194 lines
7.7 KiB
GDScript
194 lines
7.7 KiB
GDScript
tool
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extends Node
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var tex_notes := preload('res://assets/spritesheet-2048.png')
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var tex_judgement_text := preload('res://assets/text-4k.png')
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var tex_slide_arrow := tex_notes
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var slide_trail_shadermaterial := preload('res://shaders/slidetrail.tres')
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var snd_miss := preload('res://assets/miss.wav')
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var snd_clap := preload('res://assets/softclap.wav')
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var snd_count_in := snd_clap
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var snd_judgement := {
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0: snd_clap,
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1: snd_clap,
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-1: snd_clap,
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2: snd_clap,
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-2: snd_clap,
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3: snd_miss,
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-3: snd_miss,
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'MISS': snd_miss
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}
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var db_judgement := {
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0: 0.0,
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1: -1.5,
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-1: -1.5,
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2: -3.0,
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-2: -3.0,
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3: -6.0,
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-3: -6.0,
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'MISS': 0.0
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}
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var pitch_judgement := {
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0: 1.0,
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-1: 1.0/0.75,
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1: 0.75,
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-2: 1.0/0.60,
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2: 0.60,
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-3: 1.5,
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3: 1.5,
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'MISS': 1.0
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}
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var receptor_ring_radius := 460.0
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var note_forecast_beats := 2.0 # Notes start to appear this many beats before you need to tap them
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const INNER_NOTE_CIRCLE_RATIO := 0.3 # Notes under this far from the center will zoom into existence
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const SLIDE_DELAY := 0.5 #0.125 #0.5 # Time in beats between the tap of the star and the start of the visual slide
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var sprite_size := 128
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var sprite_size2 := sprite_size/2
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var judge_text_size := 256
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# Text is rendered from center.
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const JUDGE_TEXT_ANG2 := atan(1.0/4.0)
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const JUDGE_TEXT_ANG1 := PI - JUDGE_TEXT_ANG2
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const JUDGE_TEXT_ANG3 := PI + JUDGE_TEXT_ANG2
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const JUDGE_TEXT_ANG4 := -JUDGE_TEXT_ANG2
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var judge_text_size2 := 0.5*judge_text_size/cos(JUDGE_TEXT_ANG2)
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var judge_text_duration := 2.0
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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 TNSZ := 4;
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const UV_ARRAY_TAP := PoolVector2Array([Vector2(0, 0)/TNSZ, Vector2(1, 0)/TNSZ, Vector2(0, 1)/TNSZ, Vector2(1, 1)/TNSZ])
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const UV_ARRAY_HOLD := PoolVector2Array([
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Vector2(1, 0)/TNSZ, Vector2(2, 0)/TNSZ, Vector2(1, 0.5)/TNSZ, Vector2(2, 0.5)/TNSZ,
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Vector2(1, 0.5)/TNSZ, Vector2(2, 0.5)/TNSZ, Vector2(1, 1)/TNSZ, Vector2(2, 1)/TNSZ
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])
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const UV_ARRAY_STAR := PoolVector2Array([Vector2(2, 0)/TNSZ, Vector2(3, 0)/TNSZ, Vector2(2, 1)/TNSZ, Vector2(3, 1)/TNSZ])
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const UV_ARRAY_ARROW := PoolVector2Array([Vector2(0, 1)/TNSZ, Vector2(1, 1)/TNSZ, Vector2(0, 2)/TNSZ, Vector2(1, 2)/TNSZ])
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# Slide trail arrow. Single tri.
