RhythmGame/scripts/NoteHandler.gd

684 lines
27 KiB
GDScript

extends Node2D
var screen_height := 1080
# This script will draw all note events.
signal finished_song(song_key, score_data)
var running := false
var song_key = ''
export var MusicPlayerPath := @'/root/main/music'
export var VideoPlayerPath := @'/root/main/video'
export var InputHandlerPath := @'/root/main/InputHandler'
onready var MusicPlayer := get_node(MusicPlayerPath)
onready var VideoPlayer := get_node(VideoPlayerPath)
onready var InputHandler := get_node(InputHandlerPath)
onready var Painter = $Painter
onready var SlideTrailHandler = $'Viewport/Center/SlideTrailHandler'
onready var JudgeText = $'Viewport/Center/JudgeText'
onready var notelines = $'Viewport/Center/notelines'
onready var meshinstance = $'Viewport/Center/meshinstance'
const SQRT2 := sqrt(2)
const DEG45 := deg2rad(45.0)
const DEG90 := deg2rad(90.0)
const DEG135 := deg2rad(135.0)
var time_zero_msec: int = 0
var time: float = 0.0
var t: float = 0.0 # Game time
var bpm: float = 120.0
var sync_offset_video: float = 0.0 # Time in seconds to the first beat
var sync_offset_audio: float = 0.0 # Time in seconds to the first beat
var active_notes := []
var all_notes := []
var next_note_to_load := 0
var active_judgement_texts := []
var scores := {}
var active_slide_trails := []
var slide_trail_meshes := {}
var slide_trail_mesh_instances := {}
var noteline_array_image := Image.new()
# Text UVs
var text_UV_arrays := []
func make_text_UV(row: int, column: int) -> PoolVector2Array:
return PoolVector2Array([Vector2(column/4.0, row/8.0), Vector2((column+1)/4.0, row/8.0), Vector2(column/4.0, (row+1)/8.0), Vector2((column+1)/4.0, (row+1)/8.0)])
func make_text_UVs():
for row in 8:
for column in 4:
text_UV_arrays.append(make_text_UV(row, column))
enum TextStyle {STRAIGHT=0, ARC=1, ARC_EARLY=2, ARC_LATE=3}
enum TextWord {NICE=0, OK=4, NG=8, PERFECT=12, GREAT=16, GOOD=20, ALMOST=24, MISS=28}
const TextJudgement := {
0: TextWord.PERFECT + TextStyle.ARC,
1: TextWord.GREAT + TextStyle.ARC_LATE,
-1: TextWord.GREAT + TextStyle.ARC_EARLY,
2: TextWord.GOOD + TextStyle.ARC_LATE,
-2: TextWord.GOOD + TextStyle.ARC_EARLY,
3: TextWord.ALMOST + TextStyle.ARC_LATE,
-3: TextWord.ALMOST + TextStyle.ARC_EARLY,
'MISS': TextWord.MISS + TextStyle.ARC
}
const TextJudgementStraight := {
0: TextWord.PERFECT + TextStyle.STRAIGHT,
1: TextWord.GREAT + TextStyle.STRAIGHT,
-1: TextWord.GREAT + TextStyle.STRAIGHT,
2: TextWord.GOOD + TextStyle.STRAIGHT,
-2: TextWord.GOOD + TextStyle.STRAIGHT,
3: TextWord.ALMOST + TextStyle.STRAIGHT,
-3: TextWord.ALMOST + TextStyle.STRAIGHT,
'MISS': TextWord.MISS + TextStyle.STRAIGHT
}
func initialise_scores():
scores = {}
for type in [Note.NOTE_TAP, Note.NOTE_HOLD, Note.NOTE_STAR]:
scores[type] = {}
for key in TextJudgement:
scores[type][key] = 0
# Release types
for type in [Note.NOTE_HOLD, Note.NOTE_SLIDE]:
scores[Note.RELEASE_SCORE_TYPES[type]] = {}
for key in TextJudgement:
scores[Note.RELEASE_SCORE_TYPES[type]][key] = 0
func make_text_mesh(mesh: ArrayMesh, text_id: int, pos: Vector2, angle: float, alpha:=1.0, scale:=1.0):
var r := GameTheme.judge_text_size2 * scale
var vertex_array := PoolVector2Array([
pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG2), # TODO: fix this UV/vertex order mess
pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG1),
pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG4),
pos+polar2cartesian(r, angle+GameTheme.JUDGE_TEXT_ANG3)
])
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
