129 lines
5.6 KiB
GDScript
129 lines
5.6 KiB
GDScript
tool
|
|
extends Node
|
|
|
|
var receptor_ring_radius := 460.0
|
|
var note_forecast_beats := 2.0 # Notes start to appear this many beats before you need to tap them
|
|
const INNER_NOTE_CIRCLE_RATIO := 0.3 # Notes under this far from the center will zoom into existence
|
|
const SLIDE_DELAY := 0.5 #0.125 #0.5 # Time in beats between the tap of the star and the start of the visual slide
|
|
|
|
var sprite_size := 128
|
|
var sprite_size2 := sprite_size/2
|
|
|
|
var judge_text_size := 256
|
|
# Text is rendered from center.
|
|
const JUDGE_TEXT_ANG2 := atan(1.0/4.0)
|
|
const JUDGE_TEXT_ANG1 := PI - JUDGE_TEXT_ANG2
|
|
const JUDGE_TEXT_ANG3 := PI + JUDGE_TEXT_ANG2
|
|
const JUDGE_TEXT_ANG4 := -JUDGE_TEXT_ANG2
|
|
var judge_text_size2 := 0.5*judge_text_size/cos(JUDGE_TEXT_ANG2)
|
|
|
|
var judge_text_duration := 2.0
|
|
|
|
|
|
# UV vertex arrays for our sprites
|
|
# tap/star/arrow are 4-vertex 2-triangle simple squares
|
|
# hold is 8-vertex 6-triangle to enable stretching in the middle
|
|
const UV_ARRAY_TAP := PoolVector2Array([Vector2(0, 0.5), Vector2(0.5, 0.5), Vector2(0, 1), Vector2(0.5, 1)])
|
|
const UV_ARRAY_HOLD := PoolVector2Array([
|
|
Vector2(0.5, 0.5), Vector2(1, 0.5), Vector2(0.5, 0.75), Vector2(1, 0.75),
|
|
Vector2(0.5, 0.75), Vector2(1, 0.75), Vector2(0.5, 1), Vector2(1, 1)
|
|
])
|
|
const UV_ARRAY_STAR := PoolVector2Array([Vector2(0.5, 0), Vector2(1, 0), Vector2(0.5, 0.5), Vector2(1, 0.5)])
|
|
const UV_ARRAY_ARROW := PoolVector2Array([Vector2(0, 0), Vector2(0.5, 0), Vector2(0, 0.5), Vector2(0.5, 0.5)])
|
|
# Slide trail arrow. Single tri.
|
|
const UV_ARRAY_SLIDE_ARROW := PoolVector2Array([Vector2(0, 0), Vector2(1, 0), Vector2(0, 1)])
|
|
const UV_ARRAY_SLIDE_ARROW2 := PoolVector2Array([Vector2(1, 1), Vector2(0, 1), Vector2(1, 0)])
|
|
|
|
# Color definitions
|
|
const COLOR_TAP := Color(1, 0.15, 0.15, 1)
|
|
const COLOR_TAP2 := Color(0.75, 0.5, 0, 1) # High-score taps ("breaks" in maimai)
|
|
const COLOR_HOLD := Color(1, 0.15, 0.15, 1)
|
|
const COLOR_HOLD_HELD := Color(1, 1, 1, 1)
|
|
const COLOR_HOLD_MISS := Color(0.33, 0.05, 0.05, 1)
|
|
const COLOR_STAR := Color(0, 0, 1, 1)
|
|
const COLOR_DOUBLE := Color(1, 1, 0, 1) # When two (or more in master) hit events coincide
|
|
const COLOR_DOUBLE_MISS := Color(0.33, 0.33, 0, 1)
|
|
const COLOR_TEXT := Color(1, 1, 1, 1)
|
|
|
|
const COLOR_DIFFICULTY := PoolColorArray([ # Background, foreground for each
|
|
Color(0.435, 0.333, 1.000), Color(1.0, 1.0, 1.0),
|
|
Color(0.150, 1.000, 0.275), Color(1.0, 1.0, 1.0),
|
|
Color(0.973, 0.718, 0.039), Color(1.0, 1.0, 1.0),
|
|
Color(1.000, 0.150, 0.150), Color(1.0, 1.0, 1.0),
|
|
Color(0.761, 0.271, 0.902), Color(1.0, 1.0, 1.0),
|
|
Color(1.0, 1.0, 1.0), Color(0.737, 0.188, 0.894),
|
|
])
|
|
|
|
var COLOR_ARRAY_TAP := PoolColorArray([COLOR_TAP, COLOR_TAP, COLOR_TAP, COLOR_TAP])
|
|
var COLOR_ARRAY_TAP2 := PoolColorArray([COLOR_TAP2, COLOR_TAP2, COLOR_TAP2, COLOR_TAP2])
|
|
var COLOR_ARRAY_HOLD := PoolColorArray([
|
|
COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD,
|
|
