Implement states

selection
NaiJi ✨ 3 years ago
parent d9788b31b8
commit 5b7076ac1c

@ -14,6 +14,7 @@ public:
virtual ~Note() = default;
virtual bool isActive() const = 0;
virtual bool isActive(const microsec& music_offset) const = 0;
virtual void update(const microsec& music_offset) = 0;
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const = 0;

@ -18,9 +18,14 @@ bool ClassicNote::isActive() const
return _states.at(_current_state)->value() == ClassicNoteState::ACTIVE;
}
void ClassicNote::putToGame(const microsec &offset)
bool ClassicNote::isActive(const microsec &music_offset) const
{
_appearance_time = offset; // To animation manager
return _evaluator.isActive(music_offset);
}
void ClassicNote::putToGame(const microsec &music_offset)
{
_appearance_time = music_offset; // To animation manager
_trail_path_percent = ((_perfect_offset - _appearance_time) * 0.01);
_current_state = ClassicNoteState::FLYING;
@ -32,76 +37,15 @@ bool ClassicNote::isExpired() const
return _states.at(_current_state)->value() == ClassicNoteState::NONE;
}
static int getPt( float n1 , float n2 , float perc )
{
float diff = n2 - n1;
return n1 + ( diff * perc );
}
void ClassicNote::update(const microsec& music_offset)
{
_states.at(_current_state)->update(this, music_offset);
/*switch (_state) // States will be objects
{
case State::DYING:
_sprite->update();
if (_sprite->isDead())
setState(State::NONE);
break;
case State::FLYING:
auto next_state = _states.at(_current_state)->update(this, music_offset);
if (next_state != _current_state)
{
float i;
auto update_time = music_offset - _appearance_time; // This all will be inside ::update
i = update_time / _trail_path_percent * 0.01; // of an animation object
float xa = getPt( _coordinates.x + 20. , _coordinates.x + 90. , i );
float ya = getPt( _coordinates.y - 600. , _coordinates.y - 150. , i );
float xb = getPt( _coordinates.x + 90. , _coordinates.x , i );
float yb = getPt( _coordinates.y - 150. , _coordinates.y , i );
_sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
if (i >= 1)
{
_sprite->trailFade();
}
if (_evaluator.isActive(music_offset))
setState(State::ACTIVE);
break;
}
_current_state = next_state;
_states.at(_current_state)->onEntering(this);
case State::ACTIVE:
{
float i;
auto update_time = music_offset - _appearance_time; // This all will be inside ::update
i = update_time / _trail_path_percent * 0.01; // of an animation object
float xa = getPt( _coordinates.x + 20. , _coordinates.x + 90. , i );
float ya = getPt( _coordinates.y - 600. , _coordinates.y - 150. , i );
float xb = getPt( _coordinates.x + 90. , _coordinates.x , i );
float yb = getPt( _coordinates.y - 150. , _coordinates.y , i );
_sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
if (i >= 1)
{
_sprite->trailFade();
}
if (!_evaluator.isActive(music_offset))
setState(State::DYING);
break;
}
default:
break;
} */
}
void ClassicNote::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
target.draw(*_sprite, states);
}
auto ClassicNote::input(ClassicInputType&& input_data) -> Grade
@ -124,29 +68,6 @@ Action ClassicNote::action() const
return _action;
}
/*void ClassicNote::setState(State next_state)
{
switch (next_state) // States will be objects
{
case State::DYING:
_sprite->pulse();
break;
case State::FLYING:
_sprite->setCoordinates(_coordinates.x, _coordinates.y, _coordinates.x + 20, _coordinates.y - 600);
break;
case State::NONE:
_sprite->reset();
break;
default:
break;
}
_state = next_state;
} */
std::shared_ptr<ClassicSprite> ClassicNote::sprite() const noexcept
{
return _sprite;

@ -37,20 +37,22 @@ public:
virtual ~ClassicNote() = default;
virtual bool isActive() const override;
virtual bool isActive(const microsec &music_offset) const override;
virtual void update(const microsec &music_offset) override;
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
virtual void putToGame(const microsec &offset) override;
virtual void putToGame(const microsec &music_offset) override;
virtual bool isExpired() const override;
Grade input(ClassicInputType&& input_data);
Action action() const;
std::shared_ptr<ClassicSprite> sprite() const noexcept;
void saveAppearanceTime(const microsec& offset);
void saveAppearanceTime(const microsec& music_offset);
void setSprite(const std::shared_ptr<ClassicSprite>& sprite) noexcept;
const Coordinates& getCoordinates() const noexcept;
const microsec& getApearanceTime() const { return _appearance_time; }
const float& getOneTrailPercent() const { return _trail_path_percent; }
private:
const Coordinates _coordinates;
const PrecisionEvaluator<Grade> _evaluator;

@ -0,0 +1,45 @@
#include "classicnoteactivestate.h"
#include "../classicnote.h"
#include "../classicsprite.h"
auto ClassicNoteActiveState::value() const -> Value
{
return Value::ACTIVE;
}
auto ClassicNoteActiveState::update(const ClassicNote* note, const microsec& offset) -> Value
{
float i;
auto update_time = offset - note->getApearanceTime(); // This all will be inside ::update
i = update_time / note->getOneTrailPercent() * 0.01; // of an animation object
const auto& coordinates = note->getCoordinates();
const auto& sprite = note->sprite();
float xa = getPt( coordinates.x + 20. , coordinates.x + 90. , i );
float ya = getPt( coordinates.y - 600. , coordinates.y - 150. , i );
float xb = getPt( coordinates.x + 90. , coordinates.x , i );
float yb = getPt( coordinates.y - 150. , coordinates.y , i );
sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
if (i >= 1)
{
sprite->trailFade();
}
if (!note->isActive(offset))
return Value::DYING;
return value();
}
constexpr int ClassicNoteActiveState::getPt(float n1, float n2, float perc) const
{
float diff = n2 - n1;
return n1 + (diff * perc);
}
void ClassicNoteActiveState::onEntering(const ClassicNote* note)
{
(void)note;
}