arrays[Mesh.ARRAY_TEX_UV] = text_UV_arrays[text_id]
arrays[Mesh.ARRAY_COLOR] = GameTheme.color_array_text(alpha)
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
func make_judgement_text(mesh: ArrayMesh, text_id: int, col: int, progress:=0.0):
make_text_mesh(mesh, text_id,
GameTheme.RADIAL_UNIT_VECTORS[col] * GameTheme.receptor_ring_radius * lerp(0.85, 0.85*0.75, progress),
GameTheme.RADIAL_COL_ANGLES[col]-PI/2.0, lerp(1.0, 0.0, progress), lerp(1.0, 0.75, progress)
)
# ----------------------------------------------------------------------------------------------------------------------------------------------------
# Helper functions to generate meshes from vertex arrays
func make_tap_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, color_array:=GameTheme.COLOR_ARRAY_TAP):
var dim = GameTheme.sprite_size2 * scale
var vertex_array = PoolVector2Array([note_center + Vector2(-dim, -dim), note_center + Vector2(dim, -dim), note_center + Vector2(-dim, dim), note_center + Vector2(dim, dim)])
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_TAP
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
func make_hold_mesh(mesh: ArrayMesh, note_center: Vector2, note_center_rel: Vector2, scale:=1.0, angle:=0.0, color_array = GameTheme.COLOR_ARRAY_HOLD):
var dim = GameTheme.sprite_size2 * scale
var dim2 = dim * SQRT2
var a1 = angle - DEG45
var a2 = angle + DEG45
var a3 = angle - DEG90
var a4 = angle + DEG90
var a5 = angle - DEG135
var a6 = angle + DEG135
var vertex_array = PoolVector2Array([
note_center + polar2cartesian(dim2, a1), note_center + polar2cartesian(dim2, a2),
note_center + polar2cartesian(dim, a3), note_center + polar2cartesian(dim, a4),
note_center_rel + polar2cartesian(dim, a3), note_center_rel + polar2cartesian(dim, a4),
note_center_rel + polar2cartesian(dim2, a5), note_center_rel + polar2cartesian(dim2, a6)
])
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_HOLD
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
func make_star_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, angle:=0.0, color_array:=GameTheme.COLOR_ARRAY_STAR):
var dim = GameTheme.sprite_size2 * scale * SQRT2
var a1 = angle - DEG45
var a2 = angle + DEG45
var a3 = angle - DEG135
var a4 = angle + DEG135
var vertex_array = PoolVector2Array([
note_center + polar2cartesian(dim, a1), note_center + polar2cartesian(dim, a2),
note_center + polar2cartesian(dim, a3), note_center + polar2cartesian(dim, a4)
])
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array
arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_STAR
arrays[Mesh.ARRAY_COLOR] = color_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
#func make_arrow_mesh(mesh: ArrayMesh, vertex_array, color_array = GameTheme.COLOR_ARRAY_TAP):
# var arrays = []
# arrays.resize(Mesh.ARRAY_MAX)
# arrays[Mesh.ARRAY_VERTEX] = vertex_array
# arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_ARROW
# arrays[Mesh.ARRAY_COLOR] = color_array
# mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
const slide_arrows_per_unit_length := 10
func make_slide_trail_mesh(note) -> ArrayMesh:
# Generates a mesh centered around origin. Make sure the MeshInstance2D that draws this is centered on the screen.
var mesh = ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
var vertices := PoolVector2Array()
var uvs := PoolVector2Array()
var colors := PoolColorArray()
var size := GameTheme.sprite_size2
var color := Color(0.67, 0.67, 1.0)
if note.double_hit:
color = Color(1.0, 1.0, 0.35)
