project-kyoku/modes/classicmode/game/classicgame.cpp

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#include "classicgame.h"
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#include "classicnote.h"
#include "classicmapcreator.h"
#include "tools/music.h"
ClassicGame::ClassicGame(std::shared_ptr<ClassicGraphicsManager>&& manager, std::unique_ptr<Music>&& music) :
_graphics_manager(std::move(manager)),
_music(std::move(music)),
_is_paused(false)
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{
_slap_buffer.loadFromFile("very-final-slap.wav");
_slap.setBuffer(_slap_buffer);
_slap.setVolume(50);
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_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}
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};
_buttons_to_pressed_actions=
{
{Type::UP, Action::PRESS_UP},
{Type::RIGHT, Action::PRESS_RIGHT},
{Type::DOWN, Action::PRESS_DOWN},
{Type::LEFT, Action::PRESS_LEFT},
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{Type::SLIDER_RIGHT, Action::PRESS_SLIDER_RIGHT},
{Type::SLIDER_LEFT, Action::PRESS_SLIDER_LEFT}
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};
_buttons_to_released_actions=
{
{Type::UP, Action::RELEASE_UP},
{Type::RIGHT, Action::RELEASE_RIGHT},
{Type::DOWN, Action::RELEASE_DOWN},
{Type::LEFT, Action::RELEASE_LEFT},
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{Type::SLIDER_RIGHT, Action::RELEASE_SLIDER_RIGHT},
{Type::SLIDER_LEFT, Action::RELEASE_SLIDER_LEFT}
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};
}
ClassicGame::~ClassicGame()
{}
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void ClassicGame::run()
{
ClassicMapCreator creator(_graphics_manager);
auto beatmap = creator.createBeatmap("aa");
_music->openFromFile("METEOR.flac");
_music->setVolume(10);
_music->play();
_timeline.setNotes(beatmap.notes, beatmap.visibility_offset);
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}
void ClassicGame::input(PlayerInput&& inputdata)
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{
inputdata.timestamp = _music->fetchOffset();
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switch (inputdata.event.type)
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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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{
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();
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if (!_timeline.isExpired(note_it))
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{
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auto note = (*note_it);
note->input(std::move(inputdata));
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_slap.play();
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/*if (note->isHold() && note->allElementsPressed()) // also check for Type
{
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_notes_on_hold.emplace_back(note);
std::cout << "HOLD initited by " << inputdata.event.key.code << '\n';
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}*/
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}
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}
break;
case sf::Event::KeyReleased:
{
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/*bool key_match = std::any_of(_notes_on_hold.begin(), _notes_on_hold.end(),
[key=inputdata.event.key.code](const auto& note)
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{
return note->isPressedAs(key);
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});
if (key_match)
{
_notes_on_hold.clear();
std::cout << "HOLD released by " << inputdata.event.key.code << '\n';
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}*/
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}
break;
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}
}
void ClassicGame::update()
{
_timeline.update(_music->fetchOffset());
_timeline.fetchVisibleNotes();
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}
void ClassicGame::draw() const
{
_timeline.drawVisibleNotes();
}