@ -0,0 +1,17 @@
#ifndef CLASSICNOTEACTIVESTATE_H
#define CLASSICNOTEACTIVESTATE_H
#include "classicnotestate.h"
class ClassicNoteActiveState : public ClassicNoteState
{
public:
virtual Value value() const override;
virtual Value update(const ClassicNote* note, const microsec& offset) override;
virtual void onEntering(const ClassicNote* note) override;
private:
inline constexpr int getPt(float n1 , float n2 , float perc) const;
};
#endif // CLASSICNOTEACTIVESTATE_H

@ -0,0 +1,26 @@
#include "classicnotedyingstate.h"
#include "../classicnote.h"
#include "../classicsprite.h"
auto ClassicNoteDyingState::value() const -> Value
{
return Value::DYING;
}
auto ClassicNoteDyingState::update(const ClassicNote* note, const microsec& offset) -> Value
{
(void) offset;
const auto& sprite = note->sprite();
sprite->update();
if (sprite->isDead())
return Value::NONE;
return value();
}
void ClassicNoteDyingState::onEntering(const ClassicNote* note)
{
note->sprite()->pulse();
}

@ -0,0 +1,14 @@
#ifndef CLASSICNOTEDYINGSTATE_H
#define CLASSICNOTEDYINGSTATE_H
#include "classicnotestate.h"
class ClassicNoteDyingState : public ClassicNoteState
{
public:
virtual Value value() const override;
virtual Value update(const ClassicNote* note, const microsec& offset) override;
virtual void onEntering(const ClassicNote* note) override;
};
#endif // CLASSICNOTEDYINGSTATE_H

@ -0,0 +1,49 @@
#include "classicnoteflyingstate.h"
#include "../classicnote.h"
#include "../classicsprite.h"
auto ClassicNoteFlyingState::value() const -> Value
{
return Value::FLYING;
}
auto ClassicNoteFlyingState::update(const ClassicNote* note, const microsec& offset) -> Value
{
float i;
auto update_time = offset - note->getApearanceTime(); // This all will be inside ::update
i = update_time / note->getOneTrailPercent() * 0.01; // of an animation object
const auto& coordinates = note->getCoordinates();
const auto& sprite = note->sprite();
float xa = getPt( coordinates.x + 20. , coordinates.x + 90. , i );
float ya = getPt( coordinates.y - 600. , coordinates.y - 150. , i );
float xb = getPt( coordinates.x + 90. , coordinates.x , i );
float yb = getPt( coordinates.y - 150. , coordinates.y , i );
sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
if (i >= 1)
{
sprite->trailFade();
}
if (note->isActive(offset))
return Value::ACTIVE;
return value();
}
constexpr int ClassicNoteFlyingState::getPt(float n1, float n2, float perc) const
{
float diff = n2 - n1;
return n1 + (diff * perc);
}
void ClassicNoteFlyingState::onEntering(const ClassicNote* note)
{
const auto& coordinates = note->getCoordinates();
const auto& sprite = note->sprite();
sprite->setCoordinates(coordinates.x, coordinates.y,
coordinates.x + 20, coordinates.y - 600);
}

@ -0,0 +1,17 @@
#ifndef CLASSICNOTEFLYINGSTATE_H
#define CLASSICNOTEFLYINGSTATE_H
#include "classicnotestate.h"
class ClassicNoteFlyingState : public ClassicNoteState
{
public:
virtual Value value() const override;
virtual Value update(const ClassicNote* note, const microsec& offset) override;
virtual void onEntering(const ClassicNote* note) override;
private:
inline constexpr int getPt(float n1 , float n2 , float perc) const;
};
#endif // CLASSICNOTEFLYINGSTATE_H

@ -0,0 +1,20 @@
#include "classicnotenonestate.h"
#include "../classicnote.h"
#include "../classicsprite.h"
auto ClassicNoteNoneState::value() const -> Value
{
return Value::NONE;
}
auto ClassicNoteNoneState::update(const ClassicNote* note, const microsec& offset) -> Value
{
(void) offset;
(void) note;
}
void ClassicNoteNoneState::onEntering(const ClassicNote* note)
{
note->sprite()->reset();
}

@ -0,0 +1,14 @@
#ifndef CLASSICNOTENONESTATE_H
#define CLASSICNOTENONESTATE_H
#include "classicnotestate.h"
class ClassicNoteNoneState : public ClassicNoteState
{
public:
virtual Value value() const override;
virtual Value update(const ClassicNote* note, const microsec& offset) override;
virtual void onEntering(const ClassicNote* note) override;
};
#endif // CLASSICNOTENONESTATE_H

@ -2,6 +2,7 @@
#define CLASSICNOTESTATE_H
#include <SFML/System/Clock.hpp>
#include <memory>
using microsec = sf::Int64;

Loading…
Cancel
Save