# First we need to determine how many arrows to leave.
var trail_length : int = int(floor(note.get_slide_length() * slide_arrows_per_unit_length))
vertices.resize(3*trail_length)
# uvs.resize(3*trail_length)
colors.resize(3*trail_length)
for i in trail_length:
uvs.append_array(GameTheme.UV_ARRAY_SLIDE_ARROW if i%3 else GameTheme.UV_ARRAY_SLIDE_ARROW2)
for j in 3:
# uvs[i*3+j] = GameTheme.UV_ARRAY_SLIDE_ARROW[j] if i%2 else GameTheme.UV_ARRAY_SLIDE_ARROW2[j]
colors[i*3+j] = Color(color.r, color.g, color.b, (1.0+float(i))/float(trail_length))
match note.slide_type:
Note.SlideType.CHORD, Note.SlideType.CHORD_TRIPLE: # Will need to split off triple at some point
var angle : float = note.get_angle(0)
var uv1o : Vector2 = polar2cartesian(size, angle)
var uv2o : Vector2 = polar2cartesian(size, angle+PI/2.0)
var uv3o : Vector2 = polar2cartesian(size, angle-PI/2.0)
for i in trail_length:
var offset : Vector2 = note.get_position((i+1)/float(trail_length))
vertices[i*3] = offset + uv1o
vertices[i*3+1] = offset + uv2o
vertices[i*3+2] = offset + uv3o
Note.SlideType.ARC_CW:
for i in trail_length:
var angle : float = note.get_angle((i+1)/float(trail_length))
var offset : Vector2 = note.get_position((i+1)/float(trail_length))
vertices[i*3] = offset + polar2cartesian(size, angle)
vertices[i*3+1] = offset + polar2cartesian(size, angle+PI/2.0)
vertices[i*3+2] = offset + polar2cartesian(size, angle-PI/2.0)
Note.SlideType.ARC_ACW:
for i in trail_length:
var angle : float = note.get_angle((i+1)/float(trail_length))
var offset : Vector2 = note.get_position((i+1)/float(trail_length))
vertices[i*3] = offset + polar2cartesian(size, angle)
vertices[i*3+1] = offset + polar2cartesian(size, angle+PI/2.0)
vertices[i*3+2] = offset + polar2cartesian(size, angle-PI/2.0)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs
arrays[Mesh.ARRAY_COLOR] = colors
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
#----------------------------------------------------------------------------------------------------------------------------------------------
func make_judgement_column(judgement, column: int):
active_judgement_texts.append({col=column, judgement=judgement, time=t})
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_judgement[judgement], GameTheme.db_judgement[judgement], GameTheme.pitch_judgement[judgement])
func make_judgement_pos(judgement, pos: Vector2):
# Positional judgement text not yet implemented, will do if touches are ever added
#active_judgement_texts.append({judgement=judgement, time=t})
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_judgement[judgement], GameTheme.db_judgement[judgement], GameTheme.pitch_judgement[judgement])
func activate_note(note, judgement):
make_judgement_column(judgement, note.column)
scores[note.type][judgement] += 1
note.time_activated = t
match note.type:
Note.NOTE_HOLD:
note.is_held = true
func activate_note_release(note, judgement):
# Only for Hold, Slide
scores[Note.RELEASE_SCORE_TYPES[note.type]][judgement] += 1
match note.type:
Note.NOTE_HOLD:
note.is_held = false
note.time_released = t
make_judgement_column(judgement, note.column)
active_judgement_texts.append({col=note.column, judgement=judgement, time=t})
Note.NOTE_SLIDE:
make_judgement_column(judgement, note.column_release)
Note.NOTE_TOUCH_HOLD:
pass
func button_pressed(col):
for note in active_notes:
if (not note.hittable) or (note.column != col) or (note.time_activated != INF) or note.missed:
continue
var hit_delta = get_realtime_precise() - real_time(note.time_hit) # Judgement times are in seconds not gametime
if hit_delta >= 0.0:
if hit_delta > Rules.JUDGEMENT_TIMES_POST[-1]:
continue # missed, don't consume input
for i in Rules.JUDGEMENT_TIERS:
if hit_delta <= Rules.JUDGEMENT_TIMES_POST[i]:
activate_note(note, i)
return # Consume input because one press shouldn't trigger two notes
else:
if -hit_delta > Rules.JUDGEMENT_TIMES_PRE[-1]:
continue # too far away, don't consume input
for i in Rules.JUDGEMENT_TIERS:
if -hit_delta <= Rules.JUDGEMENT_TIMES_PRE[i]:
activate_note(note, -i)
return
func touchbutton_pressed(col):
button_pressed(col)
func do_hold_release(note):
var hit_delta = get_realtime_precise() - real_time(note.time_release) # Judgement times are in seconds not gametime
if hit_delta >= 0.0:
for i in Rules.JUDGEMENT_TIERS-1:
if hit_delta <= Rules.JUDGEMENT_TIMES_RELEASE_POST[i]:
activate_note_release(note, i)
return
activate_note_release(note, Rules.JUDGEMENT_TIERS-1) # No 'miss' for releasing, only worst judgement.
