Implement smoother animation and fullscreen

selection
NaiJi ✨ 3 years ago
parent cbe0fbb673
commit 89a80992cb

@ -20,7 +20,7 @@ public:
private: private:
sf::RenderWindow _game_window; sf::RenderWindow _game_window;
std::unique_ptr<Timeline> _timeline; std::unique_ptr<Timeline> _timeline;
std::unique_ptr<Game> _game; std::shared_ptr<Game> _game;
void exec(); void exec();
}; };

@ -5,6 +5,7 @@
#include <type_traits> #include <type_traits>
#include <vector> #include <vector>
#include <cmath> #include <cmath>
#include <iostream>
#include <SFML/System/Clock.hpp> #include <SFML/System/Clock.hpp>
@ -18,9 +19,8 @@ public:
_offset(offset), _offset(offset),
_intervals(intervals) _intervals(intervals)
{ {
microsec&& handling_offset = std::accumulate(intervals.begin(), intervals.end(), 0); _start_handling_offset = _offset - intervals.back();
_start_handling_offset = _offset - handling_offset; _end_handling_offset = _offset + intervals.back();
_end_handling_offset = _offset + handling_offset;
} }
inline microsec offset() const noexcept inline microsec offset() const noexcept
@ -38,6 +38,8 @@ public:
{ {
microsec shift_from_perfect = std::abs(odds - offset()); microsec shift_from_perfect = std::abs(odds - offset());
std::cout << "Shift " << ((odds > _offset) ? "late: " : "early: ") << shift_from_perfect << "\n";
std::size_t raw_grade; std::size_t raw_grade;
for (raw_grade = 0; raw_grade < _intervals.size(); ++raw_grade) for (raw_grade = 0; raw_grade < _intervals.size(); ++raw_grade)
{ {

@ -2,13 +2,21 @@
#include "classicgame/classicgame.h" #include "classicgame/classicgame.h"
#include <SFML/Graphics/Color.hpp> #include <SFML/Graphics/Color.hpp>
#include <SFML/Window/Event.hpp> #include <SFML/Window/Event.hpp>
#include <SFML/Window/ContextSettings.hpp>
#include <iostream>
#include <future>
const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 60.f); const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 90.f);
Application::Application() : Application::Application() :
_game_window({1280, 720}, "Test"), _game_window({1280, 720}, "Test", sf::Style::Fullscreen ),
_game(std::make_unique<ClassicGame>()) _game(std::make_unique<ClassicGame>())
{} {
_game_window.setFramerateLimit(60);
_game_window.setKeyRepeatEnabled(false);
_game_window.setMouseCursorGrabbed(false);
_game_window.setVerticalSyncEnabled(true);
}
void Application::run() void Application::run()
{ {
@ -21,18 +29,21 @@ void Application::run()
void Application::exec() void Application::exec()
{ {
sf::Clock timer; sf::Clock timer;
sf::Clock game_timer;
sf::Time time_since_last_update = sf::Time::Zero; sf::Time time_since_last_update = sf::Time::Zero;
while (_game_window.isOpen()) while (_game_window.isOpen())
{ {
input();
time_since_last_update += timer.restart(); time_since_last_update += timer.restart();
input();
bool isOneFramePassed = time_since_last_update >= TIME_PER_FRAME; bool isOneFramePassed = time_since_last_update >= TIME_PER_FRAME;
if (isOneFramePassed) if (isOneFramePassed)
{ {
time_since_last_update -= TIME_PER_FRAME; time_since_last_update -= TIME_PER_FRAME;
game_timer.restart();
update(); update();
draw(); draw();
} }
@ -50,9 +61,15 @@ void Application::input()
_game_window.close(); _game_window.close();
break; break;
default: case sf::Event::KeyPressed:
case sf::Event::KeyReleased:
if (event.key.code == sf::Keyboard::Escape)
_game_window.close();
_game->input(event); _game->input(event);
break; break;
default:
break;
} }
} }
} }

@ -9,6 +9,10 @@ ClassicGame::ClassicGame() :
_timeline(std::make_unique<ClassicTimeline>()), _timeline(std::make_unique<ClassicTimeline>()),
_graphics_manager(std::make_unique<ClassicGraphicsManager>()) _graphics_manager(std::make_unique<ClassicGraphicsManager>())
{ {
_slap_buffer.loadFromFile("very-final-slap.wav");
_slap.setBuffer(_slap_buffer);
_slap.setVolume(50);
_keys_to_buttons = _keys_to_buttons =
{ {
{sf::Keyboard::Up, Button::UP}, // Load from settings {sf::Keyboard::Up, Button::UP}, // Load from settings
@ -86,6 +90,7 @@ void ClassicGame::input(const sf::Event& event)
if (!_timeline->isExpired(note)) if (!_timeline->isExpired(note))
{ {
(*note)->input(ClassicInputType(timestamp, new_action)); (*note)->input(ClassicInputType(timestamp, new_action));
_slap.play();
} }
} }

