Encapsulate timeline and implement logic on it
This commit is contained in:
parent
47277ee754
commit
367316b327
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@ -1,4 +1,5 @@
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#include "application.h"
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#include "application.h"
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#include "note.h"
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Event.hpp>
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@ -17,27 +18,7 @@ Application::Application() :
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void Application::run()
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void Application::run()
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{
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{
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// BPM of METEOR is 170.
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// Length is 1:14
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// I calculated that the time between beats is about 1412162 microseconds
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std::string song_filename = "/home/naiji/METEOR.flac";
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std::string song_filename = "/home/naiji/METEOR.flac";
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microsec starting_beat_offset = 372162;
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int amount_of_beats = 209;
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microsec time_between_beats = 1412162;
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microsec note_input_offset = 412162;
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sf::Int64 iter = starting_beat_offset + (time_between_beats * amount_of_beats);
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Note::setPrecisionQualifier(note_input_offset / 2);
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while (iter > 0)
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{
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Note note(iter, note_input_offset);
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_timeline.push(note);
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iter -= time_between_beats;
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}
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// // // // // // // //
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_music.openFromFile(song_filename);
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_music.openFromFile(song_filename);
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_music.play();
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_music.play();
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@ -163,48 +144,31 @@ void Application::onKeyPressed(const sf::Keyboard::Key &key)
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const auto arrow = keyToArrow(key);
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const auto arrow = keyToArrow(key);
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if (arrow != Note::Arrow::NONE)
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if (arrow != Note::Arrow::NONE)
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{
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{ // TODO: SHIT BLOCK.
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_debug.spawnGreenPulse();
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_debug.spawnGreenPulse();
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const auto note = _timeline.getActiveNote();
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if (!_timeline.empty())
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if (note)
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{
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{
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const auto current_note = _timeline.top();
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// This is obscure. Active note on timeline gets received by last ::update() call.
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const auto grade_result = current_note.onTap(arrow, _music.getPlayingOffset().asMicroseconds());
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// there can be 100-200 microseconds delay between onKeyPressed and update...
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_grade = makeGradeString(grade_result.rating);
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// Also the problem is that we get music offset by CURRENT music time,
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// when active note is activated by music time of last ::update call
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// anyway gotta think on it, smh smh smh
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const auto music_offset = _music.getPlayingOffset().asMicroseconds();
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const auto tap_result = note->onTap(arrow, music_offset);
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_grade = makeGradeString(tap_result.rating);
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}
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}
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}
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}
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}
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}
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void Application::update()
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void Application::update()
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{
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{
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const auto microseconds = _music.getPlayingOffset().asMicroseconds();
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const auto music_offset = _music.getPlayingOffset().asMicroseconds();
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// To Do: Here we notice when next note becomes active and ready for user input.
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_timeline.update(music_offset);
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// Here I explicitly calculate its birth time for now.
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_debug.update(music_offset);
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if (!_timeline.empty() && _timeline.top().offset() - 412162 <= microseconds)
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{
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_debug.spawnBluePulse();
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}
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// To do: Actual note offset should pulse only once and the note shouldn't die right after it,
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if (_grade.getFillColor().a > 0) // TODO: Encapsulate
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// because there is also "after pulse" offset, like, you know, player can be a little late
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if (!_timeline.empty() && _timeline.top().offset() <= microseconds)
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{
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_timeline.pop();
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_debug.spawnRedPulse();
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}
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// To do: Here should be the end of "after pulse" time. When user fucked up all the time and the
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// note dies with "Missed" grade.
