RhythmGame/scripts/Menu.gd

478 lines
19 KiB
GDScript

#tool
#extends Node2D
extends Control
var NoteHandlerPath := @'/root/main/NoteHandler'
onready var NoteHandler := get_node(NoteHandlerPath)
onready var ScoreText := $ScoreText
var genres = {}
enum ChartDifficulty {EASY, BASIC, ADV, EXPERT, MASTER}
enum MenuMode {SONG_SELECT, CHART_SELECT, OPTIONS, GAMEPLAY, SCORE_SCREEN}
var selected_genre: int = 0
var selected_song: int = 0
var selected_song_vis: int = 0
var selected_song_delta: float = 0.0 # For floaty display scrolling
var selected_song_speed: float = 0.0 # For floaty display scrolling
var selected_song_key: String = ''
var selected_difficulty = ChartDifficulty.ADV
var menu_mode = MenuMode.SONG_SELECT
var menu_mode_prev = MenuMode.SONG_SELECT
var menu_mode_prev_fade_timer := 0.0
var menu_mode_prev_fade_timer_duration := 0.25
var currently_playing := false
var scorescreen_song_key := ''
var scorescreen_score_data := {}
var scorescreen_datetime := {}
var scorescreen_saved := false
var touch_rects = []
var TitleFont := preload('res://assets/MenuTitleFont.tres')
var GenreFont := preload('res://assets/MenuGenreFont.tres')
var DiffNumFont := preload('res://assets/MenuDiffNumberFont.tres')
var ScoreFont := preload('res://assets/MenuScoreFont.tres')
var snd_interact := preload('res://assets/softclap.wav')
func scan_library():
var results = FileLoader.scan_library()
genres = results.genres
func save_score() -> int:
var data = {'score_data': scorescreen_score_data, 'song_key': scorescreen_song_key}
var dt = scorescreen_datetime
var filename = 'scores/%04d%02d%02dT%02d%02d%02d.json'%[dt.year, dt.month, dt.day, dt.hour, dt.minute, dt.second]
match FileLoader.save_json(filename, data):
OK:
scorescreen_saved = true
return OK
var err:
print_debug('Error saving score file %s'%filename)
return err
func load_score(filename):
var result = FileLoader.load_json('scores/%s'%filename)
if not (result is Dictionary):
print('An error occurred while trying to access the chosen score file: ', result)
return result
var data = {}
for key in result.score_data:
var value = {}
for k2 in result.score_data[key]:
if k2 != 'MISS':
k2 = int(k2) # Could use something more robust later
value[k2] = result.score_data[key][k2]
data[int(key)] = value
scorescreen_score_data = data
scorescreen_song_key = result.song_key
scorescreen_saved = true
set_menu_mode(MenuMode.SCORE_SCREEN)
func _ready():
scan_library()
NoteHandler.connect('finished_song', self, 'finished_song')
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var diff = selected_song - (selected_song_vis + selected_song_delta)
selected_song_speed = ease(abs(diff), 1)*10
selected_song_delta += sign(diff) * selected_song_speed * delta
if selected_song_delta > 0.5:
selected_song_delta -= 1.0
selected_song_vis += 1
elif selected_song_delta < -0.5:
selected_song_delta += 1.0
selected_song_vis -= 1
menu_mode_prev_fade_timer = max(0.0, menu_mode_prev_fade_timer - delta)
update()
if (menu_mode == MenuMode.GAMEPLAY) and (menu_mode_prev_fade_timer <= 0.0) and not NoteHandler.running:
var songslist = genres[genres.keys()[selected_genre]]
var song_key = songslist[selected_song % len(songslist)]
NoteHandler.load_track(song_key, Library.Song.default_difficulty_keys[selected_difficulty])
NoteHandler.running = true
func draw_string_centered(font, position, string, color := Color.white):
draw_string(font, Vector2(position.x - font.get_string_size(string).x/2.0, position.y + font.get_ascent()), string, color)
func draw_songtile(song_key, position, size, title_text:=false, difficulty=selected_difficulty, outline_px:=3):
