#tool #extends Node2D extends Control var NoteHandlerPath := @'/root/main/NoteHandler' onready var NoteHandler := get_node(NoteHandlerPath) onready var ScoreText := $ScoreText var genres = {} enum ChartDifficulty {EASY, BASIC, ADV, EXPERT, MASTER} enum MenuMode {SONG_SELECT, CHART_SELECT, OPTIONS, GAMEPLAY, SCORE_SCREEN} var selected_genre: int = 0 var selected_song: int = 0 var selected_song_vis: int = 0 var selected_song_delta: float = 0.0 # For floaty display scrolling var selected_song_speed: float = 0.0 # For floaty display scrolling var selected_song_key: String = '' var selected_difficulty = ChartDifficulty.ADV var menu_mode = MenuMode.SONG_SELECT var menu_mode_prev = MenuMode.SONG_SELECT var menu_mode_prev_fade_timer := 0.0 var menu_mode_prev_fade_timer_duration := 0.25 var currently_playing := false var scorescreen_song_key := '' var scorescreen_score_data := {} var scorescreen_datetime := {} var scorescreen_saved := false var touch_rects = [] var TitleFont := preload('res://assets/MenuTitleFont.tres') var GenreFont := preload('res://assets/MenuGenreFont.tres') var DiffNumFont := preload('res://assets/MenuDiffNumberFont.tres') var ScoreFont := preload('res://assets/MenuScoreFont.tres') var snd_interact := preload('res://assets/softclap.wav') func scan_library(): var results = FileLoader.scan_library() genres = results.genres func save_score() -> int: var data = {'score_data': scorescreen_score_data, 'song_key': scorescreen_song_key} var dt = scorescreen_datetime var filename = 'scores/%04d%02d%02dT%02d%02d%02d.json'%[dt.year, dt.month, dt.day, dt.hour, dt.minute, dt.second] match FileLoader.save_json(filename, data): OK: scorescreen_saved = true return OK var err: print_debug('Error saving score file %s'%filename) return err func load_score(filename): var result = FileLoader.load_json('scores/%s'%filename) if not (result is Dictionary): print('An error occurred while trying to access the chosen score file: ', result) return result var data = {} for key in result.score_data: var value = {} for k2 in result.score_data[key]: if k2 != 'MISS': k2 = int(k2) # Could use something more robust later value[k2] = result.score_data[key][k2] data[int(key)] = value scorescreen_score_data = data scorescreen_song_key = result.song_key scorescreen_saved = true set_menu_mode(MenuMode.SCORE_SCREEN) func _ready(): scan_library() NoteHandler.connect('finished_song', self, 'finished_song') # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): var diff = selected_song - (selected_song_vis + selected_song_delta) selected_song_speed = ease(abs(diff), 1)*10 selected_song_delta += sign(diff) * selected_song_speed * delta if selected_song_delta > 0.5: selected_song_delta -= 1.0 selected_song_vis += 1 elif selected_song_delta < -0.5: selected_song_delta += 1.0 selected_song_vis -= 1 menu_mode_prev_fade_timer = max(0.0, menu_mode_prev_fade_timer - delta) update() if (menu_mode == MenuMode.GAMEPLAY) and (menu_mode_prev_fade_timer <= 0.0) and not NoteHandler.running: var songslist = genres[genres.keys()[selected_genre]] var song_key = songslist[selected_song % len(songslist)] NoteHandler.load_track(song_key, Library.Song.default_difficulty_keys[selected_difficulty]) NoteHandler.running = true func draw_string_centered(font, position, string, color := GameTheme.COLOR_MENU_TEXT): draw_string(font, Vector2(position.x - font.get_string_size(string).x/2.0, position.y + font.get_ascent()), string, color) func draw_songtile(song_key, position, size, title_text:=false, difficulty=selected_difficulty, outline_px:=3): # Draws from top left-corner. Returns Rect2 