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const UV_ARRAY_SLIDE_ARROW := PoolVector2Array([Vector2(3, 0)/TNSZ, Vector2(4, 0)/TNSZ, Vector2(3, 1)/TNSZ])
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const UV_ARRAY_SLIDE_ARROW2 := PoolVector2Array([Vector2(4, 1)/TNSZ, Vector2(3, 1)/TNSZ, Vector2(4, 0)/TNSZ])
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# Dance mode
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const UV_ARRAY_D_ARROW := PoolVector2Array([Vector2(0, 2)/TNSZ, Vector2(1, 2)/TNSZ, Vector2(0, 3)/TNSZ, Vector2(1, 3)/TNSZ])
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const UV_ARRAY_D_RECEPTOR := PoolVector2Array([Vector2(0, 3)/TNSZ, Vector2(1, 3)/TNSZ, Vector2(0, 4)/TNSZ, Vector2(1, 4)/TNSZ])
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const UV_ARRAY_D_HOLD := PoolVector2Array([
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Vector2(1, 1)/TNSZ, Vector2(2, 1)/TNSZ, Vector2(1, 1.5)/TNSZ, Vector2(2, 1.5)/TNSZ,
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Vector2(1, 1.5)/TNSZ, Vector2(2, 1.5)/TNSZ, Vector2(1, 2)/TNSZ, Vector2(2, 2)/TNSZ
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])
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const UV_ARRAY_D_ROLL := PoolVector2Array([
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Vector2(2, 1)/TNSZ, Vector2(3, 1)/TNSZ, Vector2(2, 1.5)/TNSZ, Vector2(3, 1.5)/TNSZ,
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Vector2(2, 1.5)/TNSZ, Vector2(3, 1.5)/TNSZ, Vector2(2, 2)/TNSZ, Vector2(3, 2)/TNSZ
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])
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# Color definitions
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const COLOR_MENU_TEXT = Color(0.95, 0.95, 1.0)
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const COLOR_TAP := Color(1, 0.15, 0.15, 1)
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const COLOR_TAP2 := Color(0.75, 0.5, 0, 1) # High-score taps ("breaks" in maimai)
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const COLOR_HOLD := Color(1, 0.15, 0.15, 1)
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const COLOR_HOLD_HELD := Color(1, 1, 1, 1)
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const COLOR_HOLD_MISS := Color(0.33, 0.05, 0.05, 1)
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const COLOR_STAR := Color(0, 0, 1, 1)
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const COLOR_DOUBLE := Color(1, 1, 0, 1) # When two (or more in master) hit events coincide
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const COLOR_DOUBLE_MISS := Color(0.33, 0.33, 0, 1)
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const COLOR_TEXT := Color(1, 1, 1, 1)
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const COLOR_SLIDE := Color(0.65, 0.65, 1.0, 1.0)
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const COLOR_DOUBLE_SLIDE := Color(1.0, 1.0, 0.35, 1.0)
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const COLOR_DIFFICULTY := PoolColorArray([ # Background, foreground for each
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Color(0.435, 0.333, 1.000), Color.white,
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Color(0.150, 1.000, 0.275), Color.white,
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Color(0.973, 0.718, 0.039), Color.white,
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Color(1.000, 0.150, 0.150), Color.white,
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Color(0.761, 0.271, 0.902), Color.white,
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Color(1.0, 1.0, 1.0), Color(0.737, 0.188, 0.894),
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Color(0.000, 0.000, 1.000), Color.white,
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])
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const COLOR_ARRAY_TAP := PoolColorArray([COLOR_TAP, COLOR_TAP, COLOR_TAP, COLOR_TAP])
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const COLOR_ARRAY_TAP2 := PoolColorArray([COLOR_TAP2, COLOR_TAP2, COLOR_TAP2, COLOR_TAP2])
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const COLOR_ARRAY_HOLD := PoolColorArray([
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COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD,
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COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD
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])
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const COLOR_ARRAY_HOLD_HELD := PoolColorArray([
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COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD,
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COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD
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])
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const COLOR_ARRAY_HOLD_MISS := PoolColorArray([
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COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS,
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COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS
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])
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const COLOR_ARRAY_STAR := PoolColorArray([COLOR_STAR, COLOR_STAR, COLOR_STAR, COLOR_STAR])
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const COLOR_ARRAY_DOUBLE_4 := PoolColorArray([COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE])
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const COLOR_ARRAY_DOUBLE_8 := PoolColorArray([
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COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE,
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COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE
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])
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const COLOR_ARRAY_DOUBLE_MISS_4 := PoolColorArray([COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS])
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const COLOR_ARRAY_DOUBLE_MISS_8 := PoolColorArray([
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COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS,
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COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS
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])
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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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const NORMAL_ARRAY_4 := PoolVector3Array([DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL])
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const 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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var screen_filter_min_alpha := 0.2
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var screen_filter := Color(0.0, 0.0, 0.0, screen_filter_min_alpha)
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signal screen_filter_changed()
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var receptor_color := Color.blue
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var bezel_color := Color.black if not Engine.editor_hint else Color.red
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var slide_trail_alpha := 0.88
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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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func set_screen_filter_alpha(alpha: float):
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# Scale to minimum alpha
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var new_alpha = lerp(screen_filter_min_alpha, 1.0, alpha)
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if new_alpha != screen_filter.a:
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screen_filter = Color(screen_filter.r, screen_filter.g, screen_filter.b, new_alpha)
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emit_signal("screen_filter_changed")
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var radial_values_initialized := false
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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(fposmod(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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radial_values_initialized = true
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func color_array_text(alpha: float) -> PoolColorArray:
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var color := Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, alpha)
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return PoolColorArray([color, color, color, color])
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func color_array_tap(alpha: float, double:=false) -> PoolColorArray:
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if alpha >= 1.0:
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return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_TAP
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else:
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var col := COLOR_DOUBLE if double else COLOR_TAP
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var color = Color(col.r, col.g, col.b, alpha)
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return PoolColorArray([color, color, color, color])
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func color_array_star(alpha: float, double:=false) -> PoolColorArray:
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if alpha >= 1.0:
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return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_STAR
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else:
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var col := COLOR_DOUBLE if double else COLOR_STAR
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var color = Color(col.r, col.g, col.b, alpha)
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return PoolColorArray([color, color, color, color])
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