# Draws from top left-corner. Returns Rect2 of the image (not the outline).
# Draw difficulty-colored outline
if typeof(difficulty) == TYPE_STRING:
difficulty = Library.Song.difficulty_key_ids.get(difficulty, 0)
var song_diffs = Library.all_songs[song_key]['chart_difficulties']
if not (Library.Song.default_difficulty_keys[difficulty] in song_diffs):
difficulty = Library.Song.difficulty_key_ids.get(song_diffs.keys()[-1], 0)
var diff_color := GameTheme.COLOR_DIFFICULTY[difficulty*2]
var rect := Rect2(position.x, position.y, size, size)
draw_rect(Rect2(position.x - outline_px, position.y - outline_px, size + outline_px*2, size + outline_px*2), diff_color)
draw_texture_rect(Library.get_song_tile_texture(song_key), rect, false)
# Draw track difficulty rating
draw_string_centered(DiffNumFont, Vector2(position.x+size-17, position.y+size-40), song_diffs.get(Library.Song.default_difficulty_keys[difficulty], '0'), diff_color)
if title_text:
draw_string_centered(TitleFont, Vector2(position.x+size/2.0, position.y+size), Library.all_songs[song_key].title.n, diff_color.lightened(0.33))
return rect
func diff_f2str(difficulty: float): # Convert .5 to +
return str(int(floor(difficulty))) + ('+' if fmod(difficulty, 1.0)>0.4 else '')
func _draw_song_select(center: Vector2) -> Array:
var size = 128
var spacer_x = 12
var spacer_y = 64
var title_spacer_y = 48
var sel_scales := [1.0, 0.8, 0.64, 0.64, 0.64, 0.512, 0.4096]
var bg_scales := [0.64, 0.64, 0.64, 0.64, 0.64, 0.512, 0.4096]
var gy := center.y -300
var touchrects := []
for g in len(genres):
var selected: bool = (g == selected_genre)
var base_scales = sel_scales if selected else bg_scales
var scales = []
scales.resize(len(base_scales)*2-1)
if selected_song_delta >= 0.0:
for i in len(base_scales)-1:
scales[i+1] = lerp(base_scales[i+1], base_scales[i], selected_song_delta)
scales[-i] = lerp(base_scales[i], base_scales[i+1], selected_song_delta)
scales[len(base_scales)] = base_scales[-1]
else:
for i in len(base_scales)-1:
scales[i] = lerp(base_scales[i], base_scales[i+1], -selected_song_delta)
scales[-i-1] = lerp(base_scales[i+1], base_scales[i], -selected_song_delta)
scales[-len(base_scales)] = base_scales[-1]
var subsize = size * scales[0]
var gx = center.x - (subsize + spacer_x) * selected_song_delta
var songslist = Library.genre_songs[g].keys()
var genre_str = '%s (%d)'%[genres.keys()[g], len(songslist)]
draw_string_centered(GenreFont, Vector2(center.x, gy), genre_str, Color.aqua)
var s = len(songslist)
var key = songslist[selected_song_vis % s]
var y = gy + spacer_y
var x = -subsize/2.0
var r = draw_songtile(key, Vector2(gx+x, y), subsize, selected)
touchrects.append({rect=r, song_idx=selected_song_vis, genre_idx=g})
for i in range(1, len(base_scales)):
x += subsize + spacer_x
subsize = size * scales[i]
r = draw_songtile(songslist[(selected_song_vis+i) % s], Vector2(gx+x, y), subsize)
touchrects.append({rect=r, song_idx=selected_song_vis+i, genre_idx=g})
subsize = size * scales[0]
x = -subsize/2.0
for i in range(1, len(base_scales)):
x += subsize + spacer_x
subsize = size * scales[-i]
r = draw_songtile(songslist[(selected_song_vis-i) % s], Vector2(gx-x - subsize, y), subsize)
touchrects.append({rect=r, song_idx=selected_song_vis-i, genre_idx=g})
gy += size*base_scales[0] + spacer_y + (title_spacer_y if selected else 0)
return touchrects
func _draw_chart_select(center: Vector2) -> Array:
# Select difficulty for chosen song
var charts: Dictionary = Library.get_song_charts(selected_song_key)
var song_data = Library.all_songs[selected_song_key]
var diffs = song_data.chart_difficulties
var n = len(diffs)
var spacer_x = max(14, 70/n)
var size = min(192, (1000-spacer_x*(n-1))/n)
