661 lines
26 KiB
GDScript
661 lines
26 KiB
GDScript
extends Control
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var screen_height := 1080
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# This script will draw all note events.
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signal finished_song(song_key, score_data)
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signal combo_changed(value)
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var running := false
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var song_key = ''
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onready var MusicPlayer := SoundPlayer.music_player
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onready var VideoPlayer := Video.video
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onready var Painter = $'../Painter'
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onready var SlideTrailHandler = $'Viewport/Center/SlideTrailHandler'
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onready var JudgeText = $'Viewport/Center/JudgeText'
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onready var notelines = $'Viewport/Center/notelines'
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onready var meshinstance = $'Viewport/Center/meshinstance'
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onready var lbl_combo = $lbl_combo
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const SQRT2 := sqrt(2)
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const DEG45 := deg2rad(45.0)
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const DEG90 := deg2rad(90.0)
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const DEG135 := deg2rad(135.0)
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var time_zero_msec: int = 0
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var time: float = 0.0
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var t: float = 0.0 # Game time
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var bpm: float = 120.0
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var sync_offset_video: float = 0.0 # Time in seconds to the first beat
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var sync_offset_audio: float = 0.0 # Time in seconds to the first beat
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var active_notes := []
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var all_notes := []
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var next_note_to_load := 0
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var active_judgement_texts := []
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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_mesh_instances := {}
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var noteline_array_image := Image.new()
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# Text UVs
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var text_UV_arrays := []
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func make_text_UV(row: int, column: int) -> PoolVector2Array:
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return PoolVector2Array([Vector2(column/4.0, row/8.0), Vector2((column+1)/4.0, row/8.0), Vector2(column/4.0, (row+1)/8.0), Vector2((column+1)/4.0, (row+1)/8.0)])
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func make_text_UVs():
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for row in 8:
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for column in 4:
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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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'MISS': TextWord.MISS + TextStyle.ARC
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}
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const TextJudgementStraight := {
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0: TextWord.PERFECT + TextStyle.STRAIGHT,
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1: TextWord.GREAT + TextStyle.STRAIGHT,
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-1: TextWord.GREAT + TextStyle.STRAIGHT,
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2: TextWord.GOOD + TextStyle.STRAIGHT,
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-2: TextWord.GOOD + TextStyle.STRAIGHT,
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3: TextWord.ALMOST + TextStyle.STRAIGHT,
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-3: TextWord.ALMOST + TextStyle.STRAIGHT,
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'MISS': TextWord.MISS + TextStyle.STRAIGHT
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}
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var current_combo := 0
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func increment_combo():
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current_combo += 1
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emit_signal('combo_changed', current_combo) # Make text or something?
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func end_combo(no_reset := false):
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scores['max_combo'] = max(current_combo, scores.get('max_combo', 0))
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if not no_reset: # A bit hacky, but we want the ability to cash in the max combo without resetting the counter for... playlist reasons?
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current_combo = 0
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emit_signal('combo_changed', 0) # Womp womp effect somewhere?
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func initialise_scores():
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scores = {}
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for type in [Note.NOTE_TAP, Note.NOTE_HOLD, Note.NOTE_STAR]:
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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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# Release types
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for type in [Note.NOTE_HOLD, Note.NOTE_SLIDE]:
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scores[Note.RELEASE_SCORE_TYPES[type]] = {}
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for key in TextJudgement:
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scores[Note.RELEASE_SCORE_TYPES[type]][key] = 0
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scores['max_combo'] = 0
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current_combo = 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 vertex_array := PoolVector2Array([
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pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG2), # TODO: fix this UV/vertex order mess
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pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG1),
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pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG4),
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pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG3)
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])
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array
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arrays[Mesh.ARRAY_TEX_UV] = text_UV_arrays[text_id]
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arrays[Mesh.ARRAY_COLOR] = GameTheme.color_array_text(alpha)
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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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, 0.85*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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# Helper functions to generate meshes from vertex arrays
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func make_tap_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, color_array:=GameTheme.COLOR_ARRAY_TAP):
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var dim = GameTheme.sprite_size2 * scale
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var vertex_array = PoolVector2Array([note_center + Vector2(-dim, -dim), note_center + Vector2(dim, -dim), note_center + Vector2(-dim, dim), note_center + Vector2(dim, dim)])
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array
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arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_TAP
