RhythmGame/scripts/StepMenu.gd

586 lines
24 KiB
GDScript

#tool
extends Control
export var NoteHandlerPath := @'../NoteHandler'
export var ReceptorsPath := @'../Receptors'
onready var NoteHandler := get_node(NoteHandlerPath)
onready var Receptors := get_node(ReceptorsPath)
onready var ScoreText := $ScoreText
onready var PVMusic := SoundPlayer.music_player_pv
var f_scale := 1.0 setget set_f_scale
func set_f_scale(value: float) -> void:
f_scale = value
TitleFont.size = int(round(32*f_scale))
TitleFont.outline_size = int(max(round(2*f_scale), 1))
GenreFont.size = int(round(48*f_scale))
GenreFont.outline_size = int(max(round(2*f_scale), 1))
DiffNumFont.size = int(round(36*f_scale))
DiffNumFont.outline_size = int(max(round(1*f_scale), 1))
ScoreText.set_f_scale(f_scale)
func update_scale() -> void:
self.f_scale = min(rect_size.x/1080, rect_size.y/1080)
var genres = {}
enum ChartDifficulty {EASY, BASIC, ADV, EXPERT, MASTER}
enum MenuMode {SONG_SELECT, CHART_SELECT, OPTIONS, GAMEPLAY, SCORE_SCREEN}
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 selected_genre: int = 0
var selected_genre_vis: int = 0
var selected_genre_delta: float = 0.0 # For floaty display scrolling
var target_song_idx: float = 0.0 setget set_target_song_idx
var target_song_delta: float = 0.0 # For floaty display scrolling
var selected_song_idx: int setget , get_song_idx
var selected_song_key: String setget , get_song_key
var selected_difficulty = ChartDifficulty.ADV
func set_target_song_idx(index):
target_song_delta -= index - target_song_idx
target_song_idx = index
func get_song_idx() -> int:
return int(round(self.target_song_idx + target_song_delta))
func get_song_key() -> String:
var songslist = genres[genres.keys()[selected_genre]]
return songslist[int(round(self.target_song_idx)) % len(songslist)]
var scorescreen_song_key := ''
var scorescreen_score_data := {}
var scorescreen_datetime := {}
var scorescreen_saved := false
var touch_rects = []
var TitleFont: DynamicFont = preload('res://assets/MenuTitleFont.tres').duplicate()
var GenreFont: DynamicFont = preload('res://assets/MenuGenreFont.tres').duplicate()
var DiffNumFont: DynamicFont = preload('res://assets/MenuDiffNumberFont.tres').duplicate()
var ScoreFont: DynamicFont = preload('res://assets/MenuScoreFont.tres').duplicate()
var snd_interact := preload('res://assets/softclap.wav')
var snd_error := preload('res://assets/miss.wav')
export var ease_curve: Curve
class lerp_array extends Resource:
var array
func _init(array: Array):
self.array = array
func value(index: float):
# Only >= 0 for now, but should be fine since it's an arraylike anyway
var i := min(int(floor(index)), len(array)-2) # Somewhat hacky - if we pass len(array)-1 as index, it will return lerp(a[-2], a[-1], 1) == a[-1]
var f := min(index - i, 1.0)
return lerp(array[i], array[i+1], f)
func len():
return len(array)
func get_rect_center(rect: Rect2) -> Vector2:
return rect.position + rect.size*0.5
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: String):
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 load_preview():
var tmp = self.selected_song_key
var data = Library.all_songs[tmp]
PVMusic.stop()
PVMusic.set_stream(FileLoader.load_ogg('songs/' + data.filepath.rstrip('/') + '/' + data.audio_filelist[0]))
PVMusic.play(16*60.0/data.BPM)
func _ready():
scan_library()
connect('item_rect_changed', self, 'update_scale')
NoteHandler.connect('finished_song', self, 'finished_song')
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
target_song_delta -= ease_curve.interpolate(clamp(target_song_delta, -2, 2)*0.5) * 10 * delta
if abs(target_song_delta) < 0.02: # Snap
target_song_delta = 0.0
var g_diff = selected_genre - (selected_genre_vis + selected_genre_delta)
selected_genre_delta += ease_curve.interpolate(clamp(g_diff, -1, 1)) * 10 * delta
if selected_genre_delta > 0.5:
selected_genre_delta -= 1.0
selected_genre_vis += 1
elif selected_genre_delta < -0.5:
selected_genre_delta += 1.0
selected_genre_vis -= 1
if abs(g_diff) < 0.02: # Snap
selected_genre_delta = 0.0
selected_genre_vis = selected_genre
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:
NoteHandler.load_track(self.selected_song_key, Library.Song.default_difficulty_keys[selected_difficulty])
NoteHandler.running = true
func draw_string_centered(font: Font, position: Vector2, string: String, color := GameTheme.COLOR_MENU_TEXT, vcenter := false) -> Vector2:
# Draws horizontally centered from the baseline. Can vcenter via ascent but not perfectly reliable.
# Returns size of the string.
var ss := font.get_string_size(string)
var v := -(font.get_descent() - font.get_height()*0.475) if vcenter else 0.0 # This VCentering is a little fudgey but works for our current fonts
draw_string(font, Vector2(position.x - ss.x*0.5, position.y + v).round(), string, color)
return ss
func draw_string_ralign(font: Font, position: Vector2, string: String, color := GameTheme.COLOR_MENU_TEXT, vcenter := false) -> Vector2:
# Draws from the bottom-right. Can vcenter via ascent but not perfectly reliable.
# Returns size of the string.
var ss := font.get_string_size(string)
var ascent := font.get_ascent() if vcenter else 0.0
draw_string(font, Vector2(position.x - ss.x, position.y + ascent*0.5).round(), string, color)
return ss
func draw_songtile(song_key, position, size, title_text:=false, difficulty=selected_difficulty, outline_px:=3.0, disabled:=false):
# 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)
outline_px *= f_scale
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, Color.white if not disabled else Color(0.5, 0.2, 0.1))
# Draw track difficulty rating
draw_string_ralign(DiffNumFont, position+Vector2(size-2*f_scale, size-5*f_scale), song_diffs.get(Library.Song.default_difficulty_keys[difficulty], '0'), diff_color)
if disabled:
draw_string_centered(DiffNumFont, position+Vector2(size/2, size/2), 'No Chart!', diff_color, true)
if title_text:
draw_string_centered(TitleFont, position+Vector2(size/2.0, size+40*f_scale), str(Library.all_songs[song_key].title), 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 '')
var sel_scales := lerp_array.new([1.0, 0.8, 0.64, 0.5, 0.4, 0.4, 0.4, 0.4, 0.4])
var bg_scales := lerp_array.new([0.64, 0.64, 0.64, 0.5, 0.4, 0.4, 0.4, 0.4, 0.4])
func _draw_song_select(center: Vector2) -> Array:
var size = 200 * f_scale
var spacer_x = 12 * f_scale
var spacer_y = 64 * f_scale
var title_spacer_y = 48 * f_scale
var gy: float = center.y - 500 * f_scale - size*selected_genre_delta
var touchrects := []
if len(genres) <= 0:
draw_string_centered(GenreFont, Vector2(center.x, center.y-440*f_scale), 'No Songs in Library!', Color.aqua)
draw_string_centered(DiffNumFont, Vector2(center.x, center.y-390*f_scale), FileLoader.userroot, Color.lightgreen)
return touchrects
var ssid = self.selected_song_idx
var s_delta = target_song_delta-round(target_song_delta)
for gi in [-2, -1, 0, 1, 2]:
var g = (selected_genre_vis + gi) % len(genres)
var selected: bool = (gi == 0)
var scales = sel_scales if selected else bg_scales
var subsize = size * scales.value(abs(s_delta))
var gx = center.x - (subsize + spacer_x) * s_delta
var songslist = Library.genre_songs[g].keys()
var genre_str = '%s (%d songs)'%[genres.keys()[g], len(songslist)]
draw_string_centered(GenreFont, Vector2(center.x, gy), genre_str, Color.lightblue)
var s = len(songslist)
var key = songslist[self.selected_song_idx % s]
var y = gy + 16*f_scale
var x = -subsize/2.0
var r = draw_songtile(key, Vector2(gx+x, y), subsize, selected)
touchrects.append({rect=r, song_idx=self.selected_song_idx, genre_idx=g})
var subsize_p = subsize
var subsize_n = subsize
var x_p = x
var x_n = x
for i in range(1, scales.len()):
x_p += subsize_p + spacer_x
x_n += subsize_n + spacer_x
subsize_p = size * scales.value(abs(i-s_delta))
subsize_n = size * scales.value(abs(-i-s_delta))
r = draw_songtile(songslist[(ssid+i) % s], Vector2(gx+x_p, y), subsize_p)
touchrects.append({rect=r, song_idx=ssid+i, genre_idx=g})
r = draw_songtile(songslist[(ssid-i) % s], Vector2(gx-x_n - subsize_n, y), subsize_n)
touchrects.append({rect=r, song_idx=ssid-i, genre_idx=g})
gy += size*scales.value(0) + spacer_y + (title_spacer_y if selected else 0)
var b = 1080 * f_scale
var v1 = -590 * f_scale
var v2 = -230 * f_scale
var v4 = -v2
var v3 = -v1
var ps = PoolVector2Array([center+Vector2(-b, v1), center+Vector2(b, v1), center+Vector2(b, v2), center+Vector2(-b, v2)])
var ps2 = PoolVector2Array([center+Vector2(-b, v3), center+Vector2(b, v3), center+Vector2(b, v4), center+Vector2(-b, v4)])
var cs = PoolColorArray([Color(0,0,0.1,1.25), Color(0,0,0.1,1.25), Color(0,0,0,0), Color(0,0,0,0)])
