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WacK/Scripts/Scenes/Play/Play.cs
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using System.Collections.Generic;
using System.Linq;
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using System.Reflection.PortableExecutable;
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using Godot;
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using WacK.Configuration;
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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;
GD.Print($"Chart: {chartPath}\nSound: {soundPath}");
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}
}
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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public static PackedScene noteChain = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteChain.tscn");
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public static PackedScene noteCW = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteSwipeCW.tscn");
public static PackedScene noteCCW = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteSwipeCCW.tscn");
public static PackedScene noteIn = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteSnapIn.tscn");
public static PackedScene noteOut = GD.Load<PackedScene>("res://Things/TunnelObjects/Notes/NoteSnapOut.tscn");
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[ExportCategory("Audio")]
[Export]
private BGM bgmController;
[Export]
private SFX sfxController;
[ExportCategory("2D")]
[ExportSubgroup("2D Things")]
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[Export]
public Control noteDisplay;
[Export]
public Control scrollDisplay;
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[Export]
public Background background;
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[ExportSubgroup("Out-of-bounds Viewports")]
[Export]
public Viewport mainViewport;
[Export]
public Viewport leftViewport;
[Export]
public Viewport rightViewport;
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private Chart chart;
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// Indices point to the NEXT thing in chart to look for. We process
// that thing once the song time is at or later than the thing's time.
private int playNextIdx = 0;
private int eventNextIdx = 0;
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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 = 1000;
public static float ScrollPxPerSec
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{
get
{
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return BASE_PIXELS_PER_SECOND * PlaySettings.playSpeedMultiplier.Value;
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}
}
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public override void _Ready()
{
// so we can see objects outside of the 0-60min. region
leftViewport.World2D = mainViewport.World2D;
rightViewport.World2D = mainViewport.World2D;
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// parse mer and create chart for current play
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chart = new(playParams.chartPath);
InstantiateChartVisuals();
// // audio setup
bgmController.LoadFromUser(playParams.soundPath);
bgmController.Play();
// TestBGAnim();
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}
/// <summary>
/// Instantiates necessary notes onto noteDisplay for the player to see.
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/// </summary>
private void InstantiateChartVisuals()
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{
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>();
((THNoteHold)nNote).InitHold((NoteHold)note, scrollDisplay);
break;
case NotePlayType.Touch:
nNote = noteTouch.Instantiate<THNotePlay>();
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break;
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case NotePlayType.Chain:
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nNote = noteChain.Instantiate<THNotePlay>();
break;
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case NotePlayType.SwipeCW:
nNote = noteCW.Instantiate<THNotePlay>();
break;
case NotePlayType.SwipeCCW:
nNote = noteCCW.Instantiate<THNotePlay>();
break;
case NotePlayType.SnapIn:
nNote = noteIn.Instantiate<THNotePlay>();
break;
case NotePlayType.SnapOut:
nNote = noteOut.Instantiate<THNotePlay>();
break;
default:
continue;
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}
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noteDisplay.AddChild(nNote);
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nNote.Init(note);
var nPos = nNote.Position;
nPos.Y = msNote.Key * -ScrollPxPerSec;
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nNote.Position = nPos;
}
}
}
/// <summary>
/// Process current game state. Should only run if playing a chart and unpaused.
/// </summary>
private void PlayLoop()
{
float time = bgmController.CurTime;
// check next event
while (eventNextIdx < chart.events.Count && time >= chart.events.Keys[eventNextIdx])
{
var t = chart.events.Keys[eventNextIdx];
var l = chart.events[t];
foreach (var e in l)
{
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GD.Print($"Passed event {e.type} at {t}");
switch (e.type)
{
case NoteEventType.BGAdd:
background.SetSegments((int)e.pos, (int)e.size, true, (DrawDirection)e.value);
break;
case NoteEventType.BGRem:
background.SetSegments((int)e.pos, (int)e.size, false, (DrawDirection)e.value);
break;
}
}
eventNextIdx++;
}
// set scroll
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var nPos = noteDisplay.Position;
nPos.Y = time * ScrollPxPerSec;
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noteDisplay.Position = nPos;
scrollDisplay.Position = nPos;
}
public override void _Process(double delta)
{
PlayLoop();
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}
private void OnDestroy()
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{
playParams = null;
}
}
}