443 lines
20 KiB
GDScript
443 lines
20 KiB
GDScript
extends "res://main.gd"
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# This script will draw all note events.
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var tex := preload("res://assets/spritesheet-1024.png")
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var tex_slide_arrow := preload("res://assets/slide-arrow-512.png")
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var slide_trail_shadermaterial := preload("res://shaders/slidetrail.tres")
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# Constants for the overall notefield
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var RADIAL_COL_ANGLES := PoolRealArray() # ideally const
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var RADIAL_UNIT_VECTORS := PoolVector2Array() # ideally const
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# ------------------------------------------------------
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# Ring segments is only for CPU drawing, superceded for now.
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# ------------------------------------------------------
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#const RING_LINE_SEGMENTS_PER_COLUMN := 12
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#var RING_LINE_SEGMENTS_VECTORS := PoolVector2Array()
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#const ring_segs := Rules.COLS * RING_LINE_SEGMENTS_PER_COLUMN
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#const ring_seg_angle := 360.0/ring_segs
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#var ring_line_segments_alphas = PoolRealArray()
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#var ring_line_segments_widths = PoolRealArray()
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func init_radial_values():
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for i in range(Rules.COLS):
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var angle = deg2rad(fmod(Rules.FIRST_COLUMN_ANGLE_DEG + (i * Rules.COLS_ANGLE_DEG), 360.0))
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RADIAL_COL_ANGLES.push_back(angle)
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RADIAL_UNIT_VECTORS.push_back(Vector2(cos(angle), sin(angle)))
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# for i in range(ring_segs):
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# var angle = deg2rad(Rules.FIRST_COLUMN_ANGLE_DEG + (i * ring_seg_angle))
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# RING_LINE_SEGMENTS_VECTORS.push_back(Vector2(cos(angle), sin(angle)))
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# for i in range(ring_segs/4):
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# var alpha := 1.0 - (i/float(ring_segs/4))
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# ring_line_segments_alphas.push_back(alpha)
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# ring_line_segments_widths.push_back(lerp(alpha, 1.0, 0.5))
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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 := 0.0
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var t := 0.0
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var bpm := 120.0
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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 slide_trail_meshes := []
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var slide_trail_mesh_instances := []
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# UV vertex arrays for our sprites
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# tap/star/arrow are 4-vertex 2-triangle simple squares
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# hold is 8-vertex 6-triangle to enable stretching in the middle
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const UV_ARRAY_TAP := PoolVector2Array([Vector2(0, 0.5), Vector2(0.5, 0.5), Vector2(0, 1), Vector2(0.5, 1)])
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const UV_ARRAY_HOLD := PoolVector2Array([
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Vector2(0.5, 0.5), Vector2(1, 0.5), Vector2(0.5, 0.75), Vector2(1, 0.75),
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Vector2(0.5, 0.75), Vector2(1, 0.75), Vector2(0.5, 1), Vector2(1, 1)
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])
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const UV_ARRAY_STAR := PoolVector2Array([Vector2(0.5, 0), Vector2(1, 0), Vector2(0.5, 0.5), Vector2(1, 0.5)])
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const UV_ARRAY_ARROW := PoolVector2Array([Vector2(0, 0), Vector2(0.5, 0), Vector2(0, 0.5), Vector2(0.5, 0.5)])
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# Slide trail arrow. Single tri.
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const UV_ARRAY_SLIDE_ARROW := PoolVector2Array([Vector2(0, 0), Vector2(1, 0), Vector2(0, 1)])
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const UV_ARRAY_SLIDE_ARROW2 := PoolVector2Array([Vector2(1, 1), Vector2(0, 1), Vector2(1, 0)])
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# Normal vertex arrays for our sprites. Might be unnecessary?
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const DEFAULT_NORMAL := Vector3(0, 0, 1)
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var NORMAL_ARRAY_4 := PoolVector3Array([DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL])
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var NORMAL_ARRAY_8 := PoolVector3Array([
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DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL,
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DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL
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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, vertex_array, color_array = theme.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_NORMAL] = NORMAL_ARRAY_4
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arrays[Mesh.ARRAY_TEX_UV] = 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, vertex_array, color_array = theme.COLOR_ARRAY_HOLD):
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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_NORMAL] = NORMAL_ARRAY_8
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arrays[Mesh.ARRAY_TEX_UV] = 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, vertex_array, color_array = theme.COLOR_ARRAY_STAR):
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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_NORMAL] = NORMAL_ARRAY_4
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arrays[Mesh.ARRAY_TEX_UV] = 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 = theme.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_NORMAL] = NORMAL_ARRAY_4
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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: Dictionary) -> 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 := theme.sprite_size2
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# First we need to determine how many arrows to leave.