var touchrects = [{rect=Rect2(center.x-450.0, center.y+310.0, 900.0, 300.0), chart_idx=-1}] # invisible back button
var x = center.x - (size*n + spacer_x*(n-1))/2
for diff in diffs:
var i_diff = Library.Song.difficulty_key_ids.get(diff, 0)
var width = 8 if i_diff == selected_difficulty else 3
var r = draw_songtile(selected_song_key, Vector2(x, center.y), size, false, i_diff, width)
touchrects.append({rect=r, chart_idx=i_diff})
x += size + spacer_x
draw_string_centered(TitleFont, Vector2(center.x, center.y+size+32), Library.all_songs[selected_song_key].title.n, Color(0.95, 0.95, 1.0))
var sel_chart: Array = charts.values()[min(selected_difficulty, len(charts)-1)]
var all_notes: Array = sel_chart[1]
var meta: Dictionary = sel_chart[0]
draw_string_centered(TitleFont, Vector2(center.x-50, center.y+size+80), 'BPM:', Color(0.95, 0.95, 1.0))
draw_string_centered(TitleFont, Vector2(center.x+50, center.y+size+80), str(song_data.BPM), Color(0.95, 0.95, 1.0))
var notestrs = ['Taps:', 'Holds:', 'Slides:']
var notetypes = [0, 1, 2]
var note_counts = [meta.num_taps, meta.num_holds, meta.num_slides]
for i in len(notestrs):
draw_string_centered(TitleFont, Vector2(center.x-50, center.y+size+148+i*50), notestrs[i], Color(0.95, 0.95, 1.0))
draw_string_centered(TitleFont, Vector2(center.x+50, center.y+size+148+i*50), str(note_counts[notetypes[i]]), Color(0.95, 0.95, 1.0))
return touchrects
func _draw_score_screen(center: Vector2) -> Array:
var size = 192
var spacer_x = 12
var touchrects = []
var songslist = genres[genres.keys()[selected_genre]]
var song_key = scorescreen_song_key
# var song_data = Library.all_songs[song_key]
var chart: Array = Library.get_song_charts(selected_song_key)[Library.Song.default_difficulty_keys[selected_difficulty]]
var all_notes: Array = chart[1]
var meta: Dictionary = chart[0]
var x = center.x
var y = center.y - 200
var x_songtile = x - 120
var x_score = x + 120
var x2 = x - 360
var x_spacing = 124
var y_spacing = 42
var y1 = y
var y2 = y + size + y_spacing*1.5
var tex_judgement_text = GameTheme.tex_judgement_text
var judgement_text_scale = 0.667
var judgement_text_width = 256 * judgement_text_scale
var judgement_text_height = 64 * judgement_text_scale
draw_songtile(song_key, Vector2(x_songtile-size/2.0, y), size, false, selected_difficulty, 3)
draw_string_centered(TitleFont, Vector2(x_songtile, y+size), Library.all_songs[song_key].title.n, Color(0.95, 0.95, 1.0))
var notestrs = ['Taps (%d):'%meta.num_taps, 'Holds (%d) Hit:'%meta.num_holds, 'Released:', 'Stars (%d):'%meta.num_slides, 'Slides:']
var notetypes = [0, 1, -1, 2, -2]
var note_spacing = [0.0, 1.25, 2.25, 3.5, 4.5]
var judgestrs = Array(Rules.JUDGEMENT_STRINGS + ['Miss'])
var judge_scores = [1.0, 0.9, 0.75, 0.5, 0.0]
var notetype_weights = [1.0, 1.0, 1.0, 1.0, 1.0]
var notecount_total = 0
var notecount_early = 0
var notecount_late = 0
var total_score = 0.0
var total_scoremax = 0.0
for i in len(judgestrs):
# For each judgement type, print a column header
# draw_string_centered(TitleFont, Vector2(x2+x_spacing*(i+1), y2), judgestrs[i], Color(0.95, 0.95, 1.0))
draw_texture_rect_region(tex_judgement_text, Rect2(x2+x_spacing*(i+1)-judgement_text_width/2.0, y2, judgement_text_width, judgement_text_height), Rect2(0, 128*(i+3), 512, 128))
draw_string_centered(TitleFont, Vector2(x2+x_spacing*(len(judgestrs)+1), y2), 'Score', Color(0.95, 0.95, 1.0))
for i in len(notestrs):
# For each note type, make a row and print scores
var idx = notetypes[i]
var note_score = 0
var note_count = 0
# var y_row = y2+y_spacing*(i+1)
var y_row = y2 + y_spacing * (note_spacing[i]+1)
draw_string_centered(TitleFont, Vector2(x2-20, y_row), notestrs[i], Color(0.95, 0.95, 1.0))
for j in len(judgestrs):
var score
if j == 0:
score = scorescreen_score_data[idx][0]
