RhythmGame/Note.gd

149 lines
5.5 KiB
GDScript

#extends Object
extends Node
#class_name Note
enum {NOTE_TAP, NOTE_HOLD, NOTE_SLIDE, NOTE_ARROW, NOTE_TOUCH, NOTE_TOUCH_HOLD}
enum SlideType {CHORD, ARC_CW, ARC_ACW}
const DEATH_DELAY := 0.45
class NoteBase:
var time_hit: float
var time_death: float
var column: int
var double_hit := false
var time_activated := INF
var missed := false
class NoteTap extends NoteBase:
var type := NOTE_TAP
func _init(time_hit: float, column: int):
self.time_hit = time_hit
self.time_death = time_hit + DEATH_DELAY
self.column = column
class NoteHold extends NoteBase:
var type := NOTE_HOLD
var time_release: float
var duration: float
var is_held: bool
func _init(time_hit: float, duration: float, column: int):
self.time_hit = time_hit
self.duration = duration
self.time_release = time_hit + duration
self.time_death = time_release + DEATH_DELAY
self.column = column
self.is_held = false
class NoteSlide extends NoteBase:
var type := NOTE_SLIDE
var time_release: float
var duration: float
var column_release: int
var slide_type: int
var slide_id: int
var values: Dictionary
func _init(time_hit: float, duration: float, column: int, column_release: int, slide_type: int):
self.time_hit = time_hit
self.duration = duration
self.time_release = time_hit + duration
self.time_death = time_release + DEATH_DELAY
self.column = column
self.column_release = column_release
self.slide_type = slide_type
self.values = {}
update_slide_variables()
func update_slide_variables():
match slide_type:
Note.SlideType.CHORD:
values.start = GameTheme.RADIAL_UNIT_VECTORS[column] * GameTheme.receptor_ring_radius
values.end = GameTheme.RADIAL_UNIT_VECTORS[column_release] * GameTheme.receptor_ring_radius
values.angle = (values.end - values.start).angle()
Note.SlideType.ARC_CW:
values.start_a = GameTheme.RADIAL_COL_ANGLES[column]
values.end_a = GameTheme.RADIAL_COL_ANGLES[column_release]
if values.end_a < values.start_a:
values.end_a += TAU
Note.SlideType.ARC_ACW:
values.start_a = GameTheme.RADIAL_COL_ANGLES[column]
values.end_a = GameTheme.RADIAL_COL_ANGLES[column_release]
if values.end_a > values.start_a:
values.end_a -= TAU
func get_position(progress: float) -> Vector2:
match slide_type:
Note.SlideType.CHORD:
return lerp(values.start, values.end, progress)
Note.SlideType.ARC_CW:
var circle_angle : float = lerp(values.start_a, values.end_a, progress)
return polar2cartesian(GameTheme.receptor_ring_radius, circle_angle)
Note.SlideType.ARC_ACW:
var circle_angle : float = lerp(values.start_a, values.end_a, progress)
return polar2cartesian(GameTheme.receptor_ring_radius, circle_angle)
func get_angle(progress: float) -> float:
match slide_type:
Note.SlideType.CHORD:
return values.angle
Note.SlideType.ARC_CW:
var circle_angle : float = lerp(values.start_a, values.end_a, progress)
return circle_angle + PI/2.0
Note.SlideType.ARC_ACW:
var circle_angle : float = lerp(values.start_a, values.end_a, progress)
return circle_angle - PI/2.0
func get_slide_length() -> float:
# Return unit-circle (r=1) length of slide trail
match slide_type:
Note.SlideType.CHORD:
return 2*abs(sin((GameTheme.RADIAL_COL_ANGLES[column_release] - GameTheme.RADIAL_COL_ANGLES[column])/2))
Note.SlideType.ARC_CW:
return fposmod(GameTheme.RADIAL_COL_ANGLES[column_release] - GameTheme.RADIAL_COL_ANGLES[column], TAU)
Note.SlideType.ARC_ACW:
return fposmod(GameTheme.RADIAL_COL_ANGLES[column] - GameTheme.RADIAL_COL_ANGLES[column_release], TAU)
static func make_tap(time_hit: float, column: int) -> NoteTap:
# return {type=NOTE_TAP, time_hit=time_hit, time_death=time_hit+DEATH_DELAY, column=column, double_hit=false}
return NoteTap.new(time_hit, column)
static func make_break(time_hit: float, column: int): # -> Dictionary:
# return {type=NOTE_TAP, time_hit=time_hit, time_death=time_hit+DEATH_DELAY, column=column, double_hit=false}
return NoteTap.new(time_hit, column)
static func make_hold(time_hit: float, duration: float, column: int) -> NoteHold:
# var time_release := time_hit + duration
# return {type=NOTE_HOLD, time_hit=time_hit, time_release=time_release, time_death=time_release+DEATH_DELAY, column=column, double_hit=false}
return NoteHold.new(time_hit, duration, column)
static func make_slide(time_hit: float, duration: float, column: int, column_release: int, slide_type:=SlideType.CHORD) -> NoteSlide:
return NoteSlide.new(time_hit, duration, column, column_release, slide_type)
static func make_touch(time_hit: float, location: Vector2) -> Dictionary:
return {type=NOTE_TOUCH, time_hit=time_hit, time_death=time_hit+DEATH_DELAY, location=location, double_hit=false}
static func make_touch_hold(time_hit: float, duration: float, location: Vector2) -> Dictionary:
var time_release := time_hit + duration
return {type=NOTE_TOUCH_HOLD, time_hit=time_hit, time_release=time_release, time_death=time_release+DEATH_DELAY, location=location, double_hit=false}
static func process_note_list(note_array: Array):
# Preprocess double hits, assign Slide IDs
# If this were performance-critical, we'd single iterate it
# It's not though, so we lay it out simply
var slide_id := 0
if len(note_array):
# Doubles
for i in len(note_array)-1:
if note_array[i].time_hit == note_array[i+1].time_hit:
note_array[i].double_hit = true
note_array[i+1].double_hit = true
# Slides
for i in len(note_array):
if note_array[i].type == NOTE_SLIDE:
note_array[i].slide_id = slide_id
slide_id += 1