extends "res://main.gd" # This script will draw all note events. var tex := preload("res://assets/spritesheet-1024.png") const first_column_angle_deg := -67.5 var radial_col_angles := PoolRealArray() var radial_unit_vectors := PoolVector2Array() const RING_LINE_SEGMENTS_PER_COLUMN := 12 var RING_LINE_SEGMENTS_VECTORS := PoolVector2Array() const cols := 8 const cols_angle := 360.0/cols const ring_segs := cols * RING_LINE_SEGMENTS_PER_COLUMN const ring_seg_angle := 360.0/ring_segs var sprite_size := 128 var sprite_size2 := sprite_size/2 const INNER_NOTE_CIRCLE_RATIO := 0.3 const SQRT2 := sqrt(2) const DEG45 := deg2rad(45.0) const DEG90 := deg2rad(90.0) const DEG135 := deg2rad(135.0) var time := 0.0 var t := 0.0 var bpm := 120.0 var note_forecast_beats := 2.0 var active_notes := [] var all_notes := [] var next_note_to_load := 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)]) # Normal vertex arrays for our sprites const DEFAULT_NORMAL := Vector3(0, 0, 1) var NORMAL_ARRAY_4 := PoolVector3Array([DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL]) var NORMAL_ARRAY_8 := PoolVector3Array([ DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL ]) # 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) const COLOR_HOLD := Color(1, 0.15, 0.15, 1) const COLOR_HOLD_HELD := Color(1, 1, 1, 1) const COLOR_STAR := Color(0, 0, 1, 1) const COLOR_DOUBLE := Color(1, 1, 0, 1) # When two (or more in master) hit events coincide var COLOR_ARRAY_TAP := PoolColorArray([COLOR_TAP, COLOR_TAP, COLOR_TAP, COLOR_TAP]) var COLOR_ARRAY_TAP2 := PoolColorArray([COLOR_TAP2, COLOR_TAP2, COLOR_TAP2, COLOR_TAP2]) var COLOR_ARRAY_HOLD := PoolColorArray([ COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD ]) var COLOR_ARRAY_HOLD_HELD := PoolColorArray([ COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD ]) var COLOR_ARRAY_STAR := PoolColorArray([COLOR_STAR, COLOR_STAR, COLOR_STAR, COLOR_STAR]) var COLOR_ARRAY_DOUBLE_4 := PoolColorArray([COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE]) var COLOR_ARRAY_DOUBLE_8 := PoolColorArray([ COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE ]) # Helper functions to generate meshes from vertex arrays func make_tap_mesh(mesh: ArrayMesh, vertex_array, color_array = COLOR_ARRAY_TAP): var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertex_array arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4 arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_TAP arrays[Mesh.ARRAY_COLOR] = color_array mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays) func make_hold_mesh(mesh: ArrayMesh, vertex_array, color_array = COLOR_ARRAY_HOLD): var arrays = [] 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_COLOR] = color_array mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays) func make_star_mesh(mesh: ArrayMesh, vertex_array, color_array = COLOR_ARRAY_STAR): var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertex_array arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4 arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_STAR arrays[Mesh.ARRAY_COLOR] = color_array mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays) func make_arrow_mesh(mesh: ArrayMesh, vertex_array, color_array = COLOR_ARRAY_TAP): var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertex_array arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4 arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_ARROW arrays[Mesh.ARRAY_COLOR] = color_array mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays) func make_tap_note(mesh: ArrayMesh, column: int, position: float, scale := 1.0, color_array := COLOR_ARRAY_TAP) -> ArrayMesh: if position < INNER_NOTE_CIRCLE_RATIO: scale *= position/INNER_NOTE_CIRCLE_RATIO position = INNER_NOTE_CIRCLE_RATIO var note_center = screen_center + (radial_unit_vectors[column] * position * receptor_ring_radius) var dim = sprite_size2 * scale var vertices = PoolVector2Array([note_center + Vector2(-dim, -dim), note_center + Vector2(dim, -dim), note_center + Vector2(-dim, dim), note_center + Vector2(dim, dim)]) make_tap_mesh(mesh, vertices, color_array) return mesh func make_hold_note(mesh: ArrayMesh, column: int, position1: float, position2: float, scale := 1.0, color_array = COLOR_ARRAY_HOLD) -> ArrayMesh: if position1 < INNER_NOTE_CIRCLE_RATIO: scale *= position1/INNER_NOTE_CIRCLE_RATIO position1 = INNER_NOTE_CIRCLE_RATIO if position2 < INNER_NOTE_CIRCLE_RATIO: position2 = INNER_NOTE_CIRCLE_RATIO var note_center1 = screen_center + (radial_unit_vectors[column] * position1 * receptor_ring_radius) var note_center2 = screen_center + (radial_unit_vectors[column] * position2 * receptor_ring_radius) var dim = sprite_size2 * scale var dim2 = dim * SQRT2 var angle = radial_col_angles[column] var a1 = angle - DEG45 var a2 = angle + DEG45 var a3 = angle - DEG90 var a4 = angle + DEG90 var a5 = angle - DEG135 var a6 = angle + DEG135 var vertices = PoolVector2Array([ note_center1 + dim2*Vector2(cos(a1), sin(a1)), note_center1 + dim2*Vector2(cos(a2), sin(a2)), note_center1 + dim*Vector2(cos(a3), sin(a3)), note_center1 + dim*Vector2(cos(a4), sin(a4)), note_center2 + dim*Vector2(cos(a3), sin(a3)), note_center2 + dim*Vector2(cos(a4), sin(a4)), note_center2 + dim2*Vector2(cos(a5), sin(a5)), note_center2 + dim2*Vector2(cos(a6), sin(a6)) ]) make_hold_mesh(mesh, vertices, color_array) return mesh func make_slide_note(mesh: ArrayMesh, column: int, position: float, scale := 1.0, color_array := COLOR_ARRAY_STAR) -> ArrayMesh: if position < INNER_NOTE_CIRCLE_RATIO: scale *= position/INNER_NOTE_CIRCLE_RATIO position = INNER_NOTE_CIRCLE_RATIO var note_center = screen_center + (radial_unit_vectors[column] * position * receptor_ring_radius) var dim = sprite_size2 * scale * SQRT2 var angle = deg2rad(fmod(t*270.0, 360.0)) var a1 = angle - DEG45 var a2 = angle + DEG45 var a3 = angle - DEG135 var a4 = angle + DEG135 var vertices = PoolVector2Array([ note_center + dim*Vector2(cos(a1), sin(a1)), note_center + dim*Vector2(cos(a2), sin(a2)), note_center + dim*Vector2(cos(a3), sin(a3)), note_center + dim*Vector2(cos(a4), sin(a4)) ]) make_star_mesh(mesh, vertices, color_array) return mesh var ring_line_segments_alphas = PoolRealArray() var ring_line_segments_widths = PoolRealArray() func _init(): Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) for i in range(cols): var angle = deg2rad(first_column_angle_deg + (i * cols_angle)) radial_col_angles.push_back(angle) radial_unit_vectors.push_back(Vector2(cos(angle), sin(angle))) for i in range(ring_segs): var angle = deg2rad(first_column_angle_deg + (i * ring_seg_angle)) RING_LINE_SEGMENTS_VECTORS.push_back(Vector2(cos(angle), sin(angle))) for i in range(ring_segs/4): var alpha := 1.0 - (i/float(ring_segs/4)) ring_line_segments_alphas.push_back(alpha) ring_line_segments_widths.push_back(lerp(alpha, 1.0, 0.5)) func _draw(): var mesh := ArrayMesh.new() var dots := PoolVector2Array() var dots_dict := {} var noteline_data : Image = noteline_array_image.get_rect(Rect2(0, 0, 16, 16)) noteline_data.lock() var i := 0 var j := 0 for note in active_notes: var position : float = (t+note_forecast_beats-note.time_hit)/note_forecast_beats var note_center := screen_center + (radial_unit_vectors[note.column] * position * receptor_ring_radius) # dots.push_back(note_center) # if not dots_dict.has(position): # dots_dict[position] = [] # dots_dict[position].push_back(note.column) noteline_data.set_pixel(i%16, i/16, Color(position, note.column, radial_col_angles[note.column])) i += 1 match note.type: Note.NOTE_TAP: var color = COLOR_ARRAY_DOUBLE_4 if note.double_hit else COLOR_ARRAY_TAP