#include "classicgame.h" #include "classicnote.h" #include "classicmapcreator.h" #include "holdmanager.h" ClassicGame::ClassicGame(std::shared_ptr&& manager) : _graphics_manager(std::move(manager)), _hold_manager(std::make_unique(_graphics_manager)) { _slap_buffer.loadFromFile("Tick.ogg"); _slap.setBuffer(_slap_buffer); _slap.setVolume(50); _keys_to_buttons = { {sf::Keyboard::Up, Type::UP}, // Load from settings {sf::Keyboard::Right, Type::RIGHT}, {sf::Keyboard::Down, Type::DOWN}, {sf::Keyboard::Left, Type::LEFT}, {sf::Keyboard::W, Type::UP}, {sf::Keyboard::D, Type::RIGHT}, {sf::Keyboard::S, Type::DOWN}, {sf::Keyboard::A, Type::LEFT}, {sf::Keyboard::E, Type::SLIDER_RIGHT}, {sf::Keyboard::Q, Type::SLIDER_LEFT} }; _buttons_to_pressed_actions= { {Type::UP, Action::PRESS_UP}, {Type::RIGHT, Action::PRESS_RIGHT}, {Type::DOWN, Action::PRESS_DOWN}, {Type::LEFT, Action::PRESS_LEFT}, {Type::SLIDER_RIGHT, Action::PRESS_SLIDER_RIGHT}, {Type::SLIDER_LEFT, Action::PRESS_SLIDER_LEFT} }; _buttons_to_released_actions= { {Type::UP, Action::RELEASE_UP}, {Type::RIGHT, Action::RELEASE_RIGHT}, {Type::DOWN, Action::RELEASE_DOWN}, {Type::LEFT, Action::RELEASE_LEFT}, {Type::SLIDER_RIGHT, Action::RELEASE_SLIDER_RIGHT}, {Type::SLIDER_LEFT, Action::RELEASE_SLIDER_LEFT} }; } ClassicGame::~ClassicGame() {} void ClassicGame::run() { _context.hold_manager = _hold_manager; _context.graphics_manager = _graphics_manager; auto beatmap = classic::createBeatmap("aa", _context); _music.openFromFile("METEOR.flac"); _music.setVolume(10); _music.play(); _timeline.setNotes(beatmap.notes, beatmap.visibility_offset); } void ClassicGame::input(PlayerInput&& inputdata) { inputdata.timestamp = _music.fetchOffset(); switch (inputdata.event.type) { default: return; break; case sf::Event::KeyPressed: { if (inputdata.event.key.code == sf::Keyboard::Space) { if (_music.isPaused()) { _music.play(); return; } else { _music.pause(); return; } } auto note_it = _timeline.getActiveNote(); if (!_timeline.isExpired(note_it)) { auto note = (*note_it); note->input(std::move(inputdata)); _slap.play(); } } break; case sf::Event::KeyReleased: { _hold_manager->checkRelease(inputdata.event.key.code); } break; } } void ClassicGame::update() { _timeline.update(_music.fetchOffset()); _timeline.fetchVisibleNotes(); } void ClassicGame::draw() const { _timeline.drawVisibleNotes(); }