return
else:
for i in Rules.JUDGEMENT_TIERS-1:
if -hit_delta <= Rules.JUDGEMENT_TIMES_RELEASE_PRE[i]:
activate_note_release(note, -i)
return
activate_note_release(note, -(Rules.JUDGEMENT_TIERS-1)) # No 'miss' for releasing, only worst judgement.
return
func do_slide_release(note):
var hit_delta = get_realtime_precise() - real_time(note.time_release) # Judgement times are in seconds not gametime
if hit_delta >= 0.0:
for i in Rules.JUDGEMENT_TIERS:
if hit_delta <= Rules.JUDGEMENT_TIMES_SLIDE_POST[i]:
activate_note_release(note, i)
return
else:
for i in Rules.JUDGEMENT_TIERS:
if -hit_delta <= Rules.JUDGEMENT_TIMES_SLIDE_PRE[i]:
activate_note_release(note, -i)
return
func check_hold_release(col):
for note in active_notes:
if note.column != col:
continue
if note.type == Note.NOTE_HOLD:
if note.is_held == true:
do_hold_release(note) # Separate function since there's no need to 'consume' releases
func button_released(col):
# We only care about hold release.
# For that particular case, we want both to be unheld.
if InputHandler.touchbuttons_pressed[col] == 0:
check_hold_release(col)
func touchbutton_released(col):
if InputHandler.buttons_pressed[col] == 0:
check_hold_release(col)
#----------------------------------------------------------------------------------------------------------------------------------------------
var arr_div := Vector3(2.0, float(Rules.COLS), TAU)
func _draw():
var mesh := ArrayMesh.new()
var noteline_data : Image = noteline_array_image.get_rect(Rect2(0, 0, 16, 16))
noteline_data.lock()
var i := 0
var j := 0
for note in active_notes:
var position : float = (t+GameTheme.note_forecast_beats-note.time_hit)/GameTheme.note_forecast_beats
var scale := 1.0
if note.hittable:
noteline_data.set_pixel(
i%16, i/16, Color(
position/arr_div.x,
float(note.column)/arr_div.y,
GameTheme.RADIAL_COL_ANGLES[note.column]/arr_div.z
)
)
i += 1
if position < GameTheme.INNER_NOTE_CIRCLE_RATIO:
scale *= position/GameTheme.INNER_NOTE_CIRCLE_RATIO
position = GameTheme.INNER_NOTE_CIRCLE_RATIO
var note_center = (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position * GameTheme.receptor_ring_radius)
var color: PoolColorArray
match note.type:
Note.NOTE_TAP:
color = GameTheme.color_array_tap(clamp((note.time_death-t)/Note.DEATH_DELAY, 0.0, 1.0), note.double_hit)
make_tap_mesh(mesh, note_center, scale, color)
Note.NOTE_STAR:
color = GameTheme.color_array_star(clamp((note.time_death-t)/Note.DEATH_DELAY, 0.0, 1.0), note.double_hit)
var angle = fmod(t/note.duration, 1.0)*TAU
make_star_mesh(mesh, note_center, scale, angle, color)
Note.NOTE_HOLD:
if note.is_held:
position = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
color = GameTheme.COLOR_ARRAY_HOLD_HELD
note_center = GameTheme.RADIAL_UNIT_VECTORS[note.column] * GameTheme.receptor_ring_radius * max(position, 1.0)
elif position > 1.0:
color = GameTheme.COLOR_ARRAY_DOUBLE_MISS_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD_MISS
if note.time_released != INF:
position = (t+GameTheme.note_forecast_beats-note.time_released)/GameTheme.note_forecast_beats
note_center = GameTheme.RADIAL_UNIT_VECTORS[note.column] * GameTheme.receptor_ring_radius * position
else:
color = GameTheme.COLOR_ARRAY_DOUBLE_8 if note.double_hit else GameTheme.COLOR_ARRAY_HOLD
var position_rel : float = (t+GameTheme.note_forecast_beats-note.time_release)/GameTheme.note_forecast_beats
if position_rel > 0:
var note_rel_center := (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position_rel * GameTheme.receptor_ring_radius)
