project-kyoku/modes/classicmode/editor/mockclassicnote.cpp

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#include "mockclassicnote.h"
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#include "game/classicgraphicsmanager.h"
// Replace with interface by dependency injection
#include "graphics/classicflyinganimationscenario.h"
#include "graphics/classicdyinganimationscenario.h"
//
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#include <iostream>
// A LOT OF CODE DUPLICATES game/arrowclassicnote, DO SOMETHING D:<
MockClassicNote::MockClassicNote(MockArrowNoteInitializer&& init) :
Note(init.initializer.perfect_offset),
_state(State::NONE),
_context(init.initializer.context)
{
_elements.resize(init.elements.size());
for (std::size_t i = 0; i < _elements.size(); ++i)
{
_elements[i].coordinates = init.elements[i].coordinates;
_elements[i].type = init.elements[i].type;
}
}
bool MockClassicNote::isActive(const microsec& offset) const
{
return offset == Note::offset();
}
bool MockClassicNote::isInGame() const
{
return _state == State::FLYING
|| _state == State::DYING;
}
bool MockClassicNote::shouldRemove() const
{
return _state == State::DEAD
|| _state == State::NONE;
}
void MockClassicNote::putToGame(const microsec &music_offset)
{
_state = State::FLYING; (void)music_offset;
}
void MockClassicNote::update(const microsec &music_offset)
{
switch (_state)
{
default: return;
break;
case State::FLYING:
if (music_offset > offset())
_state = State::DEAD;
break;
}
for (auto& element : _elements)
if (element.animations[_state])
element.animations[_state]->update(music_offset);
}