Note judgement text
This commit is contained in:
parent
b8502e6f02
commit
9ffd8d57c5
12
GameTheme.gd
12
GameTheme.gd
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@ -16,6 +16,8 @@ const JUDGE_TEXT_ANG3 := PI + JUDGE_TEXT_ANG2
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const JUDGE_TEXT_ANG4 := -JUDGE_TEXT_ANG2
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var judge_text_size2 := 0.5*judge_text_size/cos(JUDGE_TEXT_ANG2)
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var judge_text_duration := 2.0
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# Color definitions
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const COLOR_TAP := Color(1, 0.15, 0.15, 1)
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const COLOR_TAP2 := Color(0.75, 0.5, 0, 1) # High-score taps ("breaks" in maimai)
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@ -51,7 +53,7 @@ var RADIAL_UNIT_VECTORS := PoolVector2Array() # ideally const
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func init_radial_values():
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for i in range(Rules.COLS):
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var angle = deg2rad(fmod(Rules.FIRST_COLUMN_ANGLE_DEG + (i * Rules.COLS_ANGLE_DEG), 360.0))
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var angle = deg2rad(fposmod(Rules.FIRST_COLUMN_ANGLE_DEG + (i * Rules.COLS_ANGLE_DEG), 360.0))
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RADIAL_COL_ANGLES.push_back(angle)
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RADIAL_UNIT_VECTORS.push_back(Vector2(cos(angle), sin(angle)))
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@ -59,3 +61,11 @@ func init_radial_values():
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func color_array_text(alpha: float) -> PoolColorArray:
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var color := Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, alpha)
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return PoolColorArray([color, color, color, color])
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func color_array_tap(alpha: float, double:=false) -> PoolColorArray:
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if alpha >= 1.0:
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return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_TAP
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else:
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var col := COLOR_DOUBLE if double else COLOR_TAP
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var color = Color(col.r, col.g, col.b, alpha)
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return PoolColorArray([color, color, color, color])
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@ -27,7 +27,7 @@ func _init():
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func _ready():
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set_process_unhandled_input(true) # process user input
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set_fingers(0)
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connect("button_pressed", self, "print_pressed")
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# connect("button_pressed", self, "print_pressed")
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func print_pressed(col: int):
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42
Note.gd
42
Note.gd
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@ -12,6 +12,28 @@ class NoteBase:
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var time_death: float
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var column: int
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var double_hit := false
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var time_activated := INF
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var missed := false
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class NoteTap extends NoteBase:
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var type := NOTE_TAP
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func _init(time_hit: float, column: int):
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self.time_hit = time_hit
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self.time_death = time_hit + DEATH_DELAY
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self.column = column
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class NoteHold extends NoteBase:
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var type := NOTE_HOLD
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var time_release: float
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var duration: float
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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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self.time_hit = time_hit
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self.duration = duration
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self.time_release = time_hit + duration
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self.time_death = time_release + DEATH_DELAY
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self.column = column
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self.is_held = false
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class NoteSlide extends NoteBase:
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var type := NOTE_SLIDE
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@ -84,20 +106,20 @@ class NoteSlide extends NoteBase:
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static func make_tap(time_hit: float, column: int) -> Dictionary:
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return {type=NOTE_TAP, time_hit=time_hit, time_death=time_hit+DEATH_DELAY, column=column, double_hit=false}
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static func make_tap(time_hit: float, column: int) -> NoteTap:
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# return {type=NOTE_TAP, time_hit=time_hit, time_death=time_hit+DEATH_DELAY, column=column, double_hit=false}
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return NoteTap.new(time_hit, column)
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static func make_break(time_hit: float, column: int) -> Dictionary:
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return {type=NOTE_TAP, time_hit=time_hit, time_death=time_hit+DEATH_DELAY, column=column, double_hit=false}
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static func make_break(time_hit: float, column: int): # -> Dictionary:
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# return {type=NOTE_TAP, time_hit=time_hit, time_death=time_hit+DEATH_DELAY, column=column, double_hit=false}
