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