@ -6,6 +6,8 @@
#include "game.h" #include "game.h"
#include "classicactions.h" #include "classicactions.h"
#include "spritecontainer.h" #include "spritecontainer.h"
#include <SFML/Audio/SoundBuffer.hpp>
#include <SFML/Audio/Sound.hpp>
class ClassicTimeline; class ClassicTimeline;
class ClassicSprite; class ClassicSprite;
@ -33,6 +35,8 @@ private:
std::unique_ptr<ClassicTimeline> _timeline; std::unique_ptr<ClassicTimeline> _timeline;
std::unique_ptr<ClassicGraphicsManager> _graphics_manager; std::unique_ptr<ClassicGraphicsManager> _graphics_manager;
sf::SoundBuffer _slap_buffer;
sf::Sound _slap;
}; };
#endif // CLASSICGAME_H #endif // CLASSICGAME_H

@ -10,7 +10,8 @@ ClassicNote::ClassicNote(const std::vector<microsec>& intervals, microsec perfec
_evaluator(intervals, _perfect_offset), _evaluator(intervals, _perfect_offset),
_action(action), _action(action),
_state(State::NONE), _state(State::NONE),
_appearance_time(0) _appearance_time(0),
_last_offset(0)
{} {}
bool ClassicNote::isActive(const microsec& music_offset) const bool ClassicNote::isActive(const microsec& music_offset) const
@ -18,9 +19,9 @@ bool ClassicNote::isActive(const microsec& music_offset) const
return _evaluator.isActive(music_offset); return _evaluator.isActive(music_offset);
} }
static int getPt( int n1 , int n2 , float perc ) static int getPt( float n1 , float n2 , float perc )
{ {
int diff = n2 - n1; float diff = n2 - n1;
return n1 + ( diff * perc ); return n1 + ( diff * perc );
} }
@ -37,15 +38,28 @@ void ClassicNote::update(const microsec& music_offset)
case State::FLYING: case State::FLYING:
{ {
auto update_time = music_offset - _appearance_time; // This all will be inside ::update float i;
auto i = update_time / _trail_path_percent / 100; // of an animation object if (music_offset != _last_offset)
{
int xa = getPt( 720./2. , 1280./2. , i ); auto update_time = music_offset - _appearance_time; // This all will be inside ::update
int ya = getPt( 0 , 720./2. , i ); i = update_time / _trail_path_percent * 0.01; // of an animation object
int xb = getPt( 1280./2. , _coordinates.x , i ); }
int yb = getPt( 720./2. , _coordinates.y , i ); else
{
auto update_time = music_offset + 10000 - _appearance_time;
i = update_time / _trail_path_percent * 0.01;
}
_last_offset = music_offset;
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 )); _sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
if (i >= 1)
_sprite->trailFade();
break; break;
} }
@ -92,7 +106,7 @@ void ClassicNote::setState(State next_state)
break; break;
case State::FLYING: case State::FLYING:
_sprite->setCoordinates(_coordinates.x, _coordinates.y, 720/2, 50); _sprite->setCoordinates(_coordinates.x, _coordinates.y, _coordinates.x + 20, _coordinates.y - 600);
break; break;
case State::NONE: case State::NONE:

@ -66,5 +66,6 @@ private:
std::shared_ptr<ClassicSprite> _sprite; std::shared_ptr<ClassicSprite> _sprite;
microsec _appearance_time; microsec _appearance_time;
microsec _last_offset;
float _trail_path_percent; //100% for sprite falling trajectory float _trail_path_percent; //100% for sprite falling trajectory
}; };

@ -26,6 +26,7 @@ void ClassicSprite::reset()
_shape = _prototype; _shape = _prototype;
_trail = _prototype; _trail = _prototype;
_trail_fade = false;
} }
void ClassicSprite::setCoordinates(float x, float y, float trail_x, float trail_y) noexcept void ClassicSprite::setCoordinates(float x, float y, float trail_x, float trail_y) noexcept
@ -38,6 +39,19 @@ void ClassicSprite::setCoordinates(float x, float y, float trail_x, float trail_
void ClassicSprite::update(float trail_x, float trail_y) noexcept void ClassicSprite::update(float trail_x, float trail_y) noexcept
{ {
_trail.setPosition(trail_x, trail_y); _trail.setPosition(trail_x, trail_y);
if (_trail_fade)
{
auto fill_color = _trail.getFillColor();
if (fill_color.a == 0)
return;
auto new_alpha = fill_color.a - 35;
fill_color.a = new_alpha < 0 ? 0 : new_alpha;
_trail.setFillColor(fill_color);
}
} }
void ClassicSprite::update() noexcept void ClassicSprite::update() noexcept
@ -76,6 +90,11 @@ void ClassicSprite::fade()
_shape.setFillColor(fill_color); _shape.setFillColor(fill_color);
} }
void ClassicSprite::trailFade()
{
_trail_fade = true;
}
bool ClassicSprite::isDead() const bool ClassicSprite::isDead() const
{ {
return _grade_text.getFillColor().a == 0 return _grade_text.getFillColor().a == 0