draw_polygon(ps, cs)
draw_polygon(ps2, cs)
draw_string_centered(GenreFont, Vector2(center.x, center.y-440*f_scale), 'Select Song', Color.aqua)
draw_string_centered(DiffNumFont, Vector2(center.x, center.y-390*f_scale), 'Tap to scroll, tap focused to select', Color.lightgreen)
return touchrects
func _draw_chart_select(center: Vector2) -> Array:
# Select difficulty for chosen song
var charts: Dictionary = Library.get_song_charts(self.selected_song_key)
var song_data = Library.all_songs[self.selected_song_key]
var diffs = song_data.chart_difficulties
var n = len(diffs)
var spacer_x = max(14, 70/n) * f_scale
var size = min(192, (1000-spacer_x*(n-1))/n) * f_scale
var rect_back = Rect2(center + Vector2(-300.0, 390.0)*f_scale, Vector2(600.0, 140.0)*f_scale)
draw_rect(rect_back, Color.red)
draw_string_centered(TitleFont, get_rect_center(rect_back), 'Back to song selection', Color.white, true)
draw_string_centered(GenreFont, center+Vector2(0, -360*f_scale), 'Select Difficulty', Color.aqua)
draw_string_centered(DiffNumFont, center+Vector2(0, -300*f_scale), 'Tap to show stats, tap focused to play', Color.lightgreen)
var touchrects = [{rect=rect_back, chart_idx=-1, enabled=true}] # 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 chart_exists: bool = (diff in charts)
var r = draw_songtile(self.selected_song_key, Vector2(x, center.y-160*f_scale), size, false, i_diff, width, not chart_exists)
touchrects.append({rect=r, chart_idx=i_diff, enabled=chart_exists})
x += size + spacer_x
draw_string_centered(TitleFont, center+Vector2(0, size-116*f_scale), str(Library.all_songs[self.selected_song_key].title))
draw_string_centered(TitleFont, center+Vector2(-50*f_scale, size-64*f_scale), 'BPM:')
draw_string_centered(TitleFont, center+Vector2(+50*f_scale, size-64*f_scale), str(song_data.BPM))
if len(charts) > 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]
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, center+Vector2(-50*f_scale, size+(12+i*50)*f_scale), notestrs[i])
draw_string_centered(TitleFont, center+Vector2(+50*f_scale, size+(12+i*50)*f_scale), str(note_counts[notetypes[i]]))
else:
draw_string_centered(TitleFont, center+Vector2(0, size-12*f_scale), 'No available charts!', Color.red)
return touchrects
func _draw_score_screen(center: Vector2) -> Array:
var size = 192 * f_scale
var spacer_x = 12 * f_scale
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(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 = -160*f_scale
var x_score = 110
var y_score = -380
var x2 = -360*f_scale
var x_spacing = 124*f_scale
var y_spacing = 42*f_scale
var y2 = y + y_spacing*1.5
var y3 = y2 + y_spacing
var tex_judgement_text = GameTheme.tex_judgement_text
var judgement_text_scale = 0.667
var judgement_text_size = Vector2(256, 64) * judgement_text_scale
draw_songtile(song_key, center + Vector2.LEFT*size*0.5 + Vector2(-x_score, y_score)*f_scale, size, false, selected_difficulty, 3)
draw_string_centered(TitleFont, center + Vector2.DOWN*size + Vector2(-x_score, y_score+48)*f_scale, str(Library.all_songs[song_key].title))
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])
var dst_rect = Rect2(center+Vector2(x2+x_spacing*(i+1)-judgement_text_size.x*f_scale/2.0, y2), judgement_text_size*f_scale)
draw_texture_rect_region(tex_judgement_text, dst_rect, Rect2(0, 128*(i+3), 512, 128))
draw_string_centered(TitleFont, center+Vector2(x2+x_spacing*(len(judgestrs)+1), y2+34*f_scale), 'Score')
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 = y3 + y_spacing * (note_spacing[i]+1)
draw_string_centered(TitleFont, center+Vector2(x2-20*f_scale, y_row), notestrs[i])
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, center+Vector2(x2+x_spacing*(j+1), y_row), '^')
else:
draw_string_centered(TitleFont, center+Vector2(x2+x_spacing*(j+1), y_row), str(score))
notecount_total += score # Kinda redundant, will probably refactor eventually
note_count += score
note_score += score * judge_scores[j]
draw_string_centered(TitleFont, center+Vector2(x2+x_spacing*(len(judgestrs)+1), y_row), '%2.2f%%'%(note_score/max(note_count, 1)*100.0))
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
