2023-09-17 01:24:53 -07:00
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using System.Collections.Generic;
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using System.Linq;
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2023-09-16 00:40:36 -07:00
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using System.Reflection.PortableExecutable;
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using Godot;
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2023-09-15 12:00:12 -07:00
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using WacK.Data.Chart;
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using WacK.Data.Mer;
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using WacK.Things.TunnelObjects;
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namespace WacK.Scenes
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{
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public class PlayParameters
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{
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/* TODO: store song ID from internal database
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public string songID;
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public Difficulty diff;
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*/
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public string chartPath;
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public string soundPath;
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public PlayParameters(string chPath, string snPath)
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{
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chartPath = chPath;
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soundPath = snPath;
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}
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}
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public partial class Play : Node
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{
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// initialized by another scene, BEFORE loading this one!
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public static PlayParameters playParams;
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// TunnelObjects we can instantiate
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public static PackedScene noteTouch = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteTouch.tscn");
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public static PackedScene noteHold = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteHold.tscn");
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[Export]
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public Control noteDisplay;
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[Export]
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public Control scrollDisplay;
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[Export]
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public Background background;
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[Export]
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public Viewport mainViewport;
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[Export]
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public Viewport leftViewport;
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[Export]
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public Viewport rightViewport;
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private Chart chart;
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// base scroll speed, which we can apply multipliers on
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public static readonly float BASE_PIXELS_PER_SECOND = 800;
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public static float scrollPxPerSec = BASE_PIXELS_PER_SECOND * 3.5f;
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public override void _Ready()
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{
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// so we can see objects outside of the 0-60min. region
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leftViewport.World2D = mainViewport.World2D;
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rightViewport.World2D = mainViewport.World2D;
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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();
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}
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/// <summary>
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/// Instantiates necessary notes onto noteDisplay for the player to see.
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/// </summary>
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private void RealizeChart()
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{
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foreach (var msNote in chart.playNotes)
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{
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foreach (var note in msNote.Value)
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{
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THNotePlay nNote;
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switch (note.type)
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{
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case NotePlayType.HoldStart:
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nNote = noteHold.Instantiate<THNoteHold>();
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((THNoteHold)nNote).InitHold((NoteHold)note, scrollDisplay);
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break;
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case NotePlayType.Touch:
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nNote = noteTouch.Instantiate<THNotePlay>();
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break;
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default:
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continue;
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}
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nNote.Init(note);
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var nPos = nNote.Position;
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nPos.Y = msNote.Key * -scrollPxPerSec;
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nNote.Position = nPos;
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noteDisplay.AddChild(nNote);
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}
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}
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}
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// private void RealizeHolds(NoteHold note)
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// {
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// List<Vector2> verts = new(note.points.Count*2 + 2);
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// // HoldStart's pos
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// verts.Add(new Vector2((float)note.pos * 1920/60, (float)note.time * -scrollPxPerSec));
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// // ascending -- "left" side
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// foreach (var (t, n) in note.points)
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// {
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// verts.Add(new Vector2((float)n.pos * 1920/60, t * -scrollPxPerSec));
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// }
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// // descending -- "right" side
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// foreach (var (t, n) in note.points.Reverse())
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// {
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// verts.Add(new Vector2((float)((int)n.pos + (int)n.size) * 1920/60, t * -scrollPxPerSec));
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// }
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// // HoldStart's pos + size
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// verts.Add(new Vector2((float)((int)note.pos + (int)note.size) * 1920/60, (float)note.time * -scrollPxPerSec));
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// var p2d = new Polygon2D
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// {
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// Polygon = verts.ToArray(),
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// Antialiased = true,
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// Modulate = new Color("#FFFFFFD0")
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// };
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// scrollDisplay.AddChild(p2d);
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// }
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public override void _Process(double delta)
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{
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var nPos = noteDisplay.Position;
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nPos.Y += (float)delta * scrollPxPerSec;
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noteDisplay.Position = nPos;
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scrollDisplay.Position = nPos;
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}
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private void OnDestroy()
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{
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playParams = null;
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}
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}
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}
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