project-kyoku/modes/classicmode/game/classicnote.h

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#pragma once
#include "core/note.h"
#include "core/precisionevaluator.h"
#include "classicactions.h"
#include <memory>
#include <array>
class ClassicSprite;
class ClassicGraphicsManager;
class ClassicAnimationScenario;
class ClassicNote : public Note
{
public:
enum class Grade
{
PERFECT,
GOOD,
BAD
};
enum State
{
NONE,
FLYING,
ACTIVE,
DYING,
DEAD
};
struct ClassicNoteInitializer
{
std::vector<microsec> intervals;
microsec perfect_offset;
bool hold;
struct Element
{
Type type;
Coordinates coordinates;
std::vector<Coordinates> falling_curve_interpolation;
std::array<sf::Keyboard::Key, 2> keys;
};
std::vector<Element> elements;
};
explicit ClassicNote(ClassicNoteInitializer&& init, const std::shared_ptr<ClassicGraphicsManager>& manager);
virtual ~ClassicNote() = default;
virtual bool isActive() const override;
virtual void update(const microsec &music_offset) override;
virtual void input(PlayerInput&& inputdata) override;
virtual void putToGame(const microsec &music_offset) override;
virtual bool isInGame() const override;
virtual bool shouldRemove() const override;
virtual void draw() const override;
bool isHold() const;
bool allElementsPressed() const;
bool isPressedAs(sf::Keyboard::Key key) const;
private:
struct NoteElement
{
std::shared_ptr<ClassicSprite> sprite;
std::array<std::shared_ptr<ClassicAnimationScenario>, 5> animations;
std::array<sf::Keyboard::Key, 2> keys;
Coordinates coordinates; // Each note may consist of several buttons.
Type type; // For example, ↑ → or ↓ → ←
// Note Element represents this idea.
bool pressed = false; // Each ending button in such sequence
sf::Keyboard::Key pressed_as; // is an element.
};
std::vector<NoteElement> _elements;
const PrecisionEvaluator<Grade> _evaluator;
const std::shared_ptr<ClassicGraphicsManager> _graphics_manager;
State _state;
bool _isHold;
};