2021-04-03 19:14:31 +02:00
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#include "application.h"
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2021-04-08 15:34:03 +02:00
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#include "note.h"
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2021-04-03 19:14:31 +02:00
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Window/Event.hpp>
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2021-04-04 22:43:12 +02:00
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const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 60.f);
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2021-04-03 19:14:31 +02:00
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Application::Application() :
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2021-04-05 16:17:57 +02:00
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_game_window({1280, 720}, "Test"),
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_debug(true)
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2021-04-03 19:14:31 +02:00
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{
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_font.loadFromFile("VeraMono.ttf");
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_grade.setFont(_font);
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_grade.setPosition(160, 160);
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_grade.setFillColor(sf::Color(255, 255, 255, 0));
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_grade.setCharacterSize(35);
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2021-04-03 19:14:31 +02:00
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}
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void Application::run()
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{
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2021-04-06 19:39:29 +02:00
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std::string song_filename = "/home/naiji/METEOR.flac";
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2021-04-04 22:43:12 +02:00
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2021-04-06 19:39:29 +02:00
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_music.openFromFile(song_filename);
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2021-04-05 16:17:57 +02:00
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_music.play();
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_music.setVolume(5);
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_game_window.display();
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startGameLoop();
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}
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static bool isOneFramePassed(const sf::Time& time_since_last_update)
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{
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return time_since_last_update >= TIME_PER_FRAME;
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}
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void Application::startGameLoop()
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{
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2021-04-04 22:43:12 +02:00
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sf::Clock timer;
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sf::Time time_since_last_update = sf::Time::Zero;
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2021-04-05 16:17:57 +02:00
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while (_game_window.isOpen())
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{
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input();
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2021-04-03 19:14:31 +02:00
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2021-04-04 22:43:12 +02:00
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time_since_last_update += timer.restart();
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if (isOneFramePassed(time_since_last_update))
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{
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time_since_last_update -= TIME_PER_FRAME;
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update();
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draw();
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}
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2021-04-03 19:14:31 +02:00
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}
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}
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static sf::Text makeGradeString(const NoteGrade::Rating& rating)
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{
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sf::Text ret;
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switch (rating)
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{
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case (NoteGrade::Rating::BAD):
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ret.setString("BAD");
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ret.setFillColor(sf::Color(255, 255, 255, 255));
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break;
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case (NoteGrade::Rating::GREAT):
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ret.setString("GREAT");
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ret.setFillColor(sf::Color(255, 255, 0, 255));
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break;
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case (NoteGrade::Rating::WRONG):
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ret.setString("WRONG");
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ret.setFillColor(sf::Color(120, 120, 120, 255));
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break;
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case (NoteGrade::Rating::GOOD):
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ret.setString("GOOD");
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ret.setFillColor(sf::Color(255, 100, 120, 255));
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break;
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2021-04-03 19:14:31 +02:00
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}
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return ret;
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}
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void Application::input()
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{
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sf::Event event;
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while (_game_window.pollEvent(event))
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{
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switch (event.type)
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{
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default:
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break;
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case (sf::Event::Closed):
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_game_window.close();
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break;
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case (sf::Event::KeyPressed):
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onKeyPressed(event.key.code);
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break;
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}
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2021-04-04 22:43:12 +02:00
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}
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}
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static Note::Arrow keyToArrow(const sf::Keyboard::Key &key)
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{
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switch (key)
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{
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case sf::Keyboard::A:
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case sf::Keyboard::Left:
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case sf::Keyboard::Num4:
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return Note::Arrow::LEFT;
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case sf::Keyboard::W:
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case sf::Keyboard::Up:
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case sf::Keyboard::Num8:
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return Note::Arrow::UP;
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case sf::Keyboard::D:
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case sf::Keyboard::Right:
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case sf::Keyboard::Num6:
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return Note::Arrow::RIGHT;
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case sf::Keyboard::S:
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case sf::Keyboard::Down:
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case sf::Keyboard::Num2:
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return Note::Arrow::DOWN;
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default:
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return Note::Arrow::NONE;
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}
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}
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void Application::onKeyPressed(const sf::Keyboard::Key &key)
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{
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if (key == sf::Keyboard::D)
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{
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_debug.toggle();
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return;
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}
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const auto arrow = keyToArrow(key);
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if (arrow != Note::Arrow::NONE)
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{ // TODO: SHIT BLOCK.
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_debug.spawnGreenPulse();
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const auto note = _timeline.getActiveNote();
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if (note)
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{
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// This is obscure. Active note on timeline gets received by last ::update() call.
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// there can be 100-200 microseconds delay between onKeyPressed and update...
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// Also the problem is that we get music offset by CURRENT music time,
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// when active note is activated by music time of last ::update call
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// anyway gotta think on it, smh smh smh
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const auto music_offset = _music.getPlayingOffset().asMicroseconds();
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const auto tap_result = note->onTap(arrow, music_offset);
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_grade = makeGradeString(tap_result.rating);
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}
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}
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}
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void Application::update()
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{
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const auto music_offset = _music.getPlayingOffset().asMicroseconds();
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2021-04-08 15:34:03 +02:00
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_timeline.update(music_offset);
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_debug.update(music_offset);
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2021-04-04 22:43:12 +02:00
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2021-04-08 15:34:03 +02:00
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if (_grade.getFillColor().a > 0) // TODO: Encapsulate
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{
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const auto alpha = _grade.getFillColor().a - 20;
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_grade.setFillColor(sf::Color(255, 255, 255, alpha < 0 ? 0 : alpha));
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2021-04-03 19:14:31 +02:00
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}
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}
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void Application::draw()
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{
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_game_window.clear();
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_game_window.draw(_debug);
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_game_window.draw(_grade);
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_game_window.display();
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}
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