of the image (not the outline). # Draw difficulty-colored outline if typeof(difficulty) == TYPE_STRING: difficulty = Library.Song.difficulty_key_ids.get(difficulty, 0) var song_diffs = Library.all_songs[song_key]['chart_difficulties'] if not (Library.Song.default_difficulty_keys[difficulty] in song_diffs): difficulty = Library.Song.difficulty_key_ids.get(song_diffs.keys()[-1], 0) var diff_color := GameTheme.COLOR_DIFFICULTY[difficulty*2] var rect := Rect2(position.x, position.y, size, size) draw_rect(Rect2(position.x - outline_px, position.y - outline_px, size + outline_px*2, size + outline_px*2), diff_color) draw_texture_rect(Library.get_song_tile_texture(song_key), rect, false) # Draw track difficulty rating draw_string_centered(DiffNumFont, Vector2(position.x+size-17, position.y+size-40), song_diffs.get(Library.Song.default_difficulty_keys[difficulty], '0'), diff_color) if title_text: draw_string_centered(TitleFont, Vector2(position.x+size/2.0, position.y+size), Library.all_songs[song_key].title.n, diff_color.lightened(0.33)) return rect func diff_f2str(difficulty: float): # Convert .5 to + return str(int(floor(difficulty))) + ('+' if fmod(difficulty, 1.0)>0.4 else '') func _draw_song_select(center: Vector2) -> Array: var size = 128 var spacer_x = 12 var spacer_y = 64 var title_spacer_y = 48 var sel_scales := [1.0, 0.8, 0.64, 0.64, 0.64, 0.512, 0.4096] var bg_scales := [0.64, 0.64, 0.64, 0.64, 0.64, 0.512, 0.4096] var gy := center.y -300 var touchrects := [] for g in len(genres): var selected: bool = (g == selected_genre) var base_scales = sel_scales if selected else bg_scales var scales = [] scales.resize(len(base_scales)*2-1) if selected_song_delta >= 0.0: for i in len(base_scales)-1: scales[i+1] = lerp(base_scales[i+1], base_scales[i], selected_song_delta) scales[-i] = lerp(base_scales[i], base_scales[i+1], selected_song_delta) scales[len(base_scales)] = base_scales[-1] else: for i in len(base_scales)-1: scales[i] = lerp(base_scales[i], base_scales[i+1], -selected_song_delta) scales[-i-1] = lerp(base_scales[i+1], base_scales[i], -selected_song_delta) scales[-len(base_scales)] = base_scales[-1] var subsize = size * scales[0] var gx = center.x - (subsize + spacer_x) * selected_song_delta var songslist = Library.genre_songs[g].keys() var genre_str = '%s (%d)'%[genres.keys()[g], len(songslist)] draw_string_centered(GenreFont, Vector2(center.x, gy), genre_str, Color.aqua) var s = len(songslist) var key = songslist[selected_song_vis % s] var y = gy + spacer_y var x = -subsize/2.0 var r = draw_songtile(key, Vector2(gx+x, y), subsize, selected) touchrects.append({rect=r, song_idx=selected_song_vis, genre_idx=g}) for i in range(1, len(base_scales)): x += subsize + spacer_x subsize = size * scales[i] r = draw_songtile(songslist[(selected_song_vis+i) % s], Vector2(gx+x, y), subsize) touchrects.append({rect=r, song_idx=selected_song_vis+i, genre_idx=g}) subsize = size * scales[0] x = -subsize/2.0 for i in range(1, len(base_scales)): x += subsize + spacer_x subsize = size * scales[-i] r = draw_songtile(songslist[(selected_song_vis-i) % s], Vector2(gx-x - subsize, y), subsize) touchrects.append({rect=r, song_idx=selected_song_vis-i, genre_idx=g}) gy += size*base_scales[0] + spacer_y + (title_spacer_y if selected else 0) return touchrects func _draw_chart_select(center: Vector2) -> Array: # Select difficulty for chosen song var charts: Dictionary = Library.get_song_charts(selected_song_key) var song_data = Library.all_songs[selected_song_key] var diffs = song_data.chart_difficulties var n = len(diffs) var spacer_x = max(14, 70/n) var size = min(192, (1000-spacer_x*(n-1))/n) var touchrects = [{rect=Rect2(center.x-450.0, center.y+310.0, 900.0, 300.0), chart_idx=-1}] # invisible back button var x = center.x - (size*n + spacer_x*(n-1))/2 for diff in diffs: var i_diff = Library.Song.difficulty_key_ids.get(diff, 0) var width = 8 if i_diff == selected_difficulty else 3 var r = draw_songtile(selected_song_key, Vector2(x, center.y), size, false, i_diff, width) touchrects.append({rect=r, chart_idx=i_diff}) x += size + spacer_x draw_string_centered(TitleFont, Vector2(center.x, center.y+size+32), Library.all_songs[selected_song_key].title.n) var sel_chart: Array = charts.values()[min(selected_difficulty, len(charts)-1)] var all_notes: Array = sel_chart[1] var meta: Dictionary = sel_chart[0] draw_string_centered(TitleFont, Vector2(center.x-50, center.y+size+80), 'BPM:') draw_string_centered(TitleFont, Vector2(center.x+50, center.y+size+80), str(song_data.BPM)) var notestrs = ['Taps:', 'Holds:', 'Slides:'] var notetypes = [0, 1, 2] var note_counts = [meta.num_taps, meta.num_holds, meta.num_slides] for i in len(notestrs): draw_string_centered(TitleFont, Vector2(center.x-50, center.y+size+148+i*50), notestrs[i]) draw_string_centered(TitleFont, Vector2(center.x+50, center.y+size+148+i*50), str(note_counts[notetypes[i]])) return touchrects func _draw_score_screen(center: Vector2) -> Array: var size = 192 var spacer_x = 12 var touchrects = [] var songslist = genres[genres.keys()[selected_genre]] var song_key = scorescreen_song_key # var song_data = Library.all_songs[song_key] var chart: Array = Library.get_song_charts(selected_song_key)[Library.Song.default_difficulty_keys[selected_difficulty]] var all_notes: Array = chart[1] var meta: Dictionary = chart[0] var x = center.x var y = center.y - 200 var x_songtile = x - 120 var x_score = x + 120 var x2 = x - 360 var x_spacing = 124 var y_spacing = 42 var y1 = y var y2 = y + size + y_spacing*1.5 var tex_judgement_text = GameTheme.tex_judgement_text var judgement_text_scale = 0.667 var judgement_text_width = 256 * judgement_text_scale var judgement_text_height = 64 * judgement_text_scale draw_songtile(song_key, Vector2(x_songtile-size/2.0, y), size, false, selected_difficulty, 3) draw_string_centered(TitleFont, Vector2(x_songtile, y+size), Library.all_songs[song_key].title.n) var notestrs = ['Taps (%d):'%meta.num_taps, 'Holds (%d) Hit:'%meta.num_holds, 'Released:', 'Stars (%d):'%meta.num_slides, 'Slides:'] var notetypes = [0, 1, -1, 2, -2] var note_spacing = [0.0, 1.25, 2.25, 3.5, 4.5] var judgestrs = Array(Rules.JUDGEMENT_STRINGS + ['Miss']) var judge_scores = [1.0, 0.9, 0.75, 0.5, 0.0] var notetype_weights = [1.0, 1.0, 1.0, 1.0, 1.0] var notecount_total = 0 var notecount_early = 0 var notecount_late = 0 var total_score = 0.0 var total_scoremax = 0.0 for i in len(judgestrs): # For each judgement type, print a column header # draw_string_centered(TitleFont, Vector2(x2+x_spacing*(i+1), y2), judgestrs[i]) draw_texture_rect_region(tex_judgement_text, Rect2(x2+x_spacing*(i+1)-judgement_text_width/2.0, y2, judgement_text_width, judgement_text_height), Rect2(0, 128*(i+3), 512, 128)) draw_string_centered(TitleFont, Vector2(x2+x_spacing*(len(judgestrs)+1), y2-4), 'Score') for i in len(notestrs): # For each note type, make a row and print scores var idx = notetypes[i] var note_score = 0 var note_count = 0 # var y_row = y2+y_spacing*(i+1) var y_row = y2 + y_spacing * (note_spacing[i]+1) draw_string_centered(TitleFont, Vector2(x2-20, y_row), notestrs[i]) for j in len(judgestrs): var score if j == 0: score = scorescreen_score_data[idx][0] elif j >= len(judgestrs)-1: score = scorescreen_score_data[idx]['MISS'] else: score = scorescreen_score_data[idx][j] + scorescreen_score_data[idx][-j] notecount_early += scorescreen_score_data[idx][-j] notecount_late += scorescreen_score_data[idx][j] if (j >= len(judgestrs)-1) and (idx == -1): draw_string_centered(TitleFont, Vector2(x2+x_spacing*(j+1), y_row), '^') else: draw_string_centered(TitleFont, Vector2(x2+x_spacing*(j+1), y_row), str(score)) notecount_total += score # Kinda redundant, will probably refactor eventually note_count += score note_score += score * judge_scores[j] draw_string_centered(TitleFont, Vector2(x2+x_spacing*(len(judgestrs)+1), y_row), '%2.2f%%'%(note_score/max(note_count, 1)*100.0)) total_score += note_score * notetype_weights[i] total_scoremax += note_count * notetype_weights[i] var overall_score = total_score/max(total_scoremax, 1.0) var score_idx = 0 for cutoff in Rules.SCORE_CUTOFFS: if overall_score >= cutoff: break else: score_idx += 1 # draw_string_centered(ScoreFont, Vector2(x_score, y1), Rules.SCORE_STRINGS[score_idx], Color.white) # draw_string_centered(TitleFont, Vector2(x_score, y1+y_spacing*3), '%2.3f%%'%(overall_score*100.0), Color.white) ScoreText.position = Vector2(x_score, y1) ScoreText.score = Rules.SCORE_STRINGS[score_idx] ScoreText.score_sub = '%2.3f%%'%(overall_score*100.0) ScoreText.update() draw_string_centered(TitleFont, Vector2(x, y2+y_spacing*7), 'Early : Late') draw_string_centered(TitleFont, Vector2(x, y2+y_spacing*8), '%3d%% : %3d%%'%[notecount_early*100/notecount_total, notecount_late*100/notecount_total]) var rect_songselect := Rect2(x-100.0, y+660.0, 400.0, 100.0) draw_rect(rect_songselect, Color.red) draw_string_centered(TitleFont, Vector2(x+100, y+680), 'Song Select') touchrects.append({rect=rect_songselect, next_menu=MenuMode.SONG_SELECT}) var rect_save := Rect2(x-300.0, y+660.0, 180.0, 100.0) if not scorescreen_saved: draw_rect(rect_save, Color(0.0, 0.01, 1.0)) draw_string_centered(TitleFont, Vector2(x-210, y+680), 'Save') touchrects.append({rect=rect_save, action='save'}) else: draw_rect(rect_save, Color.darkgray) draw_string_centered(TitleFont, Vector2(x-210, y+680), 'Saved') return touchrects func _draw_gameplay(center: Vector2) -> Array: var touchrects = [] var x = center.x var y = center.y var rect_songselect := Rect2(x-960.0, y+440.0, 100.0, 100.0) draw_rect(rect_songselect, Color.red) draw_string_centered(TitleFont, center+Vector2(-910, 470), 'Stop') touchrects.append({rect=rect_songselect, action='stop'}) return touchrects func _draw(): var songs = len(Library.all_songs) var score_screen_filter_alpha := 0.65 var size = 216 var outline_px = 3 var center = Vector2(540.0, 540.0-160.0) # Vector2(0.0, -160.0) touch_rects = [] ScoreText.hide() for i in MenuMode: touch_rects.append([]) if menu_mode_prev_fade_timer > 0.0: var progress = 1.0 - menu_mode_prev_fade_timer/menu_mode_prev_fade_timer_duration var center_prev = lerp(center, center+Vector2(0.0, 900.0), progress) var center_next = lerp(center+Vector2(0.0, -900.0), center, progress) match menu_mode_prev: MenuMode.SONG_SELECT: _draw_song_select(center_prev) MenuMode.CHART_SELECT: _draw_chart_select(center_prev) MenuMode.OPTIONS: pass MenuMode.GAMEPLAY: GameTheme.set_screen_filter_alpha(lerp(0.0, score_screen_filter_alpha, progress)) MenuMode.SCORE_SCREEN: _draw_score_screen(center_prev) match menu_mode: MenuMode.SONG_SELECT: _draw_song_select(center_next) MenuMode.CHART_SELECT: _draw_chart_select(center_next) MenuMode.OPTIONS: pass MenuMode.GAMEPLAY: GameTheme.set_screen_filter_alpha(1.0 - progress) MenuMode.SCORE_SCREEN: _draw_score_screen(center_next) ScoreText.show() else: match menu_mode: MenuMode.SONG_SELECT: GameTheme.set_screen_filter_alpha(1.0) touch_rects[menu_mode] = _draw_song_select(center) MenuMode.CHART_SELECT: GameTheme.set_screen_filter_alpha(1.0) touch_rects[menu_mode] = _draw_chart_select(center) MenuMode.OPTIONS: pass MenuMode.GAMEPLAY: GameTheme.set_screen_filter_alpha(0.0) touch_rects[menu_mode] = _draw_gameplay(center) MenuMode.SCORE_SCREEN: GameTheme.set_screen_filter_alpha(score_screen_filter_alpha) touch_rects[menu_mode] = _draw_score_screen(center) ScoreText.show() func set_menu_mode(mode): menu_mode_prev = menu_mode menu_mode = mode menu_mode_prev_fade_timer = menu_mode_prev_fade_timer_duration func touch_select_song(touchdict): if (self.selected_genre == touchdict.genre_idx) and (self.selected_song == touchdict.song_idx): SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0) var songslist = genres[genres.keys()[selected_genre]] selected_song_key = songslist[selected_song % len(songslist)] set_menu_mode(MenuMode.CHART_SELECT) else: self.selected_genre = touchdict.genre_idx self.selected_song = touchdict.song_idx SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5) func touch_select_chart(touchdict): if touchdict.chart_idx == selected_difficulty: SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0) set_menu_mode(MenuMode.GAMEPLAY) elif touchdict.chart_idx < 0: SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -3.0, 0.7) set_menu_mode(MenuMode.SONG_SELECT) else: self.selected_difficulty = touchdict.chart_idx SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5) func touch_gameplay(touchdict): if touchdict.has('action'): SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0) if touchdict.action == 'stop': NoteHandler.stop() func touch_score_screen(touchdict): if touchdict.has('next_menu'): SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0) set_menu_mode(touchdict.next_menu) ScoreText.score = '' ScoreText.score_sub = '' # TODO: time this to coincide with the menu going fully offscreen ScoreText.update() elif touchdict.has('action'): SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0) if touchdict.action == 'save': save_score() func finished_song(song_key, score_data): scorescreen_song_key = song_key scorescreen_score_data = score_data scorescreen_datetime = OS.get_datetime() scorescreen_saved = false set_menu_mode(MenuMode.SCORE_SCREEN) func _input(event): if !visible: return if event is InputEventScreenTouch: if event.pressed: var pos = event.position - get_global_transform_with_canvas().get_origin() match menu_mode: MenuMode.SONG_SELECT: for d in touch_rects[MenuMode.SONG_SELECT]: if d.rect.has_point(pos): touch_select_song(d) MenuMode.CHART_SELECT: for d in touch_rects[MenuMode.CHART_SELECT]: if d.rect.has_point(pos): touch_select_chart(d) MenuMode.GAMEPLAY: for d in touch_rects[MenuMode.GAMEPLAY]: if d.rect.has_point(pos): touch_gameplay(d) MenuMode.SCORE_SCREEN: for d in touch_rects[MenuMode.SCORE_SCREEN]: if d.rect.has_point(pos): touch_score_screen(d) match menu_mode: MenuMode.SONG_SELECT: if event.is_action_pressed('ui_right'): selected_song += 1 elif event.is_action_pressed('ui_left'): selected_song -= 1 elif event.is_action_pressed('ui_up'): selected_genre = int(max(0, selected_genre - 1)) elif event.is_action_pressed('ui_down'): selected_genre = int(min(len(genres)-1, selected_genre + 1)) elif event.is_action_pressed('ui_page_up'): selected_difficulty = int(max(0, selected_difficulty - 1)) elif event.is_action_pressed('ui_page_down'): selected_difficulty = int(min(4, selected_difficulty + 1))