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WacK/Scripts/Scenes/Play.cs
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using System.Reflection.PortableExecutable;
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using Godot;
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using WacK.Data.Chart;
using WacK.Data.Mer;
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using WacK.Things.TunnelObjects;
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namespace WacK.Scenes
{
public class PlayParameters
{
/* TODO: store song ID from internal database
public string songID;
public Difficulty diff;
*/
public string chartPath;
public string soundPath;
public PlayParameters(string chPath, string snPath)
{
chartPath = chPath;
soundPath = snPath;
}
}
public partial class Play : Node
{
// initialized by another scene, BEFORE loading this one!
public static PlayParameters playParams;
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// TunnelObjects we can instantiate
public static PackedScene noteTouch = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteTouch.tscn");
public static PackedScene noteHold = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteHold.tscn");
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[Export]
public Control noteDisplay;
[Export]
public Control scrollDisplay;
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private Chart chart;
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// scroll speed
private const float PIXELS_PER_SECOND = 2000;
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public override void _Ready()
{
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// parse mer and create chart for current play
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chart = new(playParams.chartPath);
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RealizeChart();
}
/// <summary>
/// Instantiates necessary notes onto noteDisplay for the player to see.
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/// </summary>
private void RealizeChart()
{
foreach (var msNote in chart.playNotes)
{
foreach (var note in msNote.Value)
{
THNotePlay nNote;
switch (note.type)
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{
case NotePlayType.HoldStart:
nNote = noteHold.Instantiate<THNoteHold>();
break;
case NotePlayType.Touch:
nNote = noteTouch.Instantiate<THNotePlay>();
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break;
default:
continue;
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}
nNote.Init(note);
var nPos = nNote.Position;
nPos.Y = msNote.Key * -PIXELS_PER_SECOND;
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nNote.Position = nPos;
noteDisplay.AddChild(nNote);
}
}
}
public override void _Process(double delta)
{
var nPos = noteDisplay.Position;
nPos.Y += (float)delta * PIXELS_PER_SECOND;
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noteDisplay.Position = nPos;
}
private void OnDestroy()
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{
playParams = null;
}
}
}