Implement smoother animation and fullscreen
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cbe0fbb673
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89a80992cb
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@ -20,7 +20,7 @@ public:
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private:
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sf::RenderWindow _game_window;
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std::unique_ptr<Timeline> _timeline;
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std::unique_ptr<Game> _game;
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std::shared_ptr<Game> _game;
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void exec();
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};
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@ -5,6 +5,7 @@
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#include <type_traits>
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#include <vector>
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#include <cmath>
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#include <iostream>
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#include <SFML/System/Clock.hpp>
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@ -18,9 +19,8 @@ public:
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_offset(offset),
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_intervals(intervals)
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{
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microsec&& handling_offset = std::accumulate(intervals.begin(), intervals.end(), 0);
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_start_handling_offset = _offset - handling_offset;
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_end_handling_offset = _offset + handling_offset;
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_start_handling_offset = _offset - intervals.back();
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_end_handling_offset = _offset + intervals.back();
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}
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inline microsec offset() const noexcept
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@ -38,6 +38,8 @@ public:
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{
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microsec shift_from_perfect = std::abs(odds - offset());
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std::cout << "Shift " << ((odds > _offset) ? "late: " : "early: ") << shift_from_perfect << "\n";
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std::size_t raw_grade;
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for (raw_grade = 0; raw_grade < _intervals.size(); ++raw_grade)
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{
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@ -2,13 +2,21 @@
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#include "classicgame/classicgame.h"
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/ContextSettings.hpp>
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#include <iostream>
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#include <future>
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const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 60.f);
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const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 90.f);
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Application::Application() :
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_game_window({1280, 720}, "Test"),
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_game_window({1280, 720}, "Test", sf::Style::Fullscreen ),
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_game(std::make_unique<ClassicGame>())
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{}
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{
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_game_window.setFramerateLimit(60);
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_game_window.setKeyRepeatEnabled(false);
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_game_window.setMouseCursorGrabbed(false);
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_game_window.setVerticalSyncEnabled(true);
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}
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void Application::run()
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{
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@ -21,18 +29,21 @@ void Application::run()
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void Application::exec()
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{
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sf::Clock timer;
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sf::Clock game_timer;
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sf::Time time_since_last_update = sf::Time::Zero;
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while (_game_window.isOpen())
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{
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input();
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time_since_last_update += timer.restart();
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input();
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bool isOneFramePassed = time_since_last_update >= TIME_PER_FRAME;
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if (isOneFramePassed)
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{
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time_since_last_update -= TIME_PER_FRAME;
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game_timer.restart();
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update();
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draw();
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}
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@ -50,9 +61,15 @@ void Application::input()
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_game_window.close();
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break;
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default:
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case sf::Event::KeyPressed:
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case sf::Event::KeyReleased:
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if (event.key.code == sf::Keyboard::Escape)
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_game_window.close();
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_game->input(event);
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break;
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default:
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break;
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}
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}
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}
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@ -9,6 +9,10 @@ ClassicGame::ClassicGame() :
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_timeline(std::make_unique<ClassicTimeline>()),
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_graphics_manager(std::make_unique<ClassicGraphicsManager>())
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{
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_slap_buffer.loadFromFile("very-final-slap.wav");
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_slap.setBuffer(_slap_buffer);
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_slap.setVolume(50);
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_keys_to_buttons =
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{
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{sf::Keyboard::Up, Button::UP}, // Load from settings
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@ -86,6 +90,7 @@ void ClassicGame::input(const sf::Event& event)
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if (!_timeline->isExpired