#include "classicgame.h" #include "classictimeline.h" #include "classicnote.h" #include "classicmapcreator.h" #include "tools/music.h" #include ClassicGame::ClassicGame(std::unique_ptr&& manager, std::unique_ptr&& music) : _timeline(std::make_unique()), _graphics_manager(std::move(manager)), _music(std::move(music)), _is_paused(false) { _slap_buffer.loadFromFile("very-final-slap.wav"); _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() { ClassicMapCreator creator(_graphics_manager); auto beatmap = creator.createBeatmap("aa"); _music->openFromFile("METEOR.flac"); _music->setVolume(10); _music->play(); _timeline->run(std::move(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 (!_is_paused) { _is_paused = true; _music->pause(); return; } else { _is_paused = false; _music->play(); return; } } auto note_it = _timeline->getActiveNote(); if (!_timeline->isExpired(note_it)) { auto note = (*note_it); note->input(std::move(inputdata)); _slap.play(); if (note->isHold() && note->allElementsPressed()) // also check for Type { _notes_on_hold.emplace_back(note); std::cout << "HOLD initited by " << inputdata.event.key.code << '\n'; } } } break; case sf::Event::KeyReleased: { bool key_match = std::any_of(_notes_on_hold.begin(), _notes_on_hold.end(), [key=inputdata.event.key.code](const auto& note) { return note->isPressedAs(key); }); if (key_match) { _notes_on_hold.clear(); std::cout << "HOLD released by " << inputdata.event.key.code << '\n'; } } break; } } void ClassicGame::update() { _timeline->update(_music->fetchOffset()); _timeline->fetchVisibleNotes(); } void ClassicGame::draw() const { _timeline->drawVisibleNotes(); }