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return NoteTap.new(time_hit, column)
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static func make_hold(time_hit: float, duration: float, column: int) -> Dictionary:
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var time_release := time_hit + duration
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return {type=NOTE_HOLD, time_hit=time_hit, time_release=time_release, time_death=time_release+DEATH_DELAY, column=column, double_hit=false}
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static func make_hold(time_hit: float, duration: float, column: int) -> NoteHold:
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# var time_release := time_hit + duration
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# return {type=NOTE_HOLD, time_hit=time_hit, time_release=time_release, time_death=time_release+DEATH_DELAY, column=column, double_hit=false}
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return NoteHold.new(time_hit, duration, column)
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static func make_slide(time_hit: float, duration: float, column: int, column_release: int, slide_type:=SlideType.CHORD) -> NoteSlide:
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# var time_release := time_hit + duration
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# return {type=NOTE_SLIDE, time_hit=time_hit, time_release=time_release, duration=duration,
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# time_death=time_release+DEATH_DELAY, column=column, column_release=column_release, double_hit=false}
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return NoteSlide.new(time_hit, duration, column, column_release, slide_type)
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static func make_touch(time_hit: float, location: Vector2) -> Dictionary:
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130
NoteHandler.gd
130
NoteHandler.gd
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@ -28,11 +28,14 @@ var bpm := 120.0
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var sync_offset_video := 0.0 # Time in seconds to the first beat
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var sync_offset_audio := 0.0 # Time in seconds to the first beat
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var active_notes := []
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var active_judgement_texts := []
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var all_notes := []
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var next_note_to_load := 0
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var slide_trail_meshes := {}
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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
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# tap/star/arrow are 4-vertex 2-triangle simple squares
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# hold is 8-vertex 6-triangle to enable stretching in the middle
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@ -65,6 +68,15 @@ func make_text_UVs():
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text_UV_arrays.append(make_text_UV(row, column))
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enum TextStyle {STRAIGHT=0, ARC=1, ARC_EARLY=2, ARC_LATE=3}
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enum TextWord {NICE=0, OK=4, NG=8, PERFECT=12, GREAT=16, GOOD=20, ALMOST=24, MISS=28}
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const TextJudgement := {
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0: TextWord.PERFECT + TextStyle.ARC,
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1: TextWord.GREAT + TextStyle.ARC_LATE,
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-1: TextWord.GREAT + TextStyle.ARC_EARLY,
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2: TextWord.GOOD + TextStyle.ARC_LATE,
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-2: TextWord.GOOD + TextStyle.ARC_EARLY,
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3: TextWord.ALMOST + TextStyle.ARC_LATE,
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-3: TextWord.ALMOST + TextStyle.ARC_EARLY,
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}
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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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@ -83,8 +95,8 @@ func make_text_mesh(mesh: ArrayMesh, text_id: int, pos: Vector2, angle: float, a
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func make_judgement_text(mesh: ArrayMesh, text_id: int, col: int, progress:=0.0):
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make_text_mesh(mesh, text_id,
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GameTheme.RADIAL_UNIT_VECTORS[col] * GameTheme.receptor_ring_radius * lerp(0.85, 0.8, progress),
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GameTheme.RADIAL_COL_ANGLES[col]-PI/2.0, lerp(1.0, 0.0, progress), lerp(1.0, 0.5, progress)
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GameTheme.RADIAL_UNIT_VECTORS[col] * GameTheme.receptor_ring_radius * lerp(0.85, 0.85*0.75, progress),
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GameTheme.RADIAL_COL_ANGLES[col]-PI/2.0, lerp(1.0, 0.0, progress), lerp(1.0, 0.75, progress)
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)
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# ----------------------------------------------------------------------------------------------------------------------------------------------------
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@ -208,14 +220,63 @@ func make_slide_trail_mesh(note) -> ArrayMesh:
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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return mesh
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#----------------------------------------------------------------------------------------------------------------------------------------------
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func activate_note(note, judgement):
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active_judgement_texts.append({col=note.column, judgement=judgement, time=t})
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note.time_activated = t
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match note.type:
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Note.NOTE_HOLD:
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note.is_held = true
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Note.NOTE_SLIDE:
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pass # Set up slide trail?
