project-kyoku/application.cpp

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#include "application.h"
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#include <SFML/Graphics/Color.hpp>
#include <SFML/Window/Event.hpp>
#include "classicviewmanager.h"
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const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 60.f);
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Application::Application() :
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_game_window({1280, 720}, "Test"),
_debug(true)
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{
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_timeline = std::make_unique<Timeline>(std::make_unique<ClassicViewManager>());
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_font.loadFromFile("/usr/share/qtcreator/fonts/SourceCodePro-Regular.ttf");
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_grade.setFont(_font);
_grade.setPosition(160, 160);
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_grade.setFillColor(sf::Color(255, 0, 0));
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_grade.setCharacterSize(35);
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_grade.setString("NOT INIT");
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}
void Application::run()
{
std::string song_filename = "/home/naiji/METEOR.flac";
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_music.openFromFile(song_filename);
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_music.play();
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_music.setVolume(30);
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_game_window.display();
startGameLoop();
}
void Application::startGameLoop()
{
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sf::Clock timer;
sf::Time time_since_last_update = sf::Time::Zero;
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while (_game_window.isOpen())
{
input();
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time_since_last_update += timer.restart();
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bool isOneFramePassed = time_since_last_update >= TIME_PER_FRAME;
if (isOneFramePassed)
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{
time_since_last_update -= TIME_PER_FRAME;
update();
draw();
}
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}
}
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static void makeGradeString(const NoteGrade::Rating& rating, sf::Text& text)
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{
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switch (rating)
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{
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case (NoteGrade::Rating::BAD):
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text.setString("BAD");
text.setFillColor(sf::Color(255, 255, 255, 255));
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break;
case (NoteGrade::Rating::GREAT):
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text.setString("GREAT");
text.setFillColor(sf::Color(255, 255, 0, 255));
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break;
case (NoteGrade::Rating::WRONG):
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text.setString("WRONG");
text.setFillColor(sf::Color(120, 120, 120, 255));
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break;
case (NoteGrade::Rating::GOOD):
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text.setString("GOOD");
text.setFillColor(sf::Color(255, 100, 120, 255));
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break;
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}
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}
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void Application::input()
{
sf::Event event;
while (_game_window.pollEvent(event))
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{
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switch (event.type)
{
default:
break;
case (sf::Event::Closed):
_game_window.close();
break;
case (sf::Event::KeyPressed):
onKeyPressed(event.key.code);
break;
}
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}
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}
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static Note::Arrow keyToArrow(const sf::Keyboard::Key &key)
{
switch (key)
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{
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case sf::Keyboard::A:
case sf::Keyboard::Left:
case sf::Keyboard::Num4:
return Note::Arrow::LEFT;
case sf::Keyboard::W:
case sf::Keyboard::Up:
case sf::Keyboard::Num8:
return Note::Arrow::UP;
case sf::Keyboard::D:
case sf::Keyboard::Right:
case sf::Keyboard::Num6:
return Note::Arrow::RIGHT;
case sf::Keyboard::S:
case sf::Keyboard::Down:
case sf::Keyboard::Num2:
return Note::Arrow::DOWN;
default:
return Note::Arrow::NONE;
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}
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}
void Application::onKeyPressed(const sf::Keyboard::Key &key)
{
if (key == sf::Keyboard::D)
{
_debug.toggle();
return;
}
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onTap(keyToArrow(key));
}
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void Application::onTap(const Note::Arrow &arrow)
{
if (arrow == Note::Arrow::NONE)
return;
const auto music_offset = _music.getPlayingOffset().asMicroseconds();
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auto note = _timeline->fetchActiveNote(music_offset);
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if (note)
{
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auto tap_result = note->onTap(arrow, music_offset);
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makeGradeString(tap_result.rating, _grade);
_grade.setFillColor(sf::Color(255, 255, 255, 255));
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}
}
void Application::update()
{
const auto music_offset = _music.getPlayingOffset().asMicroseconds();
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_timeline->update(music_offset);
_debug.update(music_offset);
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if (_grade.getFillColor().a > 0) // TODO: Encapsulate
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{
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const auto alpha = _grade.getFillColor().a - 20;
_grade.setFillColor(sf::Color(255, 255, 255, alpha < 0 ? 0 : alpha));
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}
}
void Application::draw()
{
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_game_window.clear();
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_game_window.draw(*_timeline);
_game_window.draw(_debug);
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_game_window.draw(_grade);
_game_window.display();
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}