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arrays[Mesh.ARRAY_COLOR] = color_array
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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func make_hold_mesh(mesh: ArrayMesh, note_center: Vector2, note_center_rel: Vector2, scale:=1.0, angle:=0.0, color_array = GameTheme.COLOR_ARRAY_HOLD):
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var dim = GameTheme.sprite_size2 * scale
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var dim2 = dim * SQRT2
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var a1 = angle - DEG45
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var a2 = angle + DEG45
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var a3 = angle - DEG90
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var a4 = angle + DEG90
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var a5 = angle - DEG135
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var a6 = angle + DEG135
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var vertex_array = PoolVector2Array([
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note_center + polar2cartesian(dim2, a1), note_center + polar2cartesian(dim2, a2),
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note_center + polar2cartesian(dim, a3), note_center + polar2cartesian(dim, a4),
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note_center_rel + polar2cartesian(dim, a3), note_center_rel + polar2cartesian(dim, a4),
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note_center_rel + polar2cartesian(dim2, a5), note_center_rel + polar2cartesian(dim2, a6)
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])
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array
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arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_HOLD
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arrays[Mesh.ARRAY_COLOR] = color_array
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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func make_star_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, angle:=0.0, color_array:=GameTheme.COLOR_ARRAY_STAR):
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var dim = GameTheme.sprite_size2 * scale * SQRT2
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var a1 = angle - DEG45
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var a2 = angle + DEG45
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var a3 = angle - DEG135
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var a4 = angle + DEG135
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var vertex_array = PoolVector2Array([
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note_center + polar2cartesian(dim, a1), note_center + polar2cartesian(dim, a2),
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note_center + polar2cartesian(dim, a3), note_center + polar2cartesian(dim, a4)
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])
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array
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arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_STAR
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arrays[Mesh.ARRAY_COLOR] = color_array
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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#func make_arrow_mesh(mesh: ArrayMesh, vertex_array, color_array = GameTheme.COLOR_ARRAY_TAP):
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# var arrays = []
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# arrays.resize(Mesh.ARRAY_MAX)
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# arrays[Mesh.ARRAY_VERTEX] = vertex_array
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# arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_ARROW
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# arrays[Mesh.ARRAY_COLOR] = color_array
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# mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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const slide_arrows_per_unit_length := 10
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func make_slide_trail_mesh(note) -> ArrayMesh:
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# Generates a mesh centered around origin. Make sure the MeshInstance2D that draws this is centered on the screen.
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var mesh = ArrayMesh.new()
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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var vertices := PoolVector2Array()
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var uvs := PoolVector2Array()
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var colors := PoolColorArray()
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var size := GameTheme.sprite_size2 * sqrt(2)
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var color := GameTheme.COLOR_DOUBLE_SLIDE if note.double_hit else GameTheme.COLOR_SLIDE
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match note.get_points():
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[var positions, var angles]:
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var trail_length : int = len(positions)
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vertices.resize(3*trail_length)
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uvs.resize(3*trail_length)
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colors.resize(3*trail_length)
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for i in trail_length:
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var u = GameTheme.UV_ARRAY_SLIDE_ARROW if i%3 else GameTheme.UV_ARRAY_SLIDE_ARROW2
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for j in 3:
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uvs[i*3+j] = u[j]
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colors[i*3+j] = Color(color.r, color.g, color.b, (1.0+float(i))/float(trail_length))
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var angle : float = angles[i]
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var offset : Vector2 = positions[i] * GameTheme.receptor_ring_radius
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vertices[i*3] = offset
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vertices[i*3+1] = offset + polar2cartesian(size, angle+PI*0.75)
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vertices[i*3+2] = offset + polar2cartesian(size, angle-PI*0.75)
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arrays[Mesh.ARRAY_VERTEX] = vertices
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arrays[Mesh.ARRAY_TEX_UV] = uvs
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arrays[Mesh.ARRAY_COLOR] = colors
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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 make_judgement_column(judgement, column: int):
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active_judgement_texts.append({col=column, judgement=judgement, time=t})
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_judgement[judgement], GameTheme.db_judgement[judgement], GameTheme.pitch_judgement[judgement])
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func make_judgement_pos(judgement, pos: Vector2):
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# Positional judgement text not yet implemented, will do if touches are ever added
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#active_judgement_texts.append({judgement=judgement, time=t})
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_judgement[judgement], GameTheme.db_judgement[judgement], GameTheme.pitch_judgement[judgement])
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func activate_note(note, judgement):
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make_judgement_column(judgement, note.column)
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scores[note.type][judgement] += 1
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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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if abs(judgement) < 3:
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increment_combo() # For now, only hits count toward building and maintaining combo. Releases and slides do not.