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return
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func button_pressed(col):
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for note in active_notes:
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if note.column != col:
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continue
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if note.time_activated != INF:
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continue
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var hit_delta = t - note.time_hit
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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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continue # missed
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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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activate_note(note, i)
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return
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else:
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if -hit_delta > Rules.JUDGEMENT_TIMES_PRE[-1]:
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continue # too far away
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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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activate_note(note, -i)
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return
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func touchbutton_pressed(col):
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button_pressed(col)
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func check_hold_release(col):
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for note in active_notes:
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if note.column != col:
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continue
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if note.type == Note.NOTE_HOLD:
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if note.is_held == true:
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note.is_held = false
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pass
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func button_released(col):
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# We only care about hold release.
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# For that particular case, we want both to be unheld.
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if $"/root/main/InputHandler".touchbuttons_pressed[col] == 0:
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check_hold_release(col)
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func touchbutton_released(col):
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if $"/root/main/InputHandler".buttons_pressed[col] == 0:
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check_hold_release(col)
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#----------------------------------------------------------------------------------------------------------------------------------------------
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func _init():
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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GameTheme.init_radial_values()
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make_text_UVs()
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func _draw():
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var mesh := ArrayMesh.new()
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var noteline_data : Image = noteline_array_image.get_rect(Rect2(0, 0, 16, 16))
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@ -234,10 +295,16 @@ func _draw():
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var note_center = (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position * GameTheme.receptor_ring_radius)
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match note.type:
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Note.NOTE_TAP:
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var color = GameTheme.COLOR_ARRAY_DOUBLE_4 if note.double_hit else GameTheme.COLOR_ARRAY_TAP
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var color: PoolColorArray
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if note.time_activated == INF:
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color = GameTheme.color_array_tap(1.0, note.double_hit)
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else:
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color = GameTheme.color_array_tap(lerp(1.0, 0.0, (note.time_death-t)/Note.DEATH_DELAY), note.double_hit)
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make_tap_mesh(mesh, note_center, scale, color)
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Note.NOTE_HOLD:
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var color = GameTheme.COLOR_ARRAY_DOUBLE_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD
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if note.is_held:
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color = GameTheme.COLOR_ARRAY_HOLD_HELD
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var position_rel : float = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
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if position_rel > 0:
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var note_rel_center := (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position_rel * GameTheme.receptor_ring_radius)
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@ -272,21 +339,25 @@ func _draw():
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$notelines.set_texture(noteline_data_tex)
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$meshinstance.set_mesh(mesh)
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var textmesh := ArrayMesh.new()
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make_judgement_text(textmesh, TextWord.PERFECT+TextStyle.ARC, 0, 0.0)
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make_judgement_text(textmesh, TextWord.GREAT+TextStyle.ARC_LATE, 1, 0.0)
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make_judgement_text(textmesh, TextWord.GOOD+TextStyle.ARC_EARLY, 2, 0.1)
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make_judgement_text(textmesh, TextWord.ALMOST+TextStyle.ARC_LATE, 3, 0.2)
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make_judgement_text(textmesh, TextWord.MISS+TextStyle.ARC, 4, 0.4)
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make_judgement_text(textmesh, TextWord.NICE+TextStyle.ARC, 5, 0.6)