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# Chord length is 2r*sin(theta/2)
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# Arc length is r*theta (in rads)
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# 18 for a 3chord in maimai
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# 20 for a 4chord
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# 6 per arc segment +1 for every receptor crossed over, ~7 per
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var unit_length: float
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var trail_length: int
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match note.slide_type:
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Note.SlideType.CHORD:
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unit_length = 2*abs(sin((RADIAL_COL_ANGLES[note.column_release] - RADIAL_COL_ANGLES[note.column])/2))
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Note.SlideType.ARC_CW:
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unit_length = fposmod(RADIAL_COL_ANGLES[note.column_release] - RADIAL_COL_ANGLES[note.column], TAU)
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Note.SlideType.ARC_ACW:
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unit_length = fposmod(RADIAL_COL_ANGLES[note.column] - RADIAL_COL_ANGLES[note.column_release], TAU)
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trail_length = int(floor(unit_length * slide_arrows_per_unit_length))
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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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uvs.append_array(UV_ARRAY_SLIDE_ARROW if i%3 else UV_ARRAY_SLIDE_ARROW2)
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for j in 3:
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# uvs[i*3+j] = UV_ARRAY_SLIDE_ARROW[j] if i%2 else UV_ARRAY_SLIDE_ARROW2[j]
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colors[i*3+j] = Color(0.67, 0.67, 1.0, 1.0+float(i))
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match note.slide_type:
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Note.SlideType.CHORD:
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# var angle : float = RADIAL_UNIT_VECTORS[note.column].angle_to_point(RADIAL_UNIT_VECTORS[note.column_release])
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var start : Vector2 = RADIAL_UNIT_VECTORS[note.column] * theme.receptor_ring_radius
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var end : Vector2 = RADIAL_UNIT_VECTORS[note.column_release] * theme.receptor_ring_radius
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# var angle : float = start.angle_to_point(end) # seems to be out by 180° for no good reason
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var angle : float = (end-start).angle()
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var uv1o : Vector2 = polar2cartesian(size, angle)
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var uv2o : Vector2 = polar2cartesian(size, angle+PI/2.0)
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var uv3o : Vector2 = polar2cartesian(size, angle-PI/2.0)
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for i in trail_length:
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var offset : Vector2 = lerp(start, end, i/float(trail_length))
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vertices[i*3] = offset + uv1o
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vertices[i*3+1] = offset + uv2o
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vertices[i*3+2] = offset + uv3o
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Note.SlideType.ARC_CW:
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var start_a : float = RADIAL_COL_ANGLES[note.column]
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var end_a : float = RADIAL_COL_ANGLES[note.column_release]
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if end_a < start_a:
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end_a += TAU
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for i in trail_length:
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var circle_angle : float = lerp(start_a, end_a, (i+1)/float(trail_length))
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var angle : float = circle_angle + PI/2.0
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var offset : Vector2 = polar2cartesian(theme.receptor_ring_radius, circle_angle)
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vertices[i*3] = offset + polar2cartesian(size, angle)
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vertices[i*3+1] = offset + polar2cartesian(size, angle+PI/2.0)
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vertices[i*3+2] = offset + polar2cartesian(size, angle-PI/2.0)
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Note.SlideType.ARC_ACW:
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var start_a : float = RADIAL_COL_ANGLES[note.column]
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var end_a : float = RADIAL_COL_ANGLES[note.column_release]
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if end_a > start_a:
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end_a -= TAU
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for i in trail_length:
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var circle_angle : float = lerp(start_a, end_a, (i+1)/float(trail_length))
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var angle : float = circle_angle - PI/2.0
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var offset : Vector2 = polar2cartesian(theme.receptor_ring_radius, circle_angle)
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vertices[i*3] = offset + polar2cartesian(size, angle)
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vertices[i*3+1] = offset + polar2cartesian(size, angle+PI/2.0)
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vertices[i*3+2] = offset + polar2cartesian(size, angle-PI/2.0)
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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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func make_tap_note(mesh: ArrayMesh, column: int, position: float, scale := 1.0, color_array := theme.COLOR_ARRAY_TAP) -> ArrayMesh:
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if position < theme.INNER_NOTE_CIRCLE_RATIO:
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scale *= position/theme.INNER_NOTE_CIRCLE_RATIO
