get background (hit area) animations working
This commit is contained in:
+3
-6
@@ -1,11 +1,10 @@
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[gd_scene load_steps=19 format=3 uid="uid://bqh00ot0csqmk"]
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[gd_scene load_steps=18 format=3 uid="uid://bqh00ot0csqmk"]
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[ext_resource type="Script" path="res://Scripts/Scenes/Play/Play.cs" id="1_asytu"]
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[ext_resource type="PackedScene" uid="uid://cyetvgmwnoy8l" path="res://Things/Background.tscn" id="2_8g6gv"]
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[ext_resource type="Shader" path="res://Shaders/Cutout2D.gdshader" id="3_rjbyl"]
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[ext_resource type="Script" path="res://Scripts/Scenes/Play/Audio/BGM.cs" id="4_c2dke"]
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[ext_resource type="Script" path="res://Scripts/Scenes/Play/Audio/SFX.cs" id="5_owrd5"]
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[ext_resource type="PackedScene" uid="uid://cyopljug0duaa" path="res://Things/TunnelObjects/Notes/NoteTouch.tscn" id="6_kjmqf"]
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[sub_resource type="Environment" id="Environment_nefjb"]
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ambient_light_source = 1
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@@ -62,7 +61,7 @@ uv1_scale = Vector3(-1, 1, 1)
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[sub_resource type="ViewportTexture" id="ViewportTexture_w20vk"]
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viewport_path = NodePath("Mask")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_nh4gy"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_7nje4"]
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resource_local_to_scene = true
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shader = ExtResource("3_rjbyl")
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shader_parameter/mask = SubResource("ViewportTexture_w20vk")
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@@ -141,7 +140,7 @@ anchor_mode = 0
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editor_draw_screen = false
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[node name="Background" parent="2D Viewport/Viewport Control" instance=ExtResource("2_8g6gv")]
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material = SubResource("ShaderMaterial_nh4gy")
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material = SubResource("ShaderMaterial_7nje4")
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layout_mode = 1
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offset_top = -1920.0
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offset_right = 1920.0
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@@ -249,8 +248,6 @@ anchor_top = 1.0
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anchor_bottom = 1.0
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grow_vertical = 0
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[node name="NoteTouch" parent="2D Viewport/Viewport Control/Scroll Anchor/Notes Scroll" instance=ExtResource("6_kjmqf")]
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[node name="AudioStreamPlayer BGM" type="AudioStreamPlayer" parent="."]
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script = ExtResource("4_c2dke")
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@@ -18,7 +18,7 @@ namespace WacK.Data.Chart
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public SortedList<float, List<NotePlay>> playNotes { get; private set; }
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public SortedList<float, NoteEvent<(int, int)>> timeSigChgs { get; private set; }
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public SortedList<float, NoteEvent<float>> tempoChgs { get; private set; }
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public SortedList<float, NoteEvent<int>> events { get; private set; }
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public SortedList<float, List<NoteEvent<int>>> events { get; private set; }
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public Chart(string chartPath)
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{
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@@ -244,7 +244,6 @@ namespace WacK.Data.Chart
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}
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else
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{
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// only add notes that aren't part of the hold
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if (!playNotes.ContainsKey(curTime))
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{
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playNotes[curTime] = new List<NotePlay>();
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@@ -270,11 +269,15 @@ namespace WacK.Data.Chart
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this.timeSigChgs[curTime] = neii;
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}
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// NoteEvent<int>
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// NoteEvent<int> -- BG Change
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var nei = curNote as NoteEvent<int>;
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if (nei != null)
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{
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this.events[curTime] = nei;
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if (!events.ContainsKey(curTime))
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{
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events[curTime] = new List<NoteEvent<int>>();
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}
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events[curTime].Add(nei);
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}
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// update previous states
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@@ -63,10 +63,14 @@ namespace WacK.Scenes
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public Viewport rightViewport;
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private Chart chart;
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// Indices point to the NEXT thing to look for. We process that thing once
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// the song time is at or later than the thing's time.