noteline_data.set_pixel(
j%16, 15, Color(
position_rel/arr_div.x,
float(note.column)/arr_div.y,
GameTheme.RADIAL_COL_ANGLES[note.column]/arr_div.z
)
)
j += 1
if position_rel < GameTheme.INNER_NOTE_CIRCLE_RATIO:
position_rel = GameTheme.INNER_NOTE_CIRCLE_RATIO
var note_center_rel = (GameTheme.RADIAL_UNIT_VECTORS[note.column] * position_rel * GameTheme.receptor_ring_radius)
make_hold_mesh(mesh, note_center, note_center_rel, scale, GameTheme.RADIAL_COL_ANGLES[note.column], color)
Note.NOTE_SLIDE:
var trail_alpha := 1.0
if position < GameTheme.INNER_NOTE_CIRCLE_RATIO:
trail_alpha = 0.0
elif position < 1.0:
trail_alpha = min(1.0, (position-GameTheme.INNER_NOTE_CIRCLE_RATIO)/(1-GameTheme.INNER_NOTE_CIRCLE_RATIO*2))
else:
var trail_progress : float = clamp((t - note.time_hit - GameTheme.SLIDE_DELAY)/(note.duration - GameTheme.SLIDE_DELAY), 0.0, 1.0)
var star_pos : Vector2 = note.get_position(trail_progress)
var star_angle : float = note.get_angle(trail_progress)
make_star_mesh(mesh, star_pos, 1.33, star_angle)
if note.progress != INF:
slide_trail_mesh_instances[note.slide_id].material.set_shader_param('trail_progress', note.progress)
if t > note.time_release:
trail_alpha = max(1 - (t - note.time_release)/Note.DEATH_DELAY, 0.0)
slide_trail_mesh_instances[note.slide_id].material.set_shader_param('base_alpha', trail_alpha*GameTheme.slide_trail_alpha)
noteline_data.unlock()
var noteline_data_tex := ImageTexture.new()
noteline_data_tex.create_from_image(noteline_data, 0)
notelines.set_texture(noteline_data_tex)
meshinstance.set_mesh(mesh)
var textmesh := ArrayMesh.new()
for text in active_judgement_texts:
make_judgement_text(textmesh, TextJudgement[text.judgement], text.col, (t-text.time)/GameTheme.judge_text_duration)
JudgeText.set_mesh(textmesh)
func _input(event):
var pos
if event is InputEventScreenTouch:
if event.pressed:
pos = event.position - get_global_transform_with_canvas().get_origin()
else:
return
elif event is InputEventScreenDrag:
pos = event.position - get_global_transform_with_canvas().get_origin()
else:
return
for i in range(len(active_slide_trails)-1, -1, -1):
var note = active_slide_trails[i]
var center = note.get_position(note.progress)
if (pos - center).length_squared() < Rules.SLIDE_RADIUS2:
note.progress += 0.09
if note.progress >= 1.0:
do_slide_release(note)
active_slide_trails.remove(i)
func _init():
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
GameTheme.init_radial_values()
make_text_UVs()
initialise_scores()
func set_time(seconds: float):
var msecs = OS.get_ticks_msec()
time_zero_msec = msecs - (seconds * 1000)
time = seconds
t = game_time(time)
func make_noteline_mesh_old() -> ArrayMesh:
var rec_scale1 = (float(screen_height)/float(GameTheme.receptor_ring_radius))*0.5
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])
var vertex_array_playfield := PoolVector2Array([
Vector2(-screen_height/2.0, screen_height/2.0), Vector2(-screen_height/2.0, -screen_height/2.0),
Vector2(screen_height/2.0, screen_height/2.0), Vector2(screen_height/2.0, -screen_height/2.0)])
var mesh_playfield := ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield
arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
return mesh_playfield
func make_noteline_mesh(vertices := 32) -> ArrayMesh:
assert(vertices > 3)
var rec_scale1 = (float(screen_height)/float(GameTheme.receptor_ring_radius))*0.5
var uv_array_playfield := PoolVector2Array([Vector2(0.0, 0.0)])
var vertex_array_playfield := PoolVector2Array([Vector2(0.0, 0.0)])
var angle_increment = TAU/float(vertices)
