263 lines
9.4 KiB
GDScript
263 lines
9.4 KiB
GDScript
#extends Object
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extends Node
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#class_name Note
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enum {NOTE_TAP, NOTE_HOLD, NOTE_STAR=2, NOTE_SLIDE=-2, NOTE_TOUCH=3, NOTE_TOUCH_HOLD=4, NOTE_ARROW, NOTE_ROLL}
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enum SlideType {CHORD, ARC_CW, ARC_ACW, CHORD_TRIPLE, COMPLEX}
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const DEATH_DELAY := 1.0 # This is touchy with the judgement windows and variable bpm.
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const RELEASE_SCORE_TYPES := {
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NOTE_HOLD: -NOTE_HOLD,
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NOTE_SLIDE: NOTE_SLIDE,
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NOTE_TOUCH_HOLD: -NOTE_TOUCH_HOLD,
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NOTE_ROLL: -NOTE_ROLL
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}
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class NoteBase extends Resource:
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var time_hit: float setget set_time_hit
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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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var is_break := false
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func set_time_hit(value: float):
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time_hit = value
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time_death = time_hit + DEATH_DELAY
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class NoteHittableBase extends NoteBase:
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const hittable := true
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class NoteTapBase extends NoteHittableBase:
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func _init(time_hit: float, column: int, is_break:=false):
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self.time_hit = time_hit
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self.column = column
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self.is_break = is_break
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class NoteTap extends NoteTapBase:
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var type := NOTE_TAP
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func _init(time_hit: float, column: int, is_break:=false).(time_hit, column, is_break):
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pass
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class NoteStar extends NoteTapBase: # Fancy charts have naked slides which necessitates separation of Star and Slide :(
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var type := NOTE_STAR
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var duration := 1.0 # This is required for the spin speed
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func _init(time_hit: float, column: int, is_break:=false).(time_hit, column, is_break):
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pass
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class NoteHoldBase extends NoteHittableBase:
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var time_release: float setget set_time_release
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var time_released := INF
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var duration: float setget set_duration
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var is_held: bool
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func _init(time_hit: float, column: int, duration: float):
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self.time_hit = time_hit
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self.column = column
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self.duration = duration
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self.is_held = false
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func set_time_hit(value: float):
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time_hit = value
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time_release = time_hit + duration
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time_death = time_release + DEATH_DELAY
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func set_time_release(value: float):
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time_release = value
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time_death = time_release + DEATH_DELAY
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duration = time_release - time_hit
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func set_duration(value: float):
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duration = value
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time_release = time_hit + duration
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time_death = time_release + DEATH_DELAY
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class NoteHold extends NoteHoldBase:
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var type := NOTE_HOLD
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func _init(time_hit: float, column: int, duration: float).(time_hit, column, duration):
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pass
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class NoteRoll extends NoteHoldBase:
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var type := NOTE_ROLL
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func _init(time_hit: float, column: int, duration: float).(time_hit, column, duration):
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pass
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class NoteSlide extends NoteBase: # Fancy charts have naked slides which necessitates separation of Star and Slide :(
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const hittable := false
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var type := NOTE_SLIDE
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var time_release: float setget set_time_release
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var duration: float setget set_duration
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var column_release: int
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var slide_type: int
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var slide_id: int
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var progress := INF
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var missed_slide := false
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var values: Dictionary
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func _init(time_hit: float, column: int, duration:=0.0, column_release:=0, slide_type:=0):
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self.time_hit = time_hit # The hit doesn't actually count for anything
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self.column = column
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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_release = column_release
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self.slide_type = slide_type
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self.values = {}
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update_slide_variables()
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func set_time_hit(value: float):
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time_hit = value
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time_release = time_hit + duration
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time_death = time_release + DEATH_DELAY
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func set_time_release(value: float):
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time_release = value
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time_death = time_release + DEATH_DELAY
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duration = time_release - time_hit
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func set_duration(value: float):
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duration = value
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time_release = time_hit + duration
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time_death = time_release + DEATH_DELAY
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func update_slide_variables():
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match slide_type:
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Note.SlideType.CHORD, Note.SlideType.CHORD_TRIPLE:
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values.start = GameTheme.RADIAL_UNIT_VECTORS[column]
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values.end = GameTheme.RADIAL_UNIT_VECTORS[column_release]
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values.angle = (values.end - values.start).angle()
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Note.SlideType.ARC_CW:
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values.start_a = GameTheme.RADIAL_COL_ANGLES[column]
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values.end_a = GameTheme.RADIAL_COL_ANGLES[column_release]
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if values.end_a < values.start_a:
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values.end_a += TAU
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Note.SlideType.ARC_ACW:
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values.start_a = GameTheme.RADIAL_COL_ANGLES[column]
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values.end_a = GameTheme.RADIAL_COL_ANGLES[column_release]
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if values.end_a > values.start_a:
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values.end_a -= TAU
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Note.SlideType.COMPLEX:
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values.curve2d = Curve2D.new()
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values.curve2d.bake_interval = 0.1 # TODO: play around with this
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func get_position(progress: float) -> Vector2:
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match slide_type:
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Note.SlideType.CHORD, Note.SlideType.CHORD_TRIPLE:
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return lerp(values.start, values.end, progress)
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Note.SlideType.ARC_CW, Note.SlideType.ARC_ACW:
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var circle_angle : float = lerp(values.start_a, values.end_a, progress)
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return polar2cartesian(1.0, circle_angle)
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Note.SlideType.COMPLEX:
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progress *= values.curve2d.get_baked_length()
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return values.curve2d.interpolate_baked(progress)
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return Vector2(0.0, 0.0)
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func get_points(per_radius: float = 10.0) -> Array:
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# Returns PoolVector2Array positions, PoolRealArray angles
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match slide_type:
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Note.SlideType.COMPLEX:
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var interval = 1.0/per_radius
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if values.curve2d.bake_interval != interval:
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values.curve2d.set_bake_interval(interval) # Setting this, even to the same value triggers a new bake
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var positions: PoolVector2Array = values.curve2d.get_baked_points()
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var angles = []
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for i in len(positions)-1:
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angles.append((positions[i+1]-positions[i]).angle())
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positions.remove(0) # Don't need an arrow pointing at the start position
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return [positions, PoolRealArray(angles)]
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_:
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var trail_length : int = int(floor(get_slide_length() * per_radius))
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var angles = []
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var positions = []
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for i in trail_length:
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angles.append(get_angle((i+1)/float(trail_length)))
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positions.append(get_position((i+1)/float(trail_length)))
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return [PoolVector2Array(positions), PoolRealArray(angles)]
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func get_angle(progress: float) -> float:
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match slide_type:
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Note.SlideType.CHORD, Note.SlideType.CHORD_TRIPLE:
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return values.angle
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Note.SlideType.ARC_CW:
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var circle_angle : float = lerp(values.start_a, values.end_a, progress)
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return circle_angle + PI/2.0
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Note.SlideType.ARC_ACW:
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var circle_angle : float = lerp(values.start_a, values.end_a, progress)
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return circle_angle - PI/2.0
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Note.SlideType.COMPLEX:
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# TODO: get a better tangent maybe?
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progress = clamp(progress, 0.001, 0.999) # Yes this is scuffed
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var l = values.curve2d.get_baked_length()
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return (values.curve2d.interpolate_baked((progress+0.001)*l) - values.curve2d.interpolate_baked((progress-0.001)*l)).angle()
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return 0.0
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func get_slide_length() -> float:
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# Return unit-circle (r=1) length of slide trail
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match slide_type:
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Note.SlideType.CHORD, Note.SlideType.CHORD_TRIPLE:
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return 2*abs(sin((GameTheme.RADIAL_COL_ANGLES[column_release] - GameTheme.RADIAL_COL_ANGLES[column])/2))
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Note.SlideType.ARC_CW:
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return fposmod(GameTheme.RADIAL_COL_ANGLES[column_release] - GameTheme.RADIAL_COL_ANGLES[column], TAU)
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Note.SlideType.ARC_ACW:
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return fposmod(GameTheme.RADIAL_COL_ANGLES[column] - GameTheme.RADIAL_COL_ANGLES[column_release], TAU)
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Note.SlideType.COMPLEX:
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return values.curve2d.get_baked_length()
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return 0.0
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static func copy_note(note: NoteBase):
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# Honestly disappointed I couldn't find a better, more OOP solution for this.
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var newnote: NoteBase
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match note.type:
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NOTE_TAP:
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newnote = NoteTap.new(note.time_hit, note.column, note.is_break)
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NOTE_STAR:
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newnote = NoteStar.new(note.time_hit, note.column, note.is_break)
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NOTE_HOLD:
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newnote = NoteHold.new(note.time_hit, note.column, note.duration)
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NOTE_SLIDE:
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newnote = NoteSlide.new(note.time_hit, note.column, note.duration, note.column_release, note.slide_type)
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if note.slide_type == Note.SlideType.COMPLEX:
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newnote.values.curve2d = note.values.curve2d
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NOTE_ROLL:
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newnote = NoteRoll.new(note.time_hit, note.column, note.duration)
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newnote.double_hit = note.double_hit
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return newnote
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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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return NoteSlide.new(time_hit, column, duration, column_release, slide_type)
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static func make_touch(time_hit: float, location: Vector2) -> Dictionary:
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return {type=NOTE_TOUCH, time_hit=time_hit, time_death=time_hit+DEATH_DELAY, location=location, double_hit=false}
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static func make_touch_hold(time_hit: float, duration: float, location: Vector2) -> Dictionary:
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var time_release := time_hit + duration
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return {type=NOTE_TOUCH_HOLD, time_hit=time_hit, time_release=time_release, time_death=time_release+DEATH_DELAY, location=location, double_hit=false}
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static func process_note_list(note_array: Array, check_doubles:=true):
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# Preprocess double hits, assign Slide IDs
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# If this were performance-critical, we'd single iterate it
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# It's not though, so we lay it out simply
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var slide_id := 0
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if len(note_array):
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# Doubles
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if check_doubles:
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for i in len(note_array)-1:
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var note1 = note_array[i]
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if not note1.hittable:
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continue
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for j in len(note_array)-1-i:
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var note2 = note_array[i+j+1]
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if not note2.hittable:
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continue
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if note1.time_hit == note2.time_hit:
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note1.double_hit = true
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note2.double_hit = true
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else:
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break
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# Slides
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for i in len(note_array):
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if note_array[i].type == NOTE_SLIDE:
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note_array[i].slide_id = slide_id
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slide_id += 1
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