COLOR_HOLD, COLOR_HOLD, COLOR_HOLD, COLOR_HOLD
|
|
])
|
|
var COLOR_ARRAY_HOLD_HELD := PoolColorArray([
|
|
COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD,
|
|
COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD, COLOR_HOLD_HELD
|
|
])
|
|
var COLOR_ARRAY_HOLD_MISS := PoolColorArray([
|
|
COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS,
|
|
COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS, COLOR_HOLD_MISS
|
|
])
|
|
var COLOR_ARRAY_STAR := PoolColorArray([COLOR_STAR, COLOR_STAR, COLOR_STAR, COLOR_STAR])
|
|
var COLOR_ARRAY_DOUBLE_4 := PoolColorArray([COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE])
|
|
var COLOR_ARRAY_DOUBLE_8 := PoolColorArray([
|
|
COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE,
|
|
COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE, COLOR_DOUBLE
|
|
])
|
|
var COLOR_ARRAY_DOUBLE_MISS_4 := PoolColorArray([COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS])
|
|
var COLOR_ARRAY_DOUBLE_MISS_8 := PoolColorArray([
|
|
COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS,
|
|
COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS
|
|
])
|
|
|
|
var screen_filter_min_alpha := 0.2
|
|
var screen_filter := Color(0.0, 0.0, 0.0, screen_filter_min_alpha)
|
|
signal screen_filter_changed()
|
|
var receptor_color := Color.blue
|
|
var bezel_color := Color.black if not Engine.editor_hint else Color.red
|
|
|
|
var slide_trail_alpha := 0.88
|
|
|
|
var RADIAL_COL_ANGLES := PoolRealArray() # ideally const
|
|
var RADIAL_UNIT_VECTORS := PoolVector2Array() # ideally const
|
|
|
|
func set_screen_filter_alpha(alpha: float):
|
|
# Scale to minimum alpha
|
|
var new_alpha = lerp(screen_filter_min_alpha, 1.0, alpha)
|
|
if new_alpha != screen_filter.a:
|
|
screen_filter = Color(screen_filter.r, screen_filter.g, screen_filter.b, new_alpha)
|
|
emit_signal("screen_filter_changed")
|
|
|
|
var radial_values_initialized := false
|
|
func init_radial_values():
|
|
for i in range(Rules.COLS):
|
|
var angle = deg2rad(fposmod(Rules.FIRST_COLUMN_ANGLE_DEG + (i * Rules.COLS_ANGLE_DEG), 360.0))
|
|
RADIAL_COL_ANGLES.push_back(angle)
|
|
RADIAL_UNIT_VECTORS.push_back(Vector2(cos(angle), sin(angle)))
|
|
radial_values_initialized = true
|
|
|
|
|
|
func color_array_text(alpha: float) -> PoolColorArray:
|
|
var color := Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, alpha)
|
|
return PoolColorArray([color, color, color, color])
|
|
|
|
func color_array_tap(alpha: float, double:=false) -> PoolColorArray:
|
|
if alpha >= 1.0:
|
|
return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_TAP
|
|
else:
|
|
var col := COLOR_DOUBLE if double else COLOR_TAP
|
|
var color = Color(col.r, col.g, col.b, alpha)
|
|
return PoolColorArray([color, color, color, color])
|
|
|
|
func color_array_star(alpha: float, double:=false) -> PoolColorArray:
|
|
if alpha >= 1.0:
|
|
return COLOR_ARRAY_DOUBLE_4 if double else COLOR_ARRAY_STAR
|
|
else:
|
|
var col := COLOR_DOUBLE if double else COLOR_STAR
|
|
var color = Color(col.r, col.g, col.b, alpha)
|
|
return PoolColorArray([color, color, color, color])
|