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else:
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end_combo()
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func activate_note_release(note, judgement):
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# Only for Hold, Slide
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scores[Note.RELEASE_SCORE_TYPES[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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make_judgement_column(judgement, note.column)
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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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make_judgement_column(judgement, note.column_release)
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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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for note in active_notes:
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if (not note.hittable) or (note.column != col) or (note.time_activated != INF) or note.missed:
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continue
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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 > Rules.JUDGEMENT_TIMES_POST[-1]:
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continue # missed, don't consume input
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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 # Consume input because one press shouldn't trigger two notes
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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, don't consume input
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for i in Rules.JUDGEMENT_TIERS:
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if -hit_delta <= Rules.JUDGEMENT_TIMES_PRE[i]:
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activate_note(note, -i)
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return
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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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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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do_hold_release(note) # Separate function since there's no need to 'consume' releases
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#----------------------------------------------------------------------------------------------------------------------------------------------
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const arr_div := Vector3(2.0, float(Rules.COLS), TAU)
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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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noteline_data.lock()
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var i := 0
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var j := 0
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for note in active_notes:
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var position : float = (t+GameTheme.note_forecast_beats-note.time_hit)/GameTheme.note_forecast_beats
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var scale := 1.0
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if note.hittable:
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noteline_data.set_pixel(
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i%16, i/16, Color(
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position/arr_div.x,
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float(note.column)/arr_div.y,
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GameTheme.RADIAL_COL_ANGLES[note.column]/arr_div.z
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)
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)
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i += 1
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if position < GameTheme.INNER_NOTE_CIRCLE_RATIO:
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scale *= position/GameTheme.INNER_NOTE_CIRCLE_RATIO
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position = GameTheme.INNER_NOTE_CIRCLE_RATIO
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var note_center = (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position * GameTheme.receptor_ring_radius)
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var color: PoolColorArray
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match note.type:
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Note.NOTE_TAP:
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color = GameTheme.color_array_tap(clamp((note.time_death-t)/Note.DEATH_DELAY, 0.0, 1.0), note.double_hit)
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make_tap_mesh(mesh, note_center, scale, color)
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Note.NOTE_STAR:
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color = GameTheme.color_array_star(clamp((note.time_death-t)/Note.DEATH_DELAY, 0.0, 1.0), note.double_hit)
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var angle = fmod(t/note.duration, 1.0)*TAU
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make_star_mesh(mesh, note_center, scale, angle, color)
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Note.NOTE_HOLD:
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if note.is_held:
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position = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