elif j >= len(judgestrs)-1:
score = scorescreen_score_data[idx]['MISS']
else:
score = scorescreen_score_data[idx][j] + scorescreen_score_data[idx][-j]
notecount_early += scorescreen_score_data[idx][-j]
notecount_late += scorescreen_score_data[idx][j]
if (j >= len(judgestrs)-1) and (idx == -1):
draw_string_centered(TitleFont, Vector2(x2+x_spacing*(j+1), y_row), '^', Color(0.95, 0.95, 1.0))
else:
draw_string_centered(TitleFont, Vector2(x2+x_spacing*(j+1), y_row), str(score), Color(0.95, 0.95, 1.0))
notecount_total += score # Kinda redundant, will probably refactor eventually
note_count += score
note_score += score * judge_scores[j]
draw_string_centered(TitleFont, Vector2(x2+x_spacing*(len(judgestrs)+1), y_row), '%2.2f%%'%(note_score/max(note_count, 1)*100.0), Color(0.95, 0.95, 1.0))
total_score += note_score * notetype_weights[i]
total_scoremax += note_count * notetype_weights[i]
var overall_score = total_score/max(total_scoremax, 1.0)
var score_idx = 0
for cutoff in Rules.SCORE_CUTOFFS:
if overall_score >= cutoff:
break
else:
score_idx += 1
# draw_string_centered(ScoreFont, Vector2(x_score, y1), Rules.SCORE_STRINGS[score_idx], Color(1.0, 1.0, 1.0))
# draw_string_centered(TitleFont, Vector2(x_score, y1+y_spacing*3), '%2.3f%%'%(overall_score*100.0), Color(1.0, 1.0, 1.0))
ScoreText.position = Vector2(x_score, y1)
ScoreText.score = Rules.SCORE_STRINGS[score_idx]
ScoreText.score_sub = '%2.3f%%'%(overall_score*100.0)
ScoreText.update()
draw_string_centered(TitleFont, Vector2(x, y2+y_spacing*7), 'Early : Late', Color(0.95, 0.95, 1.0))
draw_string_centered(TitleFont, Vector2(x, y2+y_spacing*8), '%3d%% : %3d%%'%[notecount_early*100/notecount_total, notecount_late*100/notecount_total], Color(0.95, 0.95, 1.0))
var rect_songselect := Rect2(x-100.0, y+660.0, 400.0, 100.0)
draw_rect(rect_songselect, Color.red)
draw_string_centered(TitleFont, Vector2(x+100, y+680), 'Song Select', Color(0.95, 0.95, 1.0))
touchrects.append({rect=rect_songselect, next_menu=MenuMode.SONG_SELECT})
var rect_save := Rect2(x-300.0, y+660.0, 180.0, 100.0)
if not scorescreen_saved:
draw_rect(rect_save, Color(0.0, 0.01, 1.0))
draw_string_centered(TitleFont, Vector2(x-210, y+680), 'Save', Color(0.95, 0.95, 1.0))
touchrects.append({rect=rect_save, action='save'})
else:
draw_rect(rect_save, Color.darkgray)
draw_string_centered(TitleFont, Vector2(x-210, y+680), 'Saved', Color(0.95, 0.95, 1.0))
return touchrects
func _draw_gameplay(center: Vector2) -> Array:
var touchrects = []
var x = center.x
var y = center.y
var rect_songselect := Rect2(x-960.0, y+440.0, 100.0, 100.0)
draw_rect(rect_songselect, Color.red)
draw_string_centered(TitleFont, center+Vector2(-910, 470), 'Stop', Color(0.95, 0.95, 1.0))
touchrects.append({rect=rect_songselect, action='stop'})
return touchrects
func _draw():
var songs = len(Library.all_songs)
var score_screen_filter_alpha := 0.65
var size = 216
var outline_px = 3
var center = Vector2(540.0, 540.0-160.0) # Vector2(0.0, -160.0)
touch_rects = []
ScoreText.hide()
for i in MenuMode:
touch_rects.append([])
if menu_mode_prev_fade_timer > 0.0:
var progress = 1.0 - menu_mode_prev_fade_timer/menu_mode_prev_fade_timer_duration
var center_prev = lerp(center, center+Vector2(0.0, 900.0), progress)
var center_next = lerp(center+Vector2(0.0, -900.0), center, progress)
match menu_mode_prev:
MenuMode.SONG_SELECT:
_draw_song_select(center_prev)
MenuMode.CHART_SELECT:
_draw_chart_select(center_prev)
MenuMode.OPTIONS:
pass
MenuMode.GAMEPLAY:
GameTheme.set_screen_filter_alpha(lerp(0.0, score_screen_filter_alpha, progress))
MenuMode.SCORE_SCREEN:
_draw_score_screen(center_prev)
match menu_mode:
MenuMode.SONG_SELECT:
_draw_song_select(center_next)
MenuMode.CHART_SELECT:
_draw_chart_select(center_next)
MenuMode.OPTIONS:
pass
MenuMode.GAMEPLAY:
GameTheme.set_screen_filter_alpha(1.0 - progress)
MenuMode.SCORE_SCREEN:
_draw_score_screen(center_next)
ScoreText.show()
else:
match menu_mode:
MenuMode.SONG_SELECT:
GameTheme.set_screen_filter_alpha(1.0)
touch_rects[menu_mode] = _draw_song_select(center)
MenuMode.CHART_SELECT:
GameTheme.set_screen_filter_alpha(1.0)
touch_rects[menu_mode] = _draw_chart_select(center)
MenuMode.OPTIONS:
pass
MenuMode.GAMEPLAY:
GameTheme.set_screen_filter_alpha(0.0)
touch_rects[menu_mode] = _draw_gameplay(center)
MenuMode.SCORE_SCREEN:
GameTheme.set_screen_filter_alpha(score_screen_filter_alpha)
touch_rects[menu_mode] = _draw_score_screen(center)
ScoreText.show()
func set_menu_mode(mode):
menu_mode_prev = menu_mode
menu_mode = mode
menu_mode_prev_fade_timer = menu_mode_prev_fade_timer_duration
func touch_select_song(touchdict):
if (self.selected_genre == touchdict.genre_idx) and (self.selected_song == touchdict.song_idx):
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
var songslist = genres[genres.keys()[selected_genre]]
selected_song_key = songslist[selected_song % len(songslist)]
set_menu_mode(MenuMode.CHART_SELECT)
else:
self.selected_genre = touchdict.genre_idx
self.selected_song = touchdict.song_idx
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
func touch_select_chart(touchdict):
if touchdict.chart_idx == selected_difficulty:
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
set_menu_mode(MenuMode.GAMEPLAY)
elif touchdict.chart_idx < 0:
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -3.0, 0.7)
set_menu_mode(MenuMode.SONG_SELECT)
else:
self.selected_difficulty = touchdict.chart_idx
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
func touch_gameplay(touchdict):
if touchdict.has('action'):
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
if touchdict.action == 'stop':
NoteHandler.stop()
func touch_score_screen(touchdict):
if touchdict.has('next_menu'):
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
set_menu_mode(touchdict.next_menu)
ScoreText.score = ''
ScoreText.score_sub = ''
# TODO: time this to coincide with the menu going fully offscreen
ScoreText.update()
elif touchdict.has('action'):
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
if touchdict.action == 'save':
save_score()
func finished_song(song_key, score_data):
scorescreen_song_key = song_key
scorescreen_score_data = score_data
scorescreen_datetime = OS.get_datetime()
scorescreen_saved = false
set_menu_mode(MenuMode.SCORE_SCREEN)
func _input(event):
if !visible:
return
if event is InputEventScreenTouch:
if event.pressed:
var pos = event.position - get_global_transform_with_canvas().get_origin()
match menu_mode:
MenuMode.SONG_SELECT:
for d in touch_rects[MenuMode.SONG_SELECT]:
if d.rect.has_point(pos):
touch_select_song(d)
MenuMode.CHART_SELECT:
for d in touch_rects[MenuMode.CHART_SELECT]:
if d.rect.has_point(pos):
touch_select_chart(d)
MenuMode.GAMEPLAY:
for d in touch_rects[MenuMode.GAMEPLAY]:
if d.rect.has_point(pos):
touch_gameplay(d)
MenuMode.SCORE_SCREEN:
for d in touch_rects[MenuMode.SCORE_SCREEN]:
if d.rect.has_point(pos):
touch_score_screen(d)
match menu_mode:
MenuMode.SONG_SELECT:
if event.is_action_pressed('ui_right'):
selected_song += 1
elif event.is_action_pressed('ui_left'):
selected_song -= 1
elif event.is_action_pressed('ui_up'):
selected_genre = int(max(0, selected_genre - 1))
elif event.is_action_pressed('ui_down'):
selected_genre = int(min(len(genres)-1, selected_genre + 1))
elif event.is_action_pressed('ui_page_up'):
selected_difficulty = int(max(0, selected_difficulty - 1))
elif event.is_action_pressed('ui_page_down'):
selected_difficulty = int(min(4, selected_difficulty + 1))