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//
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// if ( . . . _timeline.top().offset() + 412162 <= microseconds)
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// {
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//
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// }
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_debug.update(microseconds);
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if (_grade.getFillColor().a > 0)
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{
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{
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const auto alpha = _grade.getFillColor().a - 20;
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const auto alpha = _grade.getFillColor().a - 20;
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_grade.setFillColor(sf::Color(255, 255, 255, alpha < 0 ? 0 : alpha));
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_grade.setFillColor(sf::Color(255, 255, 255, alpha < 0 ? 0 : alpha));
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@ -215,7 +179,7 @@ void Application::update()
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void Application::draw()
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void Application::draw()
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{
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{
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_game_window.clear();
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_game_window.clear();
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_debug.drawOn(_game_window);
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_game_window.draw(_debug);
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_game_window.draw(_grade);
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_game_window.draw(_grade);
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_game_window.display();
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_game_window.display();
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}
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}
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@ -5,10 +5,8 @@
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <stack>
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#include "debughelper.h"
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#include "debughelper.h"
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#include "note.h"
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#include "timeline.h"
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class Application
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class Application
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{
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{
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@ -23,12 +21,10 @@ private:
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sf::RenderWindow _game_window;
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sf::RenderWindow _game_window;
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sf::Music _music;
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sf::Music _music;
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std::stack<Note> _timeline;
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sf::Int64 _time_since_last_tick;
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sf::Int64 _last_stamp;
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sf::Font _font;
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sf::Font _font;
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sf::Text _grade;
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sf::Text _grade;
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Timeline _timeline;
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DebugHelper _debug;
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DebugHelper _debug;
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void startGameLoop();
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void startGameLoop();
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@ -28,14 +28,14 @@ void DebugHelper::update(const microsec µseconds)
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_blue_pulse.fade();
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_blue_pulse.fade();
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}
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}
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void DebugHelper::drawOn(sf::RenderWindow &game_window) const
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void DebugHelper::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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{
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if (_toggled)
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if (_toggled)
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{
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{
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_red_pulse.drawOn(game_window);
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target.draw(_green_pulse, states);
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_green_pulse.drawOn(game_window);
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target.draw(_red_pulse, states);
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_blue_pulse.drawOn(game_window);
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target.draw(_blue_pulse, states);
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game_window.draw(_time_print);
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target.draw(_time_print, states);
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}
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}
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}
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}
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@ -83,7 +83,7 @@ void DebugHelper::Pulse::fade()
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_pulse_shape.setFillColor(fill_color);
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_pulse_shape.setFillColor(fill_color);
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}
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}
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void DebugHelper::Pulse::drawOn(sf::RenderWindow &game_window) const
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void DebugHelper::Pulse::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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{
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game_window.draw(_pulse_shape);
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target.draw(_pulse_shape, states);
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}
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}
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@ -8,14 +8,14 @@
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using microsec = sf::Int64;
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using microsec = sf::Int64;
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class DebugHelper
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class DebugHelper : public sf::Drawable
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{
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{
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public:
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public:
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DebugHelper(bool init = true);
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DebugHelper(bool init = true);
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void toggle();
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void toggle();
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void update(const microsec& microseconds);
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void update(const microsec& microseconds);
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void drawOn(sf::RenderWindow &game_window) const;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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void spawnGreenPulse();
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void spawnGreenPulse();
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void spawnRedPulse();
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void spawnRedPulse();
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@ -26,14 +26,14 @@ private:
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sf::Font _font;
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sf::Font _font;
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sf::Text _time_print;
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sf::Text _time_print;
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class Pulse
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class Pulse : public sf::Drawable
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{
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{
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public:
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public:
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Pulse(sf::Vector2f position, sf::Color fill_color);
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Pulse(sf::Vector2f position, sf::Color fill_color);
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void appear();
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void appear();
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void fade();
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void fade();
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void drawOn(sf::RenderWindow &game_window) const;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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private:
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private:
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sf::RectangleShape _pulse_shape;
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sf::RectangleShape _pulse_shape;
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6
note.cpp
6
note.cpp
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@ -2,8 +2,8 @@
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#include <cmath>
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#include <cmath>
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Note::Note(microsec offset, microsec life_span_offset, Note::Arrow type) :
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Note::Note(microsec offset, microsec life_span_offset, Note::Arrow type) :
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_offset(offset),
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_offset(offset), // TODO: Move to struct NoteData
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_start_handling_offset(_offset + life_span_offset),
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_start_handling_offset(_offset + life_span_offset), // so Note::Note(NoteData&& data) : . . .