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position = theme.INNER_NOTE_CIRCLE_RATIO
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var note_center = screen_center + (RADIAL_UNIT_VECTORS[column] * position * theme.receptor_ring_radius)
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var dim = theme.sprite_size2 * scale
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var vertices = 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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make_tap_mesh(mesh, vertices, color_array)
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return mesh
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func make_hold_note(mesh: ArrayMesh, column: int, position1: float, position2: float, scale := 1.0, color_array = theme.COLOR_ARRAY_HOLD) -> ArrayMesh:
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if position1 < theme.INNER_NOTE_CIRCLE_RATIO:
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scale *= position1/theme.INNER_NOTE_CIRCLE_RATIO
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position1 = theme.INNER_NOTE_CIRCLE_RATIO
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if position2 < theme.INNER_NOTE_CIRCLE_RATIO:
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position2 = theme.INNER_NOTE_CIRCLE_RATIO
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var note_center1 = screen_center + (RADIAL_UNIT_VECTORS[column] * position1 * theme.receptor_ring_radius)
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var note_center2 = screen_center + (RADIAL_UNIT_VECTORS[column] * position2 * theme.receptor_ring_radius)
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var dim = theme.sprite_size2 * scale
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var dim2 = dim * SQRT2
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var angle = RADIAL_COL_ANGLES[column]
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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 vertices = PoolVector2Array([
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note_center1 + dim2*Vector2(cos(a1), sin(a1)), note_center1 + dim2*Vector2(cos(a2), sin(a2)),
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note_center1 + dim*Vector2(cos(a3), sin(a3)), note_center1 + dim*Vector2(cos(a4), sin(a4)),
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note_center2 + dim*Vector2(cos(a3), sin(a3)), note_center2 + dim*Vector2(cos(a4), sin(a4)),
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note_center2 + dim2*Vector2(cos(a5), sin(a5)), note_center2 + dim2*Vector2(cos(a6), sin(a6))
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])
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make_hold_mesh(mesh, vertices, color_array)
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return mesh
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func make_slide_note(mesh: ArrayMesh, column: int, position: float, scale := 1.0, color_array := theme.COLOR_ARRAY_STAR) -> ArrayMesh:
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if position < theme.INNER_NOTE_CIRCLE_RATIO:
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scale *= position/theme.INNER_NOTE_CIRCLE_RATIO
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position = theme.INNER_NOTE_CIRCLE_RATIO
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var note_center = screen_center + (RADIAL_UNIT_VECTORS[column] * position * theme.receptor_ring_radius)
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var dim = theme.sprite_size2 * scale * SQRT2
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var angle = deg2rad(fmod(t*270.0, 360.0))
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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 vertices = PoolVector2Array([
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note_center + dim*Vector2(cos(a1), sin(a1)), note_center + dim*Vector2(cos(a2), sin(a2)),
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note_center + dim*Vector2(cos(a3), sin(a3)), note_center + dim*Vector2(cos(a4), sin(a4))
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])
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make_star_mesh(mesh, vertices, color_array)
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return mesh
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#----------------------------------------------------------------------------------------------------------------------------------------------
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func _init():
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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init_radial_values()
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func _draw():
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var mesh := ArrayMesh.new()
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# var dots := PoolVector2Array()
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# var dots_dict := {}
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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+theme.note_forecast_beats-note.time_hit)/theme.note_forecast_beats
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var note_center := screen_center + (RADIAL_UNIT_VECTORS[note.column] * position * theme.receptor_ring_radius)
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# dots.push_back(note_center)
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# if not dots_dict.has(position):
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# dots_dict[position] = []
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# dots_dict[position].push_back(note.column)
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noteline_data.set_pixel(i%16, i/16, Color(position, note.column, RADIAL_COL_ANGLES[note.column]))
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i += 1
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match note.type:
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Note.NOTE_TAP:
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var color = theme.COLOR_ARRAY_DOUBLE_4 if note.double_hit else theme.COLOR_ARRAY_TAP
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make_tap_note(mesh, note.column, position, 1, color)
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Note.NOTE_HOLD:
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var color = theme.COLOR_ARRAY_DOUBLE_8 if note.double_hit else theme.COLOR_ARRAY_HOLD
