project-kyoku/src/classicgame/classicgame.cpp

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#include "classicgame.h"
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#include "classicinputtype.h"
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#include "classictimeline.h"
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#include "classicgraphicsmanager.h"
#include "spritecontainer.h"
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#include "classicnote.h"
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ClassicGame::ClassicGame() :
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_timeline(std::make_unique<ClassicTimeline>()),
_graphics_manager(std::make_unique<ClassicGraphicsManager>())
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{
_slap_buffer.loadFromFile("very-final-slap.wav");
_slap.setBuffer(_slap_buffer);
_slap.setVolume(50);
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_keys_to_buttons =
{
{sf::Keyboard::Up, Button::UP}, // Load from settings
{sf::Keyboard::Right, Button::RIGHT},
{sf::Keyboard::Down, Button::DOWN},
{sf::Keyboard::Left, Button::LEFT},
{sf::Keyboard::W, Button::UP},
{sf::Keyboard::D, Button::RIGHT},
{sf::Keyboard::S, Button::DOWN},
{sf::Keyboard::A, Button::LEFT},
{sf::Keyboard::E, Button::SLIDER_RIGHT},
{sf::Keyboard::Q, Button::SLIDER_LEFT}
};
_buttons_to_pressed_actions=
{
{Button::UP, Action::PRESS_UP},
{Button::RIGHT, Action::PRESS_RIGHT},
{Button::DOWN, Action::PRESS_DOWN},
{Button::LEFT, Action::PRESS_LEFT},
{Button::SLIDER_RIGHT, Action::PRESS_SLIDER_RIGHT},
{Button::SLIDER_LEFT, Action::PRESS_SLIDER_LEFT}
};
_buttons_to_released_actions=
{
{Button::UP, Action::RELEASE_UP},
{Button::RIGHT, Action::RELEASE_RIGHT},
{Button::DOWN, Action::RELEASE_DOWN},
{Button::LEFT, Action::RELEASE_LEFT},
{Button::SLIDER_RIGHT, Action::RELEASE_SLIDER_RIGHT},
{Button::SLIDER_LEFT, Action::RELEASE_SLIDER_LEFT}
};
}
ClassicGame::~ClassicGame()
{}
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void ClassicGame::run()
{
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_timeline->fetchVisibleNotes(_graphics_manager);
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_timeline->run();
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}
void ClassicGame::input(const sf::Event& event)
{
Action new_action = Action::NONE;
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microsec timestamp = _timeline->currentMusicOffset();
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switch (event.type)
{
default:
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return;
break;
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case sf::Event::KeyPressed:
{
if (_keys_to_buttons.find(event.key.code) != _keys_to_buttons.end())
new_action = getActionKeyPressed(_keys_to_buttons[event.key.code]);
}
break;
case sf::Event::KeyReleased:
{
if (_keys_to_buttons.find(event.key.code) != _keys_to_buttons.end())
new_action = getActionKeyReleased(_keys_to_buttons[event.key.code]);
}
break;
}
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auto note = _timeline->getActiveNote();
if (!_timeline->isExpired(note))
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{
(*note)->input(ClassicInputType(timestamp, new_action));
_slap.play();
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}
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}
Action ClassicGame::getActionKeyPressed(Button button) const
{
return _buttons_to_pressed_actions.at(button);
}
Action ClassicGame::getActionKeyReleased(Button button) const
{
return _buttons_to_released_actions.at(button);
}
void ClassicGame::update()
{
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_timeline->update();
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_timeline->fetchVisibleNotes(_graphics_manager);
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}
void ClassicGame::draw(sf::RenderWindow& window) const
{
_timeline->drawVisibleNotes(window);
}