tool extends Node var receptor_ring_radius := 460.0 var note_forecast_beats := 2.0 # Notes start to appear this many beats before you need to tap them const INNER_NOTE_CIRCLE_RATIO := 0.3 # Notes under this far from the center will zoom into existence const SLIDE_DELAY := 0.5 #0.125 #0.5 # Time in beats between the tap of the star and the start of the visual slide var sprite_size := 128 var sprite_size2 := sprite_size/2 var judge_text_size := 256 # Text is rendered from center. const JUDGE_TEXT_ANG2 := atan(1.0/4.0) const JUDGE_TEXT_ANG1 := PI - JUDGE_TEXT_ANG2 const JUDGE_TEXT_ANG3 := PI + JUDGE_TEXT_ANG2 const JUDGE_TEXT_ANG4 := -JUDGE_TEXT_ANG2 var judge_text_size2 := 0.5*judge_text_size/cos(JUDGE_TEXT_ANG2) var judge_text_duration := 2.0 # UV vertex arrays for our sprites # tap/star/arrow are 4-vertex 2-triangle simple squares # hold is 8-vertex 6-triangle to enable stretching in the middle const UV_ARRAY_TAP := PoolVector2Array([Vector2(0, 0.5), Vector2(0.5, 0.5), Vector2(0, 1), Vector2(0.5, 1)]) const UV_ARRAY_HOLD := PoolVector2Array([ Vector2(0.5, 0.5), Vector2(1, 0.5), Vector2(0.5, 0.75), Vector2(1, 0.75), Vector2(0.5, 0.75), Vector2(1, 0.75), Vector2(0.5, 1), Vector2(1, 1) ]) const UV_ARRAY_STAR := PoolVector2Array([Vector2(0.5, 0), Vector2(1, 0), Vector2(0.5, 0.5), Vector2(1, 0.5)]) const UV_ARRAY_ARROW := PoolVector2Array([Vector2(0, 0), Vector2(0.5, 0), Vector2(0, 0.5), Vector2(0.5, 0.5)]) # Slide trail arrow. Single tri. const UV_ARRAY_SLIDE_ARROW := PoolVector2Array([Vector2(0, 0), Vector2(1, 0), Vector2(0, 1)]) const UV_ARRAY_SLIDE_ARROW2 := PoolVector2Array([Vector2(1, 1), Vector2(0, 1), Vector2(1, 0)]) # Color definitions const COLOR_TAP := Color(1, 0.15, 0.15, 1) const COLOR_TAP2 := Color(0.75, 0.5, 0, 1) # High-score taps ("breaks" in maimai) const COLOR_HOLD := Color(1, 0.15, 0.15, 1) const COLOR_HOLD_HELD := Color(1, 1, 1, 1) const COLOR_HOLD_MISS := Color(0.33, 0.05, 0.05, 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 const COLOR_DOUBLE_MISS := Color(0.33, 0.33, 0, 1) const COLOR_TEXT := Color(1, 1, 1, 1) const COLOR_DIFFICULTY := PoolColorArray([ # Background, foreground for each Color(0.435, 0.333, 1.000), Color(1.0, 1.0, 1.0), Color(0.150, 1.000, 0.275), Color(1.0, 1.0, 1.0), Color(0.973, 0.718, 0.039), Color(1.0, 1.0, 1.0), Color(1.000, 0.150, 0.150), Color(1.0, 1.0, 1.0), Color(0.761, 0.271, 0.902), Color(1.0, 1.0, 1.0), Color(1.0, 1.0, 1.0), Color(0.737, 0.188, 0.894), ]) 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_HOLD_MISS := PoolColorArray([ COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS ]) 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 ]) var COLOR_ARRAY_DOUBLE_MISS_4 := PoolColorArray([COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS]) var COLOR_ARRAY_DOUBLE_MISS_8 := PoolColorArray([ COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS ]) var screen_filter_min_alpha := 0.2 var screen_filter := Color(0.0, 0.0, 0.0, screen_filter_min_alpha) signal screen_filter_changed() var receptor_color := Color.blue var bezel_color := Color.black if not Engine.editor_hint else Color.red var slide_trail_alpha := 0.88 var RADIAL_COL_ANGLES := PoolRealArray() # ideally const var RADIAL_UNIT_VECTORS := PoolVector2Array() # ideally const func set_screen_filter_alpha(alpha: float): # Scale to minimum alpha var new_alpha = lerp(screen_filter_min_alpha, 1.0, alpha) if new_alpha != screen_filter.a: screen_filter = Color(screen_filter.r, screen_filter.g, screen_filter.b, new_alpha) emit_signal("screen_filter_changed") var radial_values_initialized := false func init_radial_values(): for i in range(Rules.COLS): var angle = deg2rad(fposmod(Rules.FIRST_COLUMN_ANGLE_DEG + (i * Rules.COLS_ANGLE_DEG), 360.0)) RADIAL_COL_ANGLES.push_back(angle) RADIAL_UNIT_VECTORS.push_back(Vector2(cos(angle), sin(angle))) radial_values_initialized = true func color_array_text(alpha: float) -> PoolColorArray: var color := Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, alpha) return PoolColorArray([color, color, color, color]) func color_array_tap(alpha: float, double:=false) -> PoolColorArray: if alpha >= 1.0: return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_TAP else: var col := COLOR_DOUBLE if double else COLOR_TAP var color = Color(col.r, col.g, col.b, alpha) return PoolColorArray([color, color, color, color]) func color_array_star(alpha: float, double:=false) -> PoolColorArray: if alpha >= 1.0: return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_STAR else: var col := COLOR_DOUBLE if double else COLOR_STAR var color = Color(col.r, col.g, col.b, alpha) return PoolColorArray([color, color, color, color])