project-kyoku/application.cpp

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#include "application.h"
#include <SFML/Graphics/Color.hpp>
#include <SFML/Window/Event.hpp>
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const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 60.f);
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Application::Application() :
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_game_window({1280, 720}, "Test"),
_debug(true)
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{
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_font.loadFromFile("VeraMono.ttf");
_grade.setFont(_font);
_grade.setPosition(160, 160);
_grade.setFillColor(sf::Color(255, 255, 255, 0));
_grade.setCharacterSize(35);
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}
void Application::run()
{
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// BPM of METEOR is 170.
// Length is 1:14
// I calculated that the time between beats is about 1412162 microseconds
std::string song_filename = "/home/naiji/METEOR.flac";
microsec starting_beat_offset = 372162;
int amount_of_beats = 209;
microsec time_between_beats = 1412162;
microsec note_input_offset = 412162;
sf::Int64 iter = starting_beat_offset + (time_between_beats * amount_of_beats);
Note::setPrecisionQualifier(note_input_offset / 2);
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while (iter > 0)
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{
Note note(iter, note_input_offset);
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_timeline.push(note);
iter -= time_between_beats;
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}
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// // // // // // // //
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_music.openFromFile(song_filename);
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_music.play();
_music.setVolume(5);
_game_window.display();
startGameLoop();
}
static bool isOneFramePassed(const sf::Time& time_since_last_update)
{
return time_since_last_update >= TIME_PER_FRAME;
}
void Application::startGameLoop()
{
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sf::Clock timer;
sf::Time time_since_last_update = sf::Time::Zero;
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while (_game_window.isOpen())
{
input();
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time_since_last_update += timer.restart();
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if (isOneFramePassed(time_since_last_update))
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{
time_since_last_update -= TIME_PER_FRAME;
update();
draw();
}
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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;
switch (rating)
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{
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case (NoteGrade::Rating::BAD):
ret.setString("BAD");
ret.setFillColor(sf::Color(255, 255, 255, 255));
break;
case (NoteGrade::Rating::GREAT):
ret.setString("GREAT");
ret.setFillColor(sf::Color(255, 255, 0, 255));
break;
case (NoteGrade::Rating::WRONG):
ret.setString("WRONG");
ret.setFillColor(sf::Color(120, 120, 120, 255));
break;
case (NoteGrade::Rating::GOOD):
ret.setString("GOOD");
ret.setFillColor(sf::Color(255, 100, 120, 255));
break;
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}
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return ret;
}
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void Application::input()
{
sf::Event event;
while (_game_window.pollEvent(event))
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{
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switch (event.type)
{
default:
break;
case (sf::Event::Closed):
_game_window.close();
break;
case (sf::Event::KeyPressed):
onKeyPressed(event.key.code);
break;
}
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}
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}
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static Note::Arrow keyToArrow(const sf::Keyboard::Key &key)
{
switch (key)
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{
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case sf::Keyboard::A:
case sf::Keyboard::Left:
case sf::Keyboard::Num4:
return Note::Arrow::LEFT;
case sf::Keyboard::W:
case sf::Keyboard::Up:
case sf::Keyboard::Num8:
return Note::Arrow::UP;
case sf::Keyboard::D:
case sf::Keyboard::Right:
case sf::Keyboard::Num6:
return Note::Arrow::RIGHT;
case sf::Keyboard::S:
case sf::Keyboard::Down:
case sf::Keyboard::Num2:
return Note::Arrow::DOWN;
default:
return Note::Arrow::NONE;
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}
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}
void Application::onKeyPressed(const sf::Keyboard::Key &key)
{
if (key == sf::Keyboard::D)
{
_debug.toggle();
return;
}
const auto arrow = keyToArrow(key);
if (arrow != Note::Arrow::NONE)
{
_debug.spawnGreenPulse();
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if (!_timeline.empty())
{
const auto current_note = _timeline.top();
const auto grade_result = current_note.onTap(arrow, _music.getPlayingOffset().asMicroseconds());
_grade = makeGradeString(grade_result.rating);
}
}
}
void Application::update()
{
const auto microseconds = _music.getPlayingOffset().asMicroseconds();
// To Do: Here we notice when next note becomes active and ready for user input.
// Here I explicitly calculate its birth time for now.
if (!_timeline.empty() && _timeline.top().offset() - 412162 <= microseconds)
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{
_debug.spawnBluePulse();
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}
// To do: Actual note offset should pulse only once and the note shouldn't die right after it,
// because there is also "after pulse" offset, like, you know, player can be a little late
if (!_timeline.empty() && _timeline.top().offset() <= microseconds)
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{
_timeline.pop();
_debug.spawnRedPulse();
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}
// To do: Here should be the end of "after pulse" time. When user fucked up all the time and the
// note dies with "Missed" grade.
//
// if ( . . . _timeline.top().offset() + 412162 <= microseconds)
// {
//
// }
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_debug.update(microseconds);
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if (_grade.getFillColor().a > 0)
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{
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const auto alpha = _grade.getFillColor().a - 20;
_grade.setFillColor(sf::Color(255, 255, 255, alpha < 0 ? 0 : alpha));
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}
}
void Application::draw()
{
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_game_window.clear();
_debug.drawOn(_game_window);
_game_window.draw(_grade);
_game_window.display();
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}