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color = GameTheme.COLOR_ARRAY_HOLD_HELD
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note_center = GameTheme.RADIAL_UNIT_VECTORS[note.column] * GameTheme.receptor_ring_radius * max(position, 1.0)
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elif position > 1.0:
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color = GameTheme.COLOR_ARRAY_DOUBLE_MISS_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD_MISS
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if note.time_released != INF:
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position = (t+GameTheme.note_forecast_beats-note.time_released)/GameTheme.note_forecast_beats
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note_center = GameTheme.RADIAL_UNIT_VECTORS[note.column] * GameTheme.receptor_ring_radius * position
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else:
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color = GameTheme.COLOR_ARRAY_DOUBLE_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD
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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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noteline_data.set_pixel(
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j%16, 15, Color(
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position_rel/arr_div.x,
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float(note.column)/arr_div.y,
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GameTheme.RADIAL_COL_ANGLES[note.column]/arr_div.z
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)
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)
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j += 1
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if position_rel < GameTheme.INNER_NOTE_CIRCLE_RATIO:
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position_rel = GameTheme.INNER_NOTE_CIRCLE_RATIO
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var note_center_rel = (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position_rel * GameTheme.receptor_ring_radius)
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make_hold_mesh(mesh, note_center, note_center_rel, scale, GameTheme.RADIAL_COL_ANGLES[note.column], color)
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Note.NOTE_SLIDE:
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var trail_alpha := 1.0
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if position < GameTheme.INNER_NOTE_CIRCLE_RATIO:
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trail_alpha = 0.0
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elif position < 1.0:
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trail_alpha = min(1.0, (position-GameTheme.INNER_NOTE_CIRCLE_RATIO)/(1-GameTheme.INNER_NOTE_CIRCLE_RATIO*2))
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else:
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var trail_progress : float = clamp((t - note.time_hit - GameTheme.SLIDE_DELAY)/(note.duration - GameTheme.SLIDE_DELAY), 0.0, 1.0)
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var star_pos : Vector2 = note.get_position(trail_progress) * GameTheme.receptor_ring_radius
|
|
var star_angle : float = note.get_angle(trail_progress)
|
|
make_star_mesh(mesh, star_pos, 1.33, star_angle)
|
|
if note.progress != INF:
|
|
slide_trail_mesh_instances[note.slide_id].material.set_shader_param('trail_progress', note.progress)
|
|
if t > note.time_release:
|
|
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*GameTheme.slide_trail_alpha)
|
|
|
|
noteline_data.unlock()
|
|
var noteline_data_tex := ImageTexture.new()
|
|
noteline_data_tex.create_from_image(noteline_data, 0)
|
|
notelines.set_texture(noteline_data_tex)
|
|
|
|
meshinstance.set_mesh(mesh)
|
|
|
|
var textmesh := ArrayMesh.new()
|
|
for text in active_judgement_texts:
|
|
make_judgement_text(textmesh, TextJudgement[text.judgement], text.col, (t-text.time)/GameTheme.judge_text_duration)
|
|
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
|
|
|
|
pos /= rect_size*0.5 # Normalize to unit circle
|
|
pos -= Vector2(1.0, 1.0) # Normalize to center
|
|
pos *= GameTheme.receptor_ring_radius_normalized_inv # Normalize to receptor ring as slides are
|
|
for i in range(len(active_slide_trails)-1, -1, -1): # Iterate backwards as we are potentially deleting entries
|
|
var note = active_slide_trails[i]
|
|
var center = note.get_position(note.progress)
|
|
var center2 = note.get_position(min(note.progress+0.06, 1.0))
|
|
if ((pos - center).length_squared() < Rules.SLIDE_RADIUS2) or ((pos - center2).length_squared() < Rules.SLIDE_RADIUS2):
|
|
note.progress += 0.09
|
|
if note.progress >= 1.0:
|
|
do_slide_release(note)
|
|
active_slide_trails.remove(i)
|
|
|
|
|
|
func _init():
|
|
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
|
|
GameTheme.init_radial_values()
|
|
make_text_UVs()
|
|
initialise_scores()
|
|
|
|
func set_time(seconds: float):
|
|
var msecs = OS.get_ticks_msec()
|
|
time_zero_msec = msecs - (seconds * 1000)
|
|
time = seconds
|
|
t = game_time(time)
|
|
|
|
func make_noteline_mesh(vertices := 32) -> ArrayMesh:
|
|
assert(vertices > 3)
|
|
var rec_scale1 = (float(screen_height)/float(GameTheme.receptor_ring_radius))*0.5
|
|
var uv_array_playfield := PoolVector2Array([Vector2(0.0, 0.0)])
|
|
var vertex_array_playfield := PoolVector2Array([Vector2(0.0, 0.0)])
|
|
|
|
var angle_increment = TAU/float(vertices)