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private int chordNextIdx = 0;
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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 = 800;
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public static float scrollPxPerSec
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public static float ScrollPxPerSec
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{
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get
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{
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@@ -82,17 +86,19 @@ namespace WacK.Scenes
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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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InstantiateChartVisuals();
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// audio setup
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// // audio setup
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bgmController.LoadFromUser(playParams.soundPath);
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bgmController.Play();
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// TestBGAnim();
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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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private void InstantiateChartVisuals()
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{
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foreach (var msNote in chart.playNotes)
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{
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@@ -128,21 +134,76 @@ namespace WacK.Scenes
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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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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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public override void _Process(double delta)
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{
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double time = bgmController.GetPlaybackPosition() + AudioServer.GetTimeSinceLastMix() - AudioServer.GetOutputLatency();
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/// <summary>
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/// Process current game state. Should only run if playing a chart and unpaused.
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/// </summary>
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private void PlayLoop()
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{
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float time = bgmController.CurTime;
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// check next event
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while (eventNextIdx < chart.events.Count && time >= chart.events.Keys[eventNextIdx])
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{
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var t = chart.events.Keys[eventNextIdx];
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var l = chart.events[t];
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foreach (var e in l)
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{
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GD.Print($"Passed event {e.type}(pos={e.pos},size={e.size}) at {t}");
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switch (e.type)
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{
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case NoteEventType.BGAdd:
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background.SetSegments((int)e.pos, (int)e.size, true, (DrawDirection)e.value);
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break;
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case NoteEventType.BGRem:
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background.SetSegments((int)e.pos, (int)e.size, false, (DrawDirection)e.value);
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break;
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}
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}
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eventNextIdx++;
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}
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// set scroll
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var nPos = noteDisplay.Position;
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nPos.Y = bgmController.CurTime * scrollPxPerSec;
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nPos.Y = time * ScrollPxPerSec;
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noteDisplay.Position = nPos;
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scrollDisplay.Position = nPos;
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}
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private async void TestBGAnim()
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{
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await ToSignal(GetTree().CreateTimer(1.5), SceneTreeTimer.SignalName.Timeout);
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// clockwise all
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background.SetSegments(0, 60, true, DrawDirection.Clockwise);
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await ToSignal(GetTree().CreateTimer(1.5), SceneTreeTimer.SignalName.Timeout);
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background.SetSegments(0, 60, false, DrawDirection.Clockwise);
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await ToSignal(GetTree().CreateTimer(1.5), SceneTreeTimer.SignalName.Timeout);
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// counterclockwise all
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background.SetSegments(0, 60, true, DrawDirection.CounterClockwise);
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await ToSignal(GetTree().CreateTimer(1.5), SceneTreeTimer.SignalName.Timeout);
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background.SetSegments(0, 60, false, DrawDirection.CounterClockwise);
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await ToSignal(GetTree().CreateTimer(1.5), SceneTreeTimer.SignalName.Timeout);
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// center all
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background.SetSegments(0, 60, true, DrawDirection.Center);
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await ToSignal(GetTree().CreateTimer(1.5), SceneTreeTimer.SignalName.Timeout);
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background.SetSegments(0, 60, false, DrawDirection.Center);
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await ToSignal(GetTree().CreateTimer(1.5), SceneTreeTimer.SignalName.Timeout);
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}
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public override void _Process(double delta)
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{
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PlayLoop();
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}
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private void OnDestroy()
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@@ -18,21 +18,22 @@ namespace WacK.Things.TunnelObjects
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public partial class Background : Node
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{
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[Export]
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private ColorRect firstSegment;
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private List<ColorRect> segments = new(60);
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private TextureRect firstSegment;
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private List<TextureRect> segments = new(60);
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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var segmentsNode = FindChild("Segment Masks");
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firstSegment.Visible = false;
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segments.Add(firstSegment);
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for (int i = 1; i < 60; ++i)
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{
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var n = (ColorRect)firstSegment.Duplicate();
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var n = (TextureRect)firstSegment.Duplicate();
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segmentsNode.AddChild(n);
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segments.Add(n);
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n.Name = i.ToString();
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n.SetPosition(new Vector2(i * Constants.BASE_2D_RESOLUTION / 60, 0));
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n.SetPosition(new Vector2(i * Constants.BASE_2D_RESOLUTION / 60, Constants.BASE_2D_RESOLUTION));
