#include "mockclassicnote.h" #include "graphics/classicgraphicsmanager.h" // Replace with interface by dependency injection #include "graphics/classicflyinganimationscenario.h" #include "graphics/classicdyinganimationscenario.h" // #include // A LOT OF CODE DUPLICATES game/arrowclassicnote, DO SOMETHING D:< MockClassicNote::MockClassicNote(MockArrowNoteInitializer&& init) : Note(init.initializer.perfect_offset), _state(State::NONE), _context(init.initializer.context) { _elements.resize(init.elements.size()); for (std::size_t i = 0; i < _elements.size(); ++i) { _elements[i].coordinates = init.elements[i].coordinates; _elements[i].type = init.elements[i].type; // Animations will be injected into note. _elements[i].animations[State::NONE] = nullptr; _elements[i].animations[State::FLYING] = std::make_shared(); _elements[i].animations[State::DYING] = std::make_shared(); _elements[i].animations[State::DEAD] = nullptr; } } bool MockClassicNote::isActive() const { return _state != State::DEAD && _state != State::NONE; } bool MockClassicNote::isInGame() const { return _state == State::FLYING || _state == State::DYING; } bool MockClassicNote::shouldRemove() const { return _state == State::DEAD; } void MockClassicNote::putToGame(const microsec &music_offset) { _state = State::FLYING; std::cout << "Put to game " << this << ": " << music_offset << '\n'; for (auto& element : _elements) { element.sprite = _context->graphics_manager->getSprite(element.type); element.sprite->setCoordinates(element.coordinates); element.sprite->setTrailCoordinates(Coordinates(0.f, 9.f)); element.animations[_state]->launch(element.sprite, music_offset, offset()); } } void MockClassicNote::update(const microsec &music_offset) { switch (_state) { default: return; break; case State::FLYING: if (music_offset > offset()) _state = State::DEAD; break; } for (auto& element : _elements) if (element.animations[_state]) element.animations[_state]->update(music_offset); } void MockClassicNote::draw() const { for (std::size_t i = 0; i < _elements.size(); ++i) { if (i >= 1) _context->graphics_manager->drawLine(_elements[i-1].sprite->trailCoordinates(), _elements[i].sprite->trailCoordinates()); _context->graphics_manager->draw(_elements[i].sprite); } }