|
|
# Outer polygon side-length = inner side-length / sin(inside angle/2)
|
|
# inside angle for a polygon is pi-tau/n. We already precalculated tau/n for other purposes.
|
|
var r = 0.5 * screen_height/sin((PI-angle_increment)/2)
|
|
var UV_r = rec_scale1/sin((PI-angle_increment)/2)
|
|
for i in vertices+1:
|
|
var angle = i * angle_increment
|
|
uv_array_playfield.append(polar2cartesian(UV_r, -angle))
|
|
vertex_array_playfield.append(polar2cartesian(r, angle))
|
|
|
|
var mesh_playfield := ArrayMesh.new()
|
|
var arrays = []
|
|
arrays.resize(Mesh.ARRAY_MAX)
|
|
arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield
|
|
arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
|
|
mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_FAN, arrays)
|
|
return mesh_playfield
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
func _ready():
|
|
notelines.set_mesh(make_noteline_mesh())
|
|
notelines.material.set_shader_param('bps', bpm/60.0)
|
|
notelines.material.set_shader_param('array_postmul', arr_div)
|
|
|
|
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)
|
|
|
|
meshinstance.material.set_shader_param('star_color', GameTheme.COLOR_STAR)
|
|
meshinstance.material.set_shader_param('held_color', GameTheme.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(GameTheme.tex_notes)
|
|
|
|
func load_track(song_key: String, difficulty_key: String):
|
|
self.song_key = song_key
|
|
set_time(-3.0)
|
|
active_notes = []
|
|
next_note_to_load = 0
|
|
all_notes = []
|
|
var data = Library.all_songs[song_key]
|
|
var chart = Library.get_song_charts(song_key)[difficulty_key]
|
|
for note in chart[1]:
|
|
all_notes.append(Note.copy_note(note))
|
|
bpm = data.BPM
|
|
GameTheme.note_forecast_beats = 2.0 if (bpm < 180) else 3.0 # Hack to make high-BPM playable until proper settings
|
|
sync_offset_audio = data.audio_offsets[0]
|
|
sync_offset_video = data.video_offsets[0]
|
|
var videostream = FileLoader.load_video('songs/' + data.filepath.rstrip('/') + '/' + data.video_filelist[0])
|
|
MusicPlayer.set_stream(FileLoader.load_ogg('songs/' + data.filepath.rstrip('/') + '/' + data.audio_filelist[0]))
|
|
VideoPlayer.set_stream(videostream)
|
|
# all_notes = FileLoader.Test.stress_pattern()
|
|
|
|
Note.process_note_list(all_notes, false)
|
|
for note in all_notes:
|
|
if note.type == Note.NOTE_SLIDE:
|
|
slide_trail_meshes[note.slide_id] = make_slide_trail_mesh(note)
|
|
|
|
initialise_scores() # Remove old score
|
|
|
|
func stop():
|
|
MusicPlayer.stop()
|
|
VideoPlayer.stop()
|
|
# running = false
|
|
next_note_to_load = 10000000 # Hacky but whatever
|
|
|
|
func intro_click():
|
|
SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_count_in)
|
|
|
|
func get_realtime_precise() -> float:
|
|
# Usually we only update the gametime once per process loop, but for input callbacks it's good to have msec precision
|
|
return (OS.get_ticks_msec() - time_zero_msec)/1000.0
|
|
|
|
func game_time(realtime: float) -> float:
|
|
return realtime * bpm / 60.0
|
|
|
|
func real_time(gametime: float) -> float:
|
|
return gametime * 60.0 / bpm
|
|
|
|
func video_start_time() -> float:
|
|
return -sync_offset_video
|
|
|
|
func audio_start_time() -> float:
|
|
return -sync_offset_audio
|
|
|
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
|
var timers_set := false
|
|
func _process(delta):
|
|
if !running:
|
|
return
|
|
|
|
meshinstance.material.set_shader_param('bps', bpm/60.0)
|
|
notelines.material.set_shader_param('bps', bpm/60.0)
|
|
|
|
var t_old := game_time(time)
|
|
# time += delta
|
|
time = get_realtime_precise()
|
|
t = game_time(time)
|
|
|
|
if (not timers_set) and (t > -5.0):
|
|
timers_set = true
|
|
for i in [-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0]:
|
|
var delay := real_time(i) - time
|
|
var timer = Timer.new()
|
|
add_child(timer)