ScoreText.position = center+Vector2(x_score, y_score)*f_scale
ScoreText.score = Rules.SCORE_STRINGS[score_idx]
ScoreText.score_sub = '%2.3f%%'%(overall_score*100.0)
ScoreText.update()
draw_string_centered(TitleFont, center+Vector2(-150, y3+y_spacing*7), 'Early : Late')
draw_string_centered(TitleFont, center+Vector2(-150, y3+y_spacing*8), '%3d%% : %3d%%'%[notecount_early*100/max(notecount_total, 1), notecount_late*100/max(notecount_total, 1)])
draw_string_centered(TitleFont, center+Vector2(150, y3+y_spacing*7.5), 'Max Combo: %d'%scorescreen_score_data.get('max_combo', 0)) # Safety for older saves
var txt_offset = Vector2.DOWN*10*f_scale
var rect_songs := Rect2(center+Vector2(-100.0, 300.0)*f_scale, Vector2(400.0, 100.0)*f_scale)
draw_rect(rect_songs, Color.red)
draw_string_centered(TitleFont, get_rect_center(rect_songs), 'Song Select', Color.white, true)
touchrects.append({rect=rect_songs, next_menu=MenuMode.SONG_SELECT})
var rect_save := Rect2(center+Vector2(-300.0, 300.0)*f_scale, Vector2(180.0, 100.0)*f_scale)
if not scorescreen_saved:
draw_rect(rect_save, Color(0.0, 0.01, 1.0))
draw_string_centered(TitleFont, get_rect_center(rect_save), 'Save', Color.white, true)
touchrects.append({rect=rect_save, action='save'})
else:
draw_rect(rect_save, Color.darkgray)
draw_string_centered(TitleFont, get_rect_center(rect_save), 'Saved', Color.white, true)
draw_string_centered(GenreFont, center+Vector2.UP*410*f_scale, 'Results', Color.aqua)
return touchrects
func _draw_gameplay(center: Vector2) -> Array:
var touchrects = []
var rect_songselect := Rect2(center+Vector2(+860.0, 480.0)*f_scale, Vector2(100.0, 50.0)*f_scale)
draw_rect(rect_songselect, Color.red)
draw_string_centered(TitleFont, get_rect_center(rect_songselect), 'Stop', Color.white, true)
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 = rect_size * 0.5
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, 1200.0), progress)
var center_next = center_prev + Vector2(0.0, -1200.0)
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):
Receptors.fade(mode == MenuMode.GAMEPLAY)
if mode == MenuMode.GAMEPLAY:
PVMusic.stop()
rect_clip_content = false
else:
rect_clip_content = true
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_idx == touchdict.song_idx):
SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
# var songslist = genres[genres.keys()[selected_genre]]
# selected_song_key = songslist[self.target_song_idx % len(songslist)]
set_menu_mode(MenuMode.CHART_SELECT)
else:
self.selected_genre = touchdict.genre_idx
self.target_song_idx = touchdict.song_idx
SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
load_preview()
func touch_select_chart(touchdict):
if touchdict.chart_idx == selected_difficulty:
if touchdict.enabled:
SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
set_menu_mode(MenuMode.GAMEPLAY)
else:
SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_error, 0.0)
elif touchdict.chart_idx < 0:
SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, -3.0, 0.7)
set_menu_mode(MenuMode.SONG_SELECT)
else:
self.selected_difficulty = touchdict.chart_idx
SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
func touch_gameplay(touchdict):
if touchdict.has('action'):
SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
if touchdict.action == 'stop':
NoteHandler.stop()
func touch_score_screen(touchdict):
if touchdict.has('next_menu'):
SoundPlayer.play(SoundPlayer.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'):
SoundPlayer.play(SoundPlayer.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 InputEventMouseButton): # Add this if we ever manage to be rid of the curse of Touch->Mouse emulation: (event is InputEventScreenTouch)
# print(event)
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'): # Sadly can't use match with this input system
self.target_song_idx += 1
elif event.is_action_pressed('ui_left'):
self.target_song_idx -= 1
elif event.is_action_pressed('ui_up'):
selected_genre = posmod(selected_genre - 1, len(genres))
elif event.is_action_pressed('ui_down'):
selected_genre = posmod(selected_genre + 1, len(genres))
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(6, selected_difficulty + 1))