# Outer polygon side-length = inner side-length / sin(inside angle/2)
# inside angle for a polygon is pi-tau/n. We already precalculated tau/n for other purposes.
var r = 0.5 * screen_height/sin((PI-angle_increment)/2)
var UV_r = rec_scale1/sin((PI-angle_increment)/2)
for i in vertices+1:
var angle = i * angle_increment
uv_array_playfield.append(polar2cartesian(UV_r, -angle))
vertex_array_playfield.append(polar2cartesian(r, angle))
var mesh_playfield := ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield
arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_FAN, arrays)
return mesh_playfield
# Called when the node enters the scene tree for the first time.
func _ready():
notelines.set_mesh(make_noteline_mesh())
notelines.material.set_shader_param('bps', bpm/60.0)
notelines.material.set_shader_param('array_postmul', arr_div)
noteline_array_image.create(16, 16, false, Image.FORMAT_RGBF)
noteline_array_image.fill(Color(0.0, 0.0, 0.0))
# Format: first 15 rows are for hit events, last row is for releases only (no ring glow)
InputHandler.connect('button_pressed', self, 'button_pressed')
InputHandler.connect('touchbutton_pressed', self, 'touchbutton_pressed')
InputHandler.connect('button_released', self, 'button_released')
InputHandler.connect('touchbutton_released', self, 'touchbutton_released')
func load_track(song_key: String, difficulty_idx: int):
self.song_key = song_key
set_time(-3.0)
active_notes = []
next_note_to_load = 0
all_notes = []
for note in Library.get_song_charts(song_key).values()[difficulty_idx]:
all_notes.append(Note.copy_note(note))
var data = Library.all_songs[song_key]
bpm = data.BPM
sync_offset_audio = data.audio_offsets[0]
sync_offset_video = data.video_offsets[0]
var videostream = FileLoader.load_video('songs/' + data.filepath.rstrip('/') + '/' + data.video_filelist[0])
MusicPlayer.set_stream(FileLoader.load_ogg('songs/' + data.filepath.rstrip('/') + '/' + data.audio_filelist[0]))
VideoPlayer.set_stream(videostream)
VideoPlayer.update_aspect_ratio(data.video_dimensions[0]/data.video_dimensions[1])
# all_notes = FileLoader.Test.stress_pattern()
Note.process_note_list(all_notes, false)
for note in all_notes:
if note.type == Note.NOTE_SLIDE:
slide_trail_meshes[note.slide_id] = make_slide_trail_mesh(note)
meshinstance.material.set_shader_param('star_color', GameTheme.COLOR_STAR)
meshinstance.material.set_shader_param('held_color', GameTheme.COLOR_HOLD_HELD)
meshinstance.material.set_shader_param('bps', bpm/60.0)
meshinstance.material.set_shader_param('screen_size', get_viewport().get_size())
meshinstance.set_texture(GameTheme.tex_notes)
initialise_scores() # Remove old score
func stop():
MusicPlayer.stop()
VideoPlayer.stop()
# running = false
next_note_to_load = 1000000 # Hacky but whatever
func intro_click():
SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_count_in)
func get_realtime_precise() -> float:
# Usually we only update the gametime once per process loop, but for input callbacks it's good to have msec precision
return (OS.get_ticks_msec() - time_zero_msec)/1000.0
func game_time(realtime: float) -> float:
return realtime * bpm / 60.0
func real_time(gametime: float) -> float:
return gametime * 60.0 / bpm
func video_start_time() -> float:
return -sync_offset_video
func audio_start_time() -> float:
return -sync_offset_audio
# Called every frame. 'delta' is the elapsed time since the previous frame.
var timers_set := false
func _process(delta):
if !running:
return
meshinstance.material.set_shader_param('bps', bpm/60.0)
notelines.material.set_shader_param('bps', bpm/60.0)
var t_old := game_time(time)
# time += delta
time = get_realtime_precise()
t = game_time(time)
if (not timers_set) and (t > -5.0):
timers_set = true
for i in [-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0]:
var delay := real_time(i) - time
var timer = Timer.new()
add_child(timer)
timer.set_one_shot(false)
# timer.set_timer_process_mode(Timer.TIMER_PROCESS_FIXED)
timer.set_wait_time(delay)
timer.connect('timeout', self, 'intro_click')
timer.start()
timer.connect('timeout', timer, 'queue_free')
var vt_delta := time - video_start_time()
if (0.0 <= vt_delta) and (vt_delta < 3.0) and not VideoPlayer.is_playing():
VideoPlayer.play()
VideoPlayer.set_stream_position(vt_delta)
var at_delta := time - audio_start_time()
if (0.0 <= at_delta) and (at_delta < 3.0) and not MusicPlayer.is_playing():
# MusicPlayer.play()
# MusicPlayer.seek(at_delta)
MusicPlayer.play(at_delta)
# Clean out expired notes
var miss_time: float = Rules.JUDGEMENT_TIMES_POST[-1] * bpm/60.0
for i in range(len(active_notes)-1, -1, -1): # Iterate backwards as we're potentially removing things from the array
var note = active_notes[i]
if note.time_death < t: # Delete notes
match note.type:
Note.NOTE_HOLD:
if note.is_held: # Held too long
scores[Note.RELEASE_SCORE_TYPES[Note.NOTE_HOLD]][3] += 1
make_judgement_column(3, note.column)
Note.NOTE_SLIDE:
SlideTrailHandler.remove_child(slide_trail_mesh_instances[note.slide_id])
slide_trail_mesh_instances.erase(note.slide_id)
var idx = active_slide_trails.find(note)
if idx > -1:
active_slide_trails.remove(idx)
make_judgement_column('MISS', note.column_release)
scores[Note.NOTE_SLIDE]['MISS'] += 1
note.missed_slide = true
active_notes.remove(i)
elif not note.hittable:
if note.type == Note.NOTE_SLIDE:
if (t >= note.time_hit) and (note.time_activated == INF):
active_slide_trails.append(note)
note.progress = 0.0
note.time_activated = t
elif note.time_activated == INF: # Check if notes have been missed
if ((t-note.time_hit) > miss_time) and not note.missed:
note.missed = true
make_judgement_column('MISS', note.column)
scores[note.type]['MISS'] += 1
if Note.RELEASE_SCORE_TYPES.has(note.type):
scores[Note.RELEASE_SCORE_TYPES[note.type]]['MISS'] += 1
# Clean out expired judgement texts
# By design they will always be in order so we can ignore anything past the first index
while (len(active_judgement_texts) > 0) and ((t-active_judgement_texts[0].time) > GameTheme.judge_text_duration):
active_judgement_texts.pop_front()
# Add new notes as necessary
while true:
if next_note_to_load >= len(all_notes):
# All notes have been loaded, maybe do something
break
if all_notes[next_note_to_load].time_hit > (t + GameTheme.note_forecast_beats):
# Next chronological note isn't ready to load yet
break
# Next chronological note is ready to load, load it
var note = all_notes[next_note_to_load]
active_notes.push_back(note)
if note.type == Note.NOTE_SLIDE:
var meshi = MeshInstance2D.new()
meshi.set_mesh(slide_trail_meshes[note.slide_id])
meshi.set_material(GameTheme.slide_trail_shadermaterial.duplicate())
meshi.material.set_shader_param('trail_progress', 0.0)
meshi.set_texture(GameTheme.tex_slide_arrow)
slide_trail_mesh_instances[note.slide_id] = meshi
SlideTrailHandler.add_child(meshi)
next_note_to_load += 1
if (
next_note_to_load >= len(all_notes)
and not VideoPlayer.is_playing()
and not MusicPlayer.is_playing()
and active_notes.empty()
and active_judgement_texts.empty()
and slide_trail_mesh_instances.empty()
):
self.running = false
self.timers_set = false
emit_signal('finished_song', song_key, scores)
# Redraw
meshinstance.material.set_shader_param('screen_size', get_viewport().get_size())
update()
Painter.update()