Files
WacK/Scripts/Scenes/Play.cs
T

138 lines
3.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Reflection.PortableExecutable;
using Godot;
using WacK.Data.Chart;
using WacK.Data.Mer;
using WacK.Things.TunnelObjects;
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;
// 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");
[Export]
public Control noteDisplay;
[Export]
public Control scrollDisplay;
[Export]
public Background background;
[Export]
public Viewport mainViewport;
[Export]
public Viewport leftViewport;
[Export]
public Viewport rightViewport;
private Chart chart;
// base scroll speed, which we can apply multipliers on
public static readonly float BASE_PIXELS_PER_SECOND = 800;
public static float scrollPxPerSec = BASE_PIXELS_PER_SECOND * 3.5f;
public override void _Ready()
{
// so we can see objects outside of the 0-60min. region
leftViewport.World2D = mainViewport.World2D;
rightViewport.World2D = mainViewport.World2D;
// parse mer and create chart for current play
chart = new(playParams.chartPath);
RealizeChart();
}
/// <summary>
/// Instantiates necessary notes onto noteDisplay for the player to see.
/// </summary>
private void RealizeChart()
{
foreach (var msNote in chart.playNotes)
{
foreach (var note in msNote.Value)
{
THNotePlay nNote;
switch (note.type)
{
case NotePlayType.HoldStart:
nNote = noteHold.Instantiate<THNoteHold>();
((THNoteHold)nNote).InitHold((NoteHold)note, scrollDisplay);
break;
case NotePlayType.Touch:
nNote = noteTouch.Instantiate<THNotePlay>();
break;
default:
continue;
}
nNote.Init(note);
var nPos = nNote.Position;
nPos.Y = msNote.Key * -scrollPxPerSec;
nNote.Position = nPos;
noteDisplay.AddChild(nNote);
}
}
}
// private void RealizeHolds(NoteHold note)
// {
// List<Vector2> verts = new(note.points.Count*2 + 2);
// // HoldStart's pos
// verts.Add(new Vector2((float)note.pos * 1920/60, (float)note.time * -scrollPxPerSec));
// // ascending -- "left" side
// foreach (var (t, n) in note.points)
// {
// verts.Add(new Vector2((float)n.pos * 1920/60, t * -scrollPxPerSec));
// }
// // descending -- "right" side
// foreach (var (t, n) in note.points.Reverse())
// {
// verts.Add(new Vector2((float)((int)n.pos + (int)n.size) * 1920/60, t * -scrollPxPerSec));
// }
// // HoldStart's pos + size
// verts.Add(new Vector2((float)((int)note.pos + (int)note.size) * 1920/60, (float)note.time * -scrollPxPerSec));
// var p2d = new Polygon2D
// {
// Polygon = verts.ToArray(),
// Antialiased = true,
// Modulate = new Color("#FFFFFFD0")
// };
// scrollDisplay.AddChild(p2d);
// }
public override void _Process(double delta)
{
var nPos = noteDisplay.Position;
nPos.Y += (float)delta * scrollPxPerSec;
noteDisplay.Position = nPos;
scrollDisplay.Position = nPos;
}
private void OnDestroy()
{
playParams = null;
}
}
}