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}
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}
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@@ -43,7 +44,7 @@ namespace WacK.Things.TunnelObjects
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// GD.Print($"{direction} = {state}. Even? {size % 2 == 0}");
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double timer = 0;
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double time = .5f;
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double time = .1f;
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int centerSeg = pos + size/2;
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while (timer < time)
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@@ -79,6 +80,7 @@ namespace WacK.Things.TunnelObjects
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}
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await ToSignal(GetTree(), "process_frame");
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}
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GD.Print("Finished BG anim!");
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}
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}
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}
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@@ -23,7 +23,7 @@ namespace WacK.Things.TunnelObjects
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{
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longThing = new Node2D();
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holdScroll.AddChild(longThing);
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longThing.Position = new Vector2(0, (float)-holdNoteData.time * Play.scrollPxPerSec);
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longThing.Position = new Vector2(0, (float)-holdNoteData.time * Play.ScrollPxPerSec);
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if (holdNoteData.points.Count > 0)
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{
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@@ -31,7 +31,7 @@ namespace WacK.Things.TunnelObjects
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float segmentPos = 0;
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foreach (var (_, curNote) in holdNoteData.points)
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{
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var curLength = Play.scrollPxPerSec * (float)(curNote.time - lastHold.time);
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var curLength = Play.ScrollPxPerSec * (float)(curNote.time - lastHold.time);
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var segment = CreateSegment(lastHold, curNote);
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longThing.AddChild(segment);
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segment.Position = new Vector2(0, segmentPos);
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@@ -50,7 +50,7 @@ namespace WacK.Things.TunnelObjects
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{
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float minuteSize = Constants.BASE_2D_RESOLUTION / 60;
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var length = Play.scrollPxPerSec * (float)(destination.time - origin.time);
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var length = Play.ScrollPxPerSec * (float)(destination.time - origin.time);
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var verts = new Vector2[4];
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int originPos;
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@@ -7,9 +7,6 @@ void fragment( )
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vec4 mask_color = texture(mask, UV).rgba;
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vec4 sprite_color = texture(TEXTURE, UV).rgba;
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if (mask_color.a == 0.0)
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{
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sprite_color.a = 0.0;
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}
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sprite_color.a = mask_color.a;
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COLOR = sprite_color;
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}
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+23
-5
@@ -1,4 +1,4 @@
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[gd_scene load_steps=10 format=3 uid="uid://cyetvgmwnoy8l"]
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[gd_scene load_steps=12 format=3 uid="uid://cyetvgmwnoy8l"]
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[ext_resource type="Shader" path="res://Shaders/Cutout2D.gdshader" id="1_f6ion"]
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[ext_resource type="Texture2D" uid="uid://dkohutwp0yujj" path="res://_Assets/Textures/HitLine/BGLine.png" id="1_w0gbp"]
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@@ -22,12 +22,22 @@ shader_parameter/mask = SubResource("ViewportTexture_oigfv")
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[sub_resource type="Gradient" id="Gradient_djnn4"]
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offsets = PackedFloat32Array(0)
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colors = PackedColorArray(0.0308856, 0.0596563, 0.141577, 0.894118)
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colors = PackedColorArray(0.0313726, 0.0588235, 0.141176, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_kn5i7"]
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gradient = SubResource("Gradient_djnn4")
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width = 2048
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[sub_resource type="Gradient" id="Gradient_n1451"]
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interpolation_mode = 2
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interpolation_color_space = 2
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offsets = PackedFloat32Array(0, 0.376518)
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colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_pibib"]
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gradient = SubResource("Gradient_n1451")
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width = 1920
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[node name="Background" type="Control" node_paths=PackedStringArray("firstSegment")]
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material = SubResource("ShaderMaterial_h3xxm")
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custom_minimum_size = Vector2(1920, 1920)
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@@ -47,6 +57,7 @@ offset_right = 40.0
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offset_bottom = 40.0
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[node name="SubViewport" type="SubViewport" parent="FullBG"]
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transparent_bg = true
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handle_input_locally = false
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size = Vector2i(1920, 1920)
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render_target_update_mode = 4
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@@ -66,8 +77,11 @@ layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_top = 1920.0
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offset_bottom = 1920.0
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grow_horizontal = 2
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grow_vertical = 2
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rotation = -1.5708
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texture = SubResource("GradientTexture1D_kn5i7")
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expand_mode = 1
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@@ -114,6 +128,10 @@ expand_mode = 1
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transparent_bg = true
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size = Vector2i(1920, 1920)
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[node name="0" type="ColorRect" parent="Segment Masks"]
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offset_right = 32.0
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offset_bottom = 1920.0
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[node name="0" type="TextureRect" parent="Segment Masks"]
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anchors_preset = -1
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offset_top = 1920.0
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offset_right = 1920.0
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offset_bottom = 1952.0
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rotation = -1.5708
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texture = SubResource("GradientTexture1D_pibib")
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