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_end_handling_offset(_offset - life_span_offset),
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_end_handling_offset(_offset - life_span_offset),
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_type(type)
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_type(type)
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{}
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{}
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@ -50,7 +50,7 @@ bool Note::isActive(microsec music_play_offset) const noexcept
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&& music_play_offset < _end_handling_offset;
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&& music_play_offset < _end_handling_offset;
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}
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}
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void Note::setPrecisionQualifier(microsec qualifier)
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void Note::resetPrecisionQualifier(microsec qualifier)
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{
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{
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_precision_qualifier = qualifier;
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_precision_qualifier = qualifier;
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}
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}
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2
note.h
2
note.h
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NoteGrade onTap(Arrow arrow_type, microsec tap_time_stamp) const;
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NoteGrade onTap(Arrow arrow_type, microsec tap_time_stamp) const;
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bool isActive(microsec music_play_offset) const noexcept;
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bool isActive(microsec music_play_offset) const noexcept;
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static void setPrecisionQualifier(microsec qualifier);
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static void resetPrecisionQualifier(microsec qualifier = 500000);
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private:
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private:
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coordinates _position;
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coordinates _position;
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@ -0,0 +1,66 @@
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#include "timeline.h"
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#include "note.h"
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Timeline::Timeline()
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{
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// BPM of METEOR is 170.
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// Length is 1:14
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// I calculated that the time between beats is about 1412162 microseconds
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microsec starting_beat_offset = 372162;
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int amount_of_beats = 209;
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microsec time_between_beats = 1412162;
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microsec note_input_offset = 412162;
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microsec interval = starting_beat_offset + (time_between_beats * amount_of_beats);
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Note::resetPrecisionQualifier(note_input_offset / 2);
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while (interval > 0)
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{
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_timeline.emplace_back(new Note(interval, note_input_offset));
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interval -= time_between_beats;
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}
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_active_note = nullptr;
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_top_note = _timeline.begin();
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}
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Timeline::~Timeline()
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{
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for (auto note : _timeline)
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delete note;
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_timeline.clear();
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_top_note = _timeline.end();
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_active_note = nullptr;
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Note::resetPrecisionQualifier();
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}
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void Timeline::update(const microsec µseconds)
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{
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checkCurrentActiveNote(microseconds);
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checkForNextActiveNote(microseconds);
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}
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void Timeline::checkCurrentActiveNote(const microsec µseconds)
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{
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if (_active_note && !_active_note->isActive(microseconds))
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{
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_active_note = nullptr;
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++_top_note;
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}
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}
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void Timeline::checkForNextActiveNote(const microsec µseconds)
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{
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if (!_active_note && (*_top_note)->isActive(microseconds))
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{
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_active_note = *_top_note;
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}
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}
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const Note* Timeline::getActiveNote() const noexcept
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{
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return _active_note;
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}
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@ -0,0 +1,44 @@
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#ifndef TIMELINE_H
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#define TIMELINE_H
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#include <SFML/Config.hpp>
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#include <vector>
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#include <memory>
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using microsec = sf::Int64;
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class Note;
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class Timeline
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{
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public:
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explicit Timeline();
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~Timeline();
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void update(const microsec& microseconds);
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const Note* getActiveNote() const noexcept;
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private:
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std::vector<Note*> _timeline;
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std::vector<Note*>::iterator _top_note;
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Note* _active_note;
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void checkCurrentActiveNote(const microsec µseconds);
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void checkForNextActiveNote(const microsec µseconds);
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/* Difference between top and active note is that
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* top note is the note handling input right now
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* OR it's the closest note from current music offset
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* position, not necessarily active. A note stops being top only
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* after dying or being tapped by player, even if it's already
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* past her perfect offset.
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*
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* Meanwhile active note is the note which is currently handling
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* player input for grade.
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*
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* An active note is always top note but a top note
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* is not always active note.
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* */
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};
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#endif // TIMELINE_H
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