make_tap_note(mesh, note.column, position, 1, color) Note.NOTE_HOLD: var color = COLOR_ARRAY_DOUBLE_8 if note.double_hit else COLOR_ARRAY_HOLD var position_rel : float = (t+note_forecast_beats-note.time_release)/note_forecast_beats if position_rel > 0: var note_rel_center := screen_center + (radial_unit_vectors[note.column] * position_rel * receptor_ring_radius) # dots.push_back(note_rel_center) noteline_data.set_pixel(j%16, 15, Color(position_rel, note.column, radial_col_angles[note.column])) j += 1 make_hold_note(mesh, note.column, position, position_rel, 1.0, COLOR_ARRAY_HOLD_HELD) Note.NOTE_SLIDE: var color = COLOR_ARRAY_DOUBLE_4 if note.double_hit else COLOR_ARRAY_STAR make_slide_note(mesh, note.column, position, 1.0, color) # var dot_scale := 1.0 - abs(0.25-fmod(t+0.25, 0.5)) # var dot_inner := 6.0 * dot_scale # var dot_outer := 9.0 * dot_scale # for dot in dots: # draw_circle(dot, dot_inner, Color(1.0, 1.0, 1.0, 0.60)) # draw_circle(dot, dot_outer, Color(1.0, 1.0, 1.0, 0.20)) # var line_inner := 3.0 * dot_scale # var line_outer := 6.0 * dot_scale noteline_data.unlock() var noteline_data_tex = ImageTexture.new() noteline_data_tex.create_from_image(noteline_data, 0) $notelines.set_texture(noteline_data_tex) # for position in dots_dict: # for col in dots_dict[position]: # var c0 = col * RING_LINE_SEGMENTS_PER_COLUMN # for i in range(ring_segs/4): # var alpha :float = ring_line_segments_alphas[i]*dot_scale # var width_scale : float = ring_line_segments_widths[i] # draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[(c0+i)%ring_segs]*position*receptor_ring_radius, # screen_center + RING_LINE_SEGMENTS_VECTORS[(c0+i+1)%ring_segs]*position*receptor_ring_radius, # Color(1.0, 1.0, 0.65, alpha*0.8), line_inner*width_scale) # draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[(c0+i)%ring_segs]*position*receptor_ring_radius, # screen_center + RING_LINE_SEGMENTS_VECTORS[(c0+i+1)%ring_segs]*position*receptor_ring_radius, # Color(1.0, 1.0, 0.65, alpha*0.2), line_outer*width_scale) # draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[(c0-i)%ring_segs]*position*receptor_ring_radius, # screen_center + RING_LINE_SEGMENTS_VECTORS[(c0-i-1)%ring_segs]*position*receptor_ring_radius, # Color(1.0, 1.0, 0.65, alpha*0.8), line_inner*width_scale) # draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[(c0-i)%ring_segs]*position*receptor_ring_radius, # screen_center + RING_LINE_SEGMENTS_VECTORS[(c0-i-1)%ring_segs]*position*receptor_ring_radius, # Color(1.0, 1.0, 0.65, alpha*0.2), line_outer*width_scale) # var alpha_array = PoolRealArray() # alpha_array.resize(ring_segs) # for i in range(ring_segs): # alpha_array[i] = 0.0 # for col in dots_dict[position]: # var origin : int = col*RING_LINE_SEGMENTS_PER_COLUMN # var affected_segs := ring_segs/4 # alpha_array[origin] = 1.0 # for i in range(affected_segs): # alpha_array[(origin+i)%ring_segs] += 1.0 - i/float(affected_segs) # alpha_array[(origin-i)%ring_segs] += 1.0 - i/float(affected_segs) # for i in range(ring_segs): # var alpha := min(alpha_array[i], 1.0)*dot_scale # var width_scale : float = lerp(min(alpha_array[i], 1.0), 1.0, 0.5) # draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[i]*position*receptor_ring_radius, # screen_center + RING_LINE_SEGMENTS_VECTORS[(i+1)%ring_segs]*position*receptor_ring_radius, # Color(1.0, 1.0, 0.65, alpha*0.8), line_inner*width_scale) # draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[i]*position*receptor_ring_radius, # screen_center + RING_LINE_SEGMENTS_VECTORS[(i+1)%ring_segs]*position*receptor_ring_radius, # Color(1.0, 1.0, 0.65, alpha*0.2), line_outer*width_scale) $meshinstance.set_mesh(mesh) # draw_mesh(mesh, tex) var noteline_array_image := Image.new() # Called when the node enters the scene tree for the first time. func _ready(): t = 0.0 time = -2.0 bpm = 120.0 active_notes = [] all_notes = [] next_note_to_load = 0 $meshinstance.material.set_shader_param("star_color", COLOR_STAR) $meshinstance.material.set_shader_param("held_color", 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) var rec_scale1 = (float(screen_height)/float(receptor_ring_radius))*0.5 var uv_array_playfield := PoolVector2Array([Vector2(-1.0, -1.0)*rec_scale1, Vector2(-1.0, 1.0)*rec_scale1, Vector2(1.0, -1.0)*rec_scale1, Vector2(1.0, 1.0)*rec_scale1]) var vertex_array_playfield := PoolVector2Array([ Vector2(x_margin, screen_height), Vector2(x_margin, 0.0), Vector2(x_margin+screen_height, screen_height), Vector2(x_margin+screen_height, 0.0)]) var mesh_playfield := ArrayMesh.new() var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4 arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays) $notelines.set_mesh(mesh_playfield) $notelines.material.set_shader_param("bps", bpm/60.0) 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) all_notes = FileLoader.SRT.load_file("res://songs/199_cirno_master.srt") bpm = 175.0 # for bar in range(8): # all_notes.push_back(Note.make_hold(bar*4, 1, bar%8)) # for i in range(1, 8): # all_notes.push_back(Note.make_tap(bar*4 + (i/2.0), (bar + i)%8)) # all_notes.push_back(Note.make_tap(bar*4 + (7/2.0), (bar + 3)%8)) # for bar in range(8, 16): # all_notes.push_back(Note.make_hold(bar*4, 2, bar%8)) # for i in range(1, 8): # all_notes.push_back(Note.make_tap(bar*4 + (i/2.0), (bar + i)%8)) # all_notes.push_back(Note.make_tap(bar*4 + ((i+0.5)/2.0), (bar + i)%8)) # all_notes.push_back(Note.make_slide(bar*4 + ((i+1)/2.0), 1, (bar + i)%8, 0)) # for bar in range(16, 24): # all_notes.push_back(Note.make_hold(bar*4, 2, bar%8)) # all_notes.push_back(Note.make_hold(bar*4, 1, (bar+1)%8)) # for i in range(2, 8): # all_notes.push_back(Note.make_tap(bar*4 + (i/2.0), (bar + i)%8)) # all_notes.push_back(Note.make_hold(bar*4 + ((i+1)/2.0), 0.5, (bar + i)%8)) # for bar in range(24, 32): # all_notes.push_back(Note.make_hold(bar*4, 1, bar%8)) # for i in range(1, 32): # all_notes.push_back(Note.make_tap(bar*4 + (i/8.0), (bar + i)%8)) # if (i%2) > 0: # all_notes.push_back(Note.make_tap(bar*4 + (i/8.0), (bar + i + 4)%8)) # for bar in range(32, 48): # all_notes.push_back(Note.make_hold(bar*4, 1, bar%8)) # for i in range(1, 32): # all_notes.push_back(Note.make_tap(bar*4 + (i/8.0), (bar + i)%8)) # all_notes.push_back(Note.make_tap(bar*4 + (i/8.0), (bar + i + 3)%8)) Note.process_doubles(all_notes) func game_time(realtime: float) -> float: return time * bpm / 60.0 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): $meshinstance.material.set_shader_param("bps", bpm/60.0) $meshinstance.material.set_shader_param("screen_size", get_viewport().get_size()) $notelines.material.set_shader_param("bps", bpm/60.0) var t_old := game_time(time) time += delta t = game_time(time) if (t >= 0) and (t_old < 0): get_node("/root/main/video").play() # Clean out expired notes for i in range(len(active_notes)-1, -1, -1): if active_notes[i].time_death < t: active_notes.remove(i) # Add new notes as necessary while true: if next_note_to_load >= len(all_notes): # All notes have been loaded, maybe do something break if all_notes[next_note_to_load].time_hit > (t + note_forecast_beats): # Next chronological note isn't ready to load yet break # Next chronological note is ready to load, load it active_notes.push_back(all_notes[next_note_to_load]) next_note_to_load += 1 # DEBUG: Reset after all notes are done if (len(active_notes) < 1) and (next_note_to_load >= len(all_notes)) and (time > 10.0): time = fmod(time, 1.0) - 2.0 next_note_to_load = 0 # get_node("/root/main/video").set_stream_position(0.0) # get_node("/root/main/video").play() # Redraw $meshinstance.material.set_shader_param("screen_size", get_viewport().get_size()) update()