Implement states
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@ -14,6 +14,7 @@ public:
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virtual ~Note() = default;
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virtual bool isActive() const = 0;
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virtual bool isActive(const microsec& music_offset) const = 0;
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virtual void update(const microsec& music_offset) = 0;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
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@ -18,9 +18,14 @@ bool ClassicNote::isActive() const
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return _states.at(_current_state)->value() == ClassicNoteState::ACTIVE;
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}
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void ClassicNote::putToGame(const microsec &offset)
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bool ClassicNote::isActive(const microsec &music_offset) const
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{
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_appearance_time = offset; // To animation manager
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return _evaluator.isActive(music_offset);
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}
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void ClassicNote::putToGame(const microsec &music_offset)
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{
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_appearance_time = music_offset; // To animation manager
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_trail_path_percent = ((_perfect_offset - _appearance_time) * 0.01);
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_current_state = ClassicNoteState::FLYING;
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@ -32,76 +37,15 @@ bool ClassicNote::isExpired() const
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return _states.at(_current_state)->value() == ClassicNoteState::NONE;
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}
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static int getPt( float n1 , float n2 , float perc )
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{
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float diff = n2 - n1;
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return n1 + ( diff * perc );
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}
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void ClassicNote::update(const microsec& music_offset)
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{
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_states.at(_current_state)->update(this, music_offset);
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/*switch (_state) // States will be objects
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auto next_state = _states.at(_current_state)->update(this, music_offset);
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if (next_state != _current_state)
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{
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case State::DYING:
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_sprite->update();
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if (_sprite->isDead())
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setState(State::NONE);
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break;
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_current_state = next_state;
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_states.at(_current_state)->onEntering(this);
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case State::FLYING:
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{
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float i;
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auto update_time = music_offset - _appearance_time; // This all will be inside ::update
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i = update_time / _trail_path_percent * 0.01; // of an animation object
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float xa = getPt( _coordinates.x + 20. , _coordinates.x + 90. , i );
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float ya = getPt( _coordinates.y - 600. , _coordinates.y - 150. , i );
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float xb = getPt( _coordinates.x + 90. , _coordinates.x , i );
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float yb = getPt( _coordinates.y - 150. , _coordinates.y , i );
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_sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
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if (i >= 1)
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{
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_sprite->trailFade();
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}
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if (_evaluator.isActive(music_offset))
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setState(State::ACTIVE);
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break;
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}
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case State::ACTIVE:
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{
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float i;
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auto update_time = music_offset - _appearance_time; // This all will be inside ::update
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i = update_time / _trail_path_percent * 0.01; // of an animation object
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float xa = getPt( _coordinates.x + 20. , _coordinates.x + 90. , i );
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float ya = getPt( _coordinates.y - 600. , _coordinates.y - 150. , i );
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float xb = getPt( _coordinates.x + 90. , _coordinates.x , i );
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float yb = getPt( _coordinates.y - 150. , _coordinates.y , i );
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_sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
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if (i >= 1)
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{
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_sprite->trailFade();
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}
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if (!_evaluator.isActive(music_offset))
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setState(State::DYING);
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break;
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}
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default:
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break;
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} */
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}
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void ClassicNote::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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target.draw(*_sprite, states);
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}
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auto ClassicNote::input(ClassicInputType&& input_data) -> Grade
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@ -124,29 +68,6 @@ Action ClassicNote::action() const
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return _action;
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}
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/*void ClassicNote::setState(State next_state)
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{
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switch (next_state) // States will be objects
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{
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case State::DYING:
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_sprite->pulse();
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break;
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case State::FLYING:
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_sprite->setCoordinates(_coordinates.x, _coordinates.y, _coordinates.x + 20, _coordinates.y - 600);
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break;
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case State::NONE:
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_sprite->reset();
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break;
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default:
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break;
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}
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_state = next_state;
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} */
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std::shared_ptr<ClassicSprite> ClassicNote::sprite() const noexcept
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{
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return _sprite;
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@ -37,20 +37,22 @@ public:
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virtual ~ClassicNote() = default;
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virtual bool isActive() const override;
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virtual bool isActive(const microsec &music_offset) const override;
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virtual void update(const microsec &music_offset) override;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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virtual void putToGame(const microsec &offset) override;
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virtual void putToGame(const microsec &music_offset) override;
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virtual bool isExpired() const override;
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Grade input(ClassicInputType&& input_data);
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Action action() const;
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std::shared_ptr<ClassicSprite> sprite() const noexcept;
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void saveAppearanceTime(const microsec& offset);
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void saveAppearanceTime(const microsec& music_offset);
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void setSprite(const std::shared_ptr<ClassicSprite>& sprite) noexcept;
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const Coordinates& getCoordinates() const noexcept;
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const microsec& getApearanceTime() const { return _appearance_time; }
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const float& getOneTrailPercent() const { return _trail_path_percent; }
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private:
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const Coordinates _coordinates;
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const PrecisionEvaluator<Grade> _evaluator;
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@ -0,0 +1,45 @@
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#include "classicnoteactivestate.h"
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#include "../classicnote.h"
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#include "../classicsprite.h"
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auto ClassicNoteActiveState::value() const -> Value
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{
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return Value::ACTIVE;
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}
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auto ClassicNoteActiveState::update(const ClassicNote* note, const microsec& offset) -> Value
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{
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float i;
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auto update_time = offset - note->getApearanceTime(); // This all will be inside ::update
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i = update_time / note->getOneTrailPercent() * 0.01; // of an animation object
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const auto& coordinates = note->getCoordinates();
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const auto& sprite = note->sprite();
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float xa = getPt( coordinates.x + 20. , coordinates.x + 90. , i );
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float ya = getPt( coordinates.y - 600. , coordinates.y - 150. , i );