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make_judgement_text(textmesh, TextWord.OK+TextStyle.ARC, 6, 0.8)
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make_judgement_text(textmesh, TextWord.NG+TextStyle.ARC, 7, 0.9)
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$JudgeText.set_mesh(textmesh)
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# draw_mesh(mesh, tex)
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var noteline_array_image := Image.new()
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var textmesh := ArrayMesh.new()
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# make_judgement_text(textmesh, TextWord.PERFECT+TextStyle.ARC, 0, fmod(t, 1.0))
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# make_judgement_text(textmesh, TextWord.GREAT+TextStyle.ARC_LATE, 1, ease(fmod(t, 1.0), 1.25))
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# make_judgement_text(textmesh, TextWord.GOOD+TextStyle.ARC_EARLY, 2, clamp(fmod(t, 2.0)-1, 0, 1))
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# make_judgement_text(textmesh, TextWord.ALMOST+TextStyle.ARC_LATE, 3, ease(clamp(fmod(t, 2.0)-1, 0, 1), 1.25))
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# make_judgement_text(textmesh, TextWord.MISS+TextStyle.ARC, 4, clamp(fmod(t, 2.0)-0.5, 0, 1))
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# make_judgement_text(textmesh, TextWord.NICE+TextStyle.ARC, 5, ease(clamp(fmod(t, 2.0)-0.5, 0, 1), 1.25))
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# make_judgement_text(textmesh, TextWord.OK+TextStyle.ARC, 6, fmod(t, 2.0)*0.5)
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# make_judgement_text(textmesh, TextWord.NG+TextStyle.ARC, 7, ease(fmod(t, 2.0)*0.5, 1.25))
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for text in active_judgement_texts:
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make_judgement_text(textmesh, TextJudgement[text.judgement], text.col, (t-text.time)/GameTheme.judge_text_duration)
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$JudgeText.set_mesh(textmesh)
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func _init():
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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GameTheme.init_radial_values()
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make_text_UVs()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -325,7 +396,8 @@ func _ready():
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noteline_array_image.fill(Color(0.0, 0.0, 0.0))
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# Format: first 15 rows are for hit events, last row is for releases only (no ring glow)
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all_notes = FileLoader.SRT.load_file("res://songs/199_cirno_master.srt")
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# all_notes = FileLoader.SRT.load_file("res://songs/199_cirno_master.srt")
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all_notes = FileLoader.SRT.load_file("res://songs/199_cirno_adv.srt")
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bpm = 175.0
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sync_offset_audio = 0.553
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sync_offset_video = 0.553
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@ -336,6 +408,13 @@ func _ready():
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if note.type == Note.NOTE_SLIDE:
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slide_trail_meshes[note.slide_id] = make_slide_trail_mesh(note)
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$"/root/main/InputHandler".connect("button_pressed", self, "button_pressed")
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$"/root/main/InputHandler".connect("touchbutton_pressed", self, "touchbutton_pressed")
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$"/root/main/InputHandler".connect("button_released", self, "button_released")
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$"/root/main/InputHandler".connect("touchbutton_released", self, "touchbutton_released")
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func game_time(realtime: float) -> float:
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return time * bpm / 60.0
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@ -373,6 +452,11 @@ func _process(delta):
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slide_trail_mesh_instances.erase(note.slide_id)
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active_notes.remove(i)
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# Clean out expired judgement texts
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# By design they will always be in order so we can ignore anything past the first index
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while (len(active_judgement_texts) > 0) and ((t-active_judgement_texts[0].time) > GameTheme.judge_text_duration):
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active_judgement_texts.pop_front()
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# Add new notes as necessary
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while true:
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if next_note_to_load >= len(all_notes):
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9
Rules.gd
9
Rules.gd
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@ -6,3 +6,12 @@ const COLS_ANGLE_RAD := COLS_ANGLE_DEG * TAU/360.0 # deg2rad isn't a const func
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const FIRST_COLUMN_ANGLE_DEG := (COLS_ANGLE_DEG/2.0 if !(COLS%2) else 0.0) - 90.0 #-67.5
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const COLS_TOUCH_ARC_DEG := 240.0/COLS
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const JUDGEMENT_STRINGS := ["Perfect", "Great", "Good", "Almost"]
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const JUDGEMENT_TIERS := 4
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const JUDGEMENT_TIMES_PRE := [0.040, 0.090, 0.135, 0.180]
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const JUDGEMENT_TIMES_POST := [0.040, 0.090, 0.135, 0.180]
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const JUDGEMENT_TIMES_RELEASE_PRE := [0.050, 0.090, 0.135, 0.180]
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const JUDGEMENT_TIMES_RELEASE_POST := [0.100, 0.140, 0.155, 0.230] # Small grace period
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const JUDGEMENT_TIMES_SLIDE_PRE := [0.090, 0.135, 0.180, 0.230] # Small grace period, sort-of
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const JUDGEMENT_TIMES_SLIDE_POST := [0.090, 0.135, 0.180, 0.230]
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