@ -17,6 +17,7 @@ public:
void pulse(); void pulse();
void fade(); void fade();
void trailFade();
bool isDead() const; bool isDead() const;
private: private:
@ -26,4 +27,6 @@ private:
sf::RectangleShape _trail; sf::RectangleShape _trail;
sf::Text _grade_text; sf::Text _grade_text;
sf::Font _font; sf::Font _font;
bool _trail_fade = false;
}; };

@ -23,27 +23,26 @@ ClassicTimeline::ClassicTimeline()
microsec starting_beat_offset = 352162; microsec starting_beat_offset = 352162;
int amount_of_beats = 209; int amount_of_beats = 209;
microsec interval = 1412162; microsec interval = 1412162;
microsec note_input_offset = 412162; microsec tempo_interval = interval / 4;
microsec note_input_offset = 412162 / 3;
microsec bpm_iterator = starting_beat_offset; microsec bpm_iterator = starting_beat_offset;
microsec bpm_end = starting_beat_offset + (interval * amount_of_beats); microsec bpm_end = starting_beat_offset + (interval * amount_of_beats);
_visibility_offset = note_input_offset * 8; _visibility_offset = note_input_offset * 12;
_timeline.emplace_back(new ClassicNote({note_input_offset}, bpm_iterator, Action::PRESS_DOWN, {90, 90})); _input_intervals = {note_input_offset / 3, note_input_offset / 3 * 2, note_input_offset};
bpm_iterator += interval;
_timeline.emplace_back(new ClassicNote({note_input_offset}, bpm_iterator, Action::PRESS_LEFT, {190, 90})); bpm_iterator += tempo_interval;
bpm_iterator += interval;
_timeline.emplace_back(new ClassicNote({note_input_offset}, bpm_iterator, Action::PRESS_LEFT, {290, 90}));
bpm_iterator += interval;
float x = 90.; float x = 90.;
while (bpm_iterator < bpm_end) while (bpm_iterator < bpm_end)
{ {
_timeline.emplace_back(new ClassicNote({note_input_offset}, bpm_iterator, Action::PRESS_UP, {x, 390.})); _timeline.emplace_back(new ClassicNote(_input_intervals, bpm_iterator, Action::PRESS_UP, {x, 390.}));
bpm_iterator += interval; bpm_iterator += tempo_interval;
x += 70; x += 70;
if (x >= 1200)
x = 90.;
} }
expire(_first_visible_note); expire(_first_visible_note);

@ -28,16 +28,12 @@ public:
Iterator getActiveNote() noexcept; Iterator getActiveNote() noexcept;
bool isExpired(const Iterator& iterator) const; inline bool isExpired(const Iterator& iterator) const;
void expire(Iterator& iterator); inline void expire(Iterator& iterator);
private: private:
std::vector<microsec> _input_intervals;
std::vector<ClassicNote*> _timeline; std::vector<ClassicNote*> _timeline;
Iterator _top_note;
Iterator _active_note;
Iterator _last_visible_note;
Iterator _first_visible_note;
microsec _visibility_offset; microsec _visibility_offset;
sf::Music _music; sf::Music _music;
@ -46,7 +42,7 @@ private:
void checkCurrentActiveNote(const microsec& music_offset); void checkCurrentActiveNote(const microsec& music_offset);
void checkForNextActiveNote(const microsec& music_offset); void checkForNextActiveNote(const microsec& music_offset);
bool isVisiblyClose(const Iterator& iterator, const microsec& music_offset) const; bool isVisiblyClose(const Iterator& iterator, const microsec& music_offset) const;
bool nothingToDraw() const noexcept; inline bool nothingToDraw() const noexcept;
/* Difference between top and active note is that /* Difference between top and active note is that
* top note is the note handling input right now * top note is the note handling input right now
@ -61,4 +57,9 @@ private:
* An active note is always top note but a top note * An active note is always top note but a top note
* is not always active note. * is not always active note.
* */ * */
Iterator _top_note;
Iterator _active_note;
Iterator _last_visible_note;
Iterator _first_visible_note;
}; };

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