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float xb = getPt( coordinates.x + 90. , coordinates.x , i );
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float yb = getPt( coordinates.y - 150. , coordinates.y , i );
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sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
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if (i >= 1)
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{
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sprite->trailFade();
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}
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if (!note->isActive(offset))
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return Value::DYING;
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return value();
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}
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constexpr int ClassicNoteActiveState::getPt(float n1, float n2, float perc) const
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{
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float diff = n2 - n1;
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return n1 + (diff * perc);
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}
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void ClassicNoteActiveState::onEntering(const ClassicNote* note)
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{
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(void)note;
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}
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@ -0,0 +1,17 @@
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#ifndef CLASSICNOTEACTIVESTATE_H
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#define CLASSICNOTEACTIVESTATE_H
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#include "classicnotestate.h"
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class ClassicNoteActiveState : public ClassicNoteState
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{
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public:
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virtual Value value() const override;
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virtual Value update(const ClassicNote* note, const microsec& offset) override;
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virtual void onEntering(const ClassicNote* note) override;
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private:
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inline constexpr int getPt(float n1 , float n2 , float perc) const;
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};
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#endif // CLASSICNOTEACTIVESTATE_H
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@ -0,0 +1,26 @@
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#include "classicnotedyingstate.h"
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#include "../classicnote.h"
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#include "../classicsprite.h"
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auto ClassicNoteDyingState::value() const -> Value
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{
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return Value::DYING;
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}
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auto ClassicNoteDyingState::update(const ClassicNote* note, const microsec& offset) -> Value
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{
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(void) offset;
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const auto& sprite = note->sprite();
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sprite->update();
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if (sprite->isDead())
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return Value::NONE;
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return value();
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}
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void ClassicNoteDyingState::onEntering(const ClassicNote* note)
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{
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note->sprite()->pulse();
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}
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@ -0,0 +1,14 @@
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#ifndef CLASSICNOTEDYINGSTATE_H
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#define CLASSICNOTEDYINGSTATE_H
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#include "classicnotestate.h"
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class ClassicNoteDyingState : public ClassicNoteState
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{
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public:
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virtual Value value() const override;
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virtual Value update(const ClassicNote* note, const microsec& offset) override;
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virtual void onEntering(const ClassicNote* note) override;
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};
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#endif // CLASSICNOTEDYINGSTATE_H
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@ -0,0 +1,49 @@
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#include "classicnoteflyingstate.h"
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#include "../classicnote.h"
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#include "../classicsprite.h"
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auto ClassicNoteFlyingState::value() const -> Value
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{
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return Value::FLYING;
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}
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auto ClassicNoteFlyingState::update(const ClassicNote* note, const microsec& offset) -> Value
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{
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float i;
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auto update_time = offset - note->getApearanceTime(); // This all will be inside ::update
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i = update_time / note->getOneTrailPercent() * 0.01; // of an animation object
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const auto& coordinates = note->getCoordinates();
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const auto& sprite = note->sprite();
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float xa = getPt( coordinates.x + 20. , coordinates.x + 90. , i );
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float ya = getPt( coordinates.y - 600. , coordinates.y - 150. , i );
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float xb = getPt( coordinates.x + 90. , coordinates.x , i );
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float yb = getPt( coordinates.y - 150. , coordinates.y , i );
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sprite->update(getPt( xa , xb , i ), getPt( ya , yb , i ));
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if (i >= 1)
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{
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sprite->trailFade();
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}
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if (note->isActive(offset))
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return Value::ACTIVE;
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return value();
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}
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constexpr int ClassicNoteFlyingState::getPt(float n1, float n2, float perc) const
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{
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float diff = n2 - n1;
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return n1 + (diff * perc);
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}
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void ClassicNoteFlyingState::onEntering(const ClassicNote* note)
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{
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const auto& coordinates = note->getCoordinates();
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const auto& sprite = note->sprite();
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sprite->setCoordinates(coordinates.x, coordinates.y,
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coordinates.x + 20, coordinates.y - 600);
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}
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@ -0,0 +1,17 @@
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#ifndef CLASSICNOTEFLYINGSTATE_H
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#define CLASSICNOTEFLYINGSTATE_H
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#include "classicnotestate.h"
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class ClassicNoteFlyingState : public ClassicNoteState
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{
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public:
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virtual Value value() const override;
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virtual Value update(const ClassicNote* note, const microsec& offset) override;
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virtual void onEntering(const ClassicNote* note) override;
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private:
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inline constexpr int getPt(float n1 , float n2 , float perc) const;
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};
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#endif // CLASSICNOTEFLYINGSTATE_H
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@ -0,0 +1,20 @@
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#include "classicnotenonestate.h"
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#include "../classicnote.h"
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#include "../classicsprite.h"
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auto ClassicNoteNoneState::value() const -> Value
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{
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return Value::NONE;
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}
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auto ClassicNoteNoneState::update(const ClassicNote* note, const microsec& offset) -> Value
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{
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(void) offset;
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(void) note;
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}
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void ClassicNoteNoneState::onEntering(const ClassicNote* note)
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{
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note->sprite()->reset();
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}
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@ -0,0 +1,14 @@
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#ifndef CLASSICNOTENONESTATE_H
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#define CLASSICNOTENONESTATE_H
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#include "classicnotestate.h"
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class ClassicNoteNoneState : public ClassicNoteState
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{
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public:
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virtual Value value() const override;
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virtual Value update(const ClassicNote* note, const microsec& offset) override;
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virtual void onEntering(const ClassicNote* note) override;
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};
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#endif // CLASSICNOTENONESTATE_H
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@ -2,6 +2,7 @@
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#define CLASSICNOTESTATE_H
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#include <SFML/System/Clock.hpp>
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#include <memory>
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using microsec = sf::Int64;
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