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var position_rel : float = (t+theme.note_forecast_beats-note.time_release)/theme.note_forecast_beats
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if position_rel > 0:
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var note_rel_center := screen_center + (RADIAL_UNIT_VECTORS[note.column] * position_rel * theme.receptor_ring_radius)
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# dots.push_back(note_rel_center)
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noteline_data.set_pixel(j%16, 15, Color(position_rel, note.column, RADIAL_COL_ANGLES[note.column]))
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j += 1
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make_hold_note(mesh, note.column, position, position_rel, 1.0, theme.COLOR_ARRAY_HOLD_HELD)
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Note.NOTE_SLIDE:
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var color = theme.COLOR_ARRAY_DOUBLE_4 if note.double_hit else theme.COLOR_ARRAY_STAR
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make_slide_note(mesh, note.column, position, 1.0, color)
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noteline_data.unlock()
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var noteline_data_tex = ImageTexture.new()
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noteline_data_tex.create_from_image(noteline_data, 0)
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$notelines.set_texture(noteline_data_tex)
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# var dot_scale := 1.0 - abs(0.25-fmod(t+0.25, 0.5))
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# var dot_inner := 6.0 * dot_scale
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# var dot_outer := 9.0 * dot_scale
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# for dot in dots:
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# draw_circle(dot, dot_inner, Color(1.0, 1.0, 1.0, 0.60))
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# draw_circle(dot, dot_outer, Color(1.0, 1.0, 1.0, 0.20))
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# var line_inner := 3.0 * dot_scale
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# var line_outer := 6.0 * dot_scale
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# for position in dots_dict:
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# for col in dots_dict[position]:
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# var c0 = col * RING_LINE_SEGMENTS_PER_COLUMN
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# for i in range(ring_segs/4):
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# var alpha :float = ring_line_segments_alphas[i]*dot_scale
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# var width_scale : float = ring_line_segments_widths[i]
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# draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[(c0+i)%ring_segs]*position*theme.receptor_ring_radius,
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# screen_center + RING_LINE_SEGMENTS_VECTORS[(c0+i+1)%ring_segs]*position*theme.receptor_ring_radius,
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# Color(1.0, 1.0, 0.65, alpha*0.8), line_inner*width_scale)
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# draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[(c0+i)%ring_segs]*position*theme.receptor_ring_radius,
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# screen_center + RING_LINE_SEGMENTS_VECTORS[(c0+i+1)%ring_segs]*position*theme.receptor_ring_radius,
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# Color(1.0, 1.0, 0.65, alpha*0.2), line_outer*width_scale)
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# draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[(c0-i)%ring_segs]*position*theme.receptor_ring_radius,
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# screen_center + RING_LINE_SEGMENTS_VECTORS[(c0-i-1)%ring_segs]*position*theme.receptor_ring_radius,
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# Color(1.0, 1.0, 0.65, alpha*0.8), line_inner*width_scale)
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# draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[(c0-i)%ring_segs]*position*theme.receptor_ring_radius,
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# screen_center + RING_LINE_SEGMENTS_VECTORS[(c0-i-1)%ring_segs]*position*theme.receptor_ring_radius,
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# Color(1.0, 1.0, 0.65, alpha*0.2), line_outer*width_scale)
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# var alpha_array = PoolRealArray()
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# alpha_array.resize(ring_segs)
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# for i in range(ring_segs):
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# alpha_array[i] = 0.0
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# for col in dots_dict[position]:
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# var origin : int = col*RING_LINE_SEGMENTS_PER_COLUMN
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# var affected_segs := ring_segs/4
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# alpha_array[origin] = 1.0
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# for i in range(affected_segs):
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# alpha_array[(origin+i)%ring_segs] += 1.0 - i/float(affected_segs)
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# alpha_array[(origin-i)%ring_segs] += 1.0 - i/float(affected_segs)
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# for i in range(ring_segs):
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# var alpha := min(alpha_array[i], 1.0)*dot_scale
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# var width_scale : float = lerp(min(alpha_array[i], 1.0), 1.0, 0.5)
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# draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[i]*position*theme.receptor_ring_radius,
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# screen_center + RING_LINE_SEGMENTS_VECTORS[(i+1)%ring_segs]*position*theme.receptor_ring_radius,
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# Color(1.0, 1.0, 0.65, alpha*0.8), line_inner*width_scale)
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# draw_line(screen_center + RING_LINE_SEGMENTS_VECTORS[i]*position*theme.receptor_ring_radius,
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# screen_center + RING_LINE_SEGMENTS_VECTORS[(i+1)%ring_segs]*position*theme.receptor_ring_radius,