|
|
timer.set_one_shot(false)
|
|
# timer.set_timer_process_mode(Timer.TIMER_PROCESS_FIXED)
|
|
timer.set_wait_time(delay)
|
|
timer.connect('timeout', self, 'intro_click')
|
|
timer.start()
|
|
timer.connect('timeout', timer, 'queue_free')
|
|
|
|
var vt_delta := time - video_start_time()
|
|
if (0.0 <= vt_delta) and (vt_delta < 3.0) and not VideoPlayer.is_playing():
|
|
VideoPlayer.play()
|
|
VideoPlayer.set_stream_position(vt_delta)
|
|
var at_delta := time - audio_start_time()
|
|
if (0.0 <= at_delta) and (at_delta < 3.0) and not MusicPlayer.is_playing():
|
|
# MusicPlayer.play()
|
|
# MusicPlayer.seek(at_delta)
|
|
MusicPlayer.play(at_delta)
|
|
|
|
# Clean out expired notes
|
|
var miss_time: float = Rules.JUDGEMENT_TIMES_POST[-1] * bpm/60.0
|
|
for i in range(len(active_notes)-1, -1, -1): # Iterate backwards as we're potentially removing things from the array
|
|
var note = active_notes[i]
|
|
if note.time_death < t: # Delete notes
|
|
match note.type:
|
|
Note.NOTE_HOLD:
|
|
if note.is_held: # Held too long
|
|
scores[Note.RELEASE_SCORE_TYPES[Note.NOTE_HOLD]][3] += 1
|
|
make_judgement_column(3, note.column)
|
|
Note.NOTE_SLIDE:
|
|
SlideTrailHandler.remove_child(slide_trail_mesh_instances[note.slide_id])
|
|
slide_trail_mesh_instances.erase(note.slide_id)
|
|
var idx = active_slide_trails.find(note)
|
|
if idx > -1:
|
|
active_slide_trails.remove(idx)
|
|
make_judgement_column('MISS', note.column_release)
|
|
scores[Note.NOTE_SLIDE]['MISS'] += 1
|
|
note.missed_slide = true
|
|
active_notes.remove(i)
|
|
elif not note.hittable:
|
|
if note.type == Note.NOTE_SLIDE:
|
|
if (t >= note.time_hit) and (note.time_activated == INF):
|
|
active_slide_trails.append(note)
|
|
note.progress = 0.0
|
|
note.time_activated = t
|
|
elif note.time_activated == INF: # Check if notes have been missed
|
|
if ((t-note.time_hit) > miss_time) and not note.missed:
|
|
note.missed = true
|
|
end_combo()
|
|
make_judgement_column('MISS', note.column)
|
|
scores[note.type]['MISS'] += 1
|
|
if Note.RELEASE_SCORE_TYPES.has(note.type):
|
|
scores[Note.RELEASE_SCORE_TYPES[note.type]]['MISS'] += 1
|
|
|
|
# Clean out expired judgement texts
|
|
# By design they will always be in order so we can ignore anything past the first index
|
|
while (len(active_judgement_texts) > 0) and ((t-active_judgement_texts[0].time) > GameTheme.judge_text_duration):
|
|
active_judgement_texts.pop_front()
|
|
|
|
# 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 + GameTheme.note_forecast_beats):
|
|
# Next chronological note isn't ready to load yet
|
|
break
|
|
# Next chronological note is ready to load, load it
|
|
var note = all_notes[next_note_to_load]
|
|
active_notes.push_back(note)
|
|
if note.type == Note.NOTE_SLIDE:
|
|
var meshi = MeshInstance2D.new()
|
|
meshi.set_mesh(slide_trail_meshes[note.slide_id])
|
|
meshi.set_material(GameTheme.slide_trail_shadermaterial.duplicate())
|
|
meshi.material.set_shader_param('trail_progress', 0.0)
|
|
meshi.set_texture(GameTheme.tex_slide_arrow)
|
|
slide_trail_mesh_instances[note.slide_id] = meshi
|
|
SlideTrailHandler.add_child(meshi)
|
|
|
|
next_note_to_load += 1
|
|
|
|
if (
|
|
next_note_to_load >= len(all_notes)
|
|
and not VideoPlayer.is_playing()
|
|
and not MusicPlayer.is_playing()
|
|
and active_notes.empty()
|
|
and active_judgement_texts.empty()
|
|
and slide_trail_mesh_instances.empty()
|
|
):
|
|
self.running = false
|
|
self.timers_set = false
|
|
end_combo(true)
|
|
emit_signal('finished_song', song_key, scores)
|
|
|
|
# Redraw
|
|
meshinstance.material.set_shader_param('screen_size', get_viewport().get_size())
|
|
update()
|
|
Painter.update()
|
|
|
|
|
|
func _on_InputHandler_column_pressed(column) -> void:
|
|
button_pressed(column)
|
|
|
|
func _on_InputHandler_column_released(column) -> void:
|
|
check_hold_release(column)
|