:
|
||||||
active_judgement_texts.append({col=note.column, judgement="MISS", time=t})
|
active_judgement_texts.append({col=note.column, judgement="MISS", time=t})
|
||||||
scores[note.type]["MISS"] += 1
|
scores[note.type]["MISS"] += 1
|
||||||
|
if Note.RELEASE_SCORE_TYPES.has(note.type):
|
||||||
|
scores[-note.type]["MISS"] += 1
|
||||||
note.missed = true
|
note.missed = true
|
||||||
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_judgement["MISS"], db_judgement["MISS"])
|
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
|
||||||
|
|
||||||
# Clean out expired judgement texts
|
# Clean out expired judgement texts
|
||||||
# By design they will always be in order so we can ignore anything past the first index
|
# By design they will always be in order so we can ignore anything past the first index
|
||||||
|
@ -574,6 +658,7 @@ func _process(delta):
|
||||||
# next_note_to_load = 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():
|
if (len(active_notes) < 1) and (next_note_to_load >= len(all_notes)) and not get_node("/root/main/music").is_playing():
|
||||||
self.running = false
|
self.running = false
|
||||||
|
self.timers_set = false
|
||||||
emit_signal("finished_song", song_key, scores)
|
emit_signal("finished_song", song_key, scores)
|
||||||
|
|
||||||
# Redraw
|
# Redraw
|
||||||
|
|
2
Rules.gd
2
Rules.gd
|
@ -13,7 +13,7 @@ const JUDGEMENT_TIMES_PRE := [0.040, 0.090, 0.125, 0.150]
|
||||||
const JUDGEMENT_TIMES_POST := [0.040, 0.090, 0.125, 0.150]
|
const JUDGEMENT_TIMES_POST := [0.040, 0.090, 0.125, 0.150]
|
||||||
const JUDGEMENT_TIMES_RELEASE_PRE := [0.040, 0.090, 0.125, 0.150]
|
const JUDGEMENT_TIMES_RELEASE_PRE := [0.040, 0.090, 0.125, 0.150]
|
||||||
const JUDGEMENT_TIMES_RELEASE_POST := [0.090, 0.140, 0.175, 0.200] # Small grace period
|
const JUDGEMENT_TIMES_RELEASE_POST := [0.090, 0.140, 0.175, 0.200] # Small grace period
|
||||||
const JUDGEMENT_TIMES_SLIDE_PRE := [0.090, 0.140, 0.175, 0.200] # Small grace period, sort-of
|
const JUDGEMENT_TIMES_SLIDE_PRE := [0.090, 0.240, 0.375, 60.000] # Small grace period, sort-of. Just be generous, really.
|
||||||
const JUDGEMENT_TIMES_SLIDE_POST := [0.090, 0.140, 0.175, 0.200]
|
const JUDGEMENT_TIMES_SLIDE_POST := [0.090, 0.140, 0.175, 0.200]
|
||||||
|
|
||||||
const SCORE_STRINGS = ["SSS", "SS", "S", "A⁺", "A", "B⁺", "B", "C⁺", "C", "F"]
|
const SCORE_STRINGS = ["SSS", "SS", "S", "A⁺", "A", "B⁺", "B", "C⁺", "C", "F"]
|
||||||
|
|
Loading…
Reference in New Issue