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# Color(1.0, 1.0, 0.65, alpha*0.2), line_outer*width_scale)
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$meshinstance.set_mesh(mesh)
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# draw_mesh(mesh, tex)
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var noteline_array_image := Image.new()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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t = 0.0
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time = -2.0
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bpm = 120.0
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active_notes = []
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all_notes = []
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next_note_to_load = 0
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$meshinstance.material.set_shader_param("star_color", theme.COLOR_STAR)
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$meshinstance.material.set_shader_param("held_color", theme.COLOR_HOLD_HELD)
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$meshinstance.material.set_shader_param("bps", bpm/60.0)
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$meshinstance.material.set_shader_param("screen_size", get_viewport().get_size())
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$meshinstance.set_texture(tex)
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var rec_scale1 = (float(screen_height)/float(theme.receptor_ring_radius))*0.5
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var uv_array_playfield := PoolVector2Array([Vector2(-1.0, -1.0)*rec_scale1, Vector2(-1.0, 1.0)*rec_scale1, Vector2(1.0, -1.0)*rec_scale1, Vector2(1.0, 1.0)*rec_scale1])
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var vertex_array_playfield := PoolVector2Array([
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Vector2(x_margin, screen_height), Vector2(x_margin, 0.0),
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Vector2(x_margin+screen_height, screen_height), Vector2(x_margin+screen_height, 0.0)])
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var mesh_playfield := ArrayMesh.new()
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield
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arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
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arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
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mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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$notelines.set_mesh(mesh_playfield)
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$notelines.material.set_shader_param("bps", bpm/60.0)
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noteline_array_image.create(16, 16, false, Image.FORMAT_RGBF)
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noteline_array_image.fill(Color(0.0, 0.0, 0.0))
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# Format: first 15 rows are for hit events, last row is for releases only (no ring glow)
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all_notes = FileLoader.SRT.load_file("res://songs/199_cirno_master.srt")
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# all_notes = FileLoader.Test.stress_pattern()
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bpm = 175.0
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Note.process_doubles(all_notes)
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for note in all_notes:
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if note.type == Note.NOTE_SLIDE:
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slide_trail_meshes.push_back(make_slide_trail_mesh(note))
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func game_time(realtime: float) -> float:
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return time * bpm / 60.0
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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$meshinstance.material.set_shader_param("bps", bpm/60.0)
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$notelines.material.set_shader_param("bps", bpm/60.0)
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var t_old := game_time(time)
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time += delta
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t = game_time(time)
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if (t_old < 0) and (t >= 0):
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get_node("/root/main/video").play()
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# Clean out expired notes
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for i in range(len(active_notes)-1, -1, -1):
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if active_notes[i].time_death < t:
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active_notes.remove(i)
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|
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# Add new notes as necessary
|
|
while true:
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|
if next_note_to_load >= len(all_notes):
|
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# All notes have been loaded, maybe do something
|
|
break
|
|
if all_notes[next_note_to_load].time_hit > (t + theme.note_forecast_beats):
|
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# Next chronological note isn't ready to load yet
|
|
break
|
|
# Next chronological note is ready to load, load it
|
|
active_notes.push_back(all_notes[next_note_to_load])
|
|
if active_notes[-1].type == Note.NOTE_SLIDE:
|
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slide_trail_mesh_instances.push_back(MeshInstance2D.new())
|
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slide_trail_mesh_instances[-1].set_mesh(slide_trail_meshes.pop_front())
|
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# slide_trail_mesh_instances[-1].set_position(screen_center)
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$SlideTrailHandler.add_child(slide_trail_mesh_instances[-1])
|
|
slide_trail_mesh_instances[-1].set_material(slide_trail_shadermaterial)
|
|
slide_trail_mesh_instances[-1].material.set_shader_param("trail_progress", 0.0)
|
|
slide_trail_mesh_instances[-1].set_texture(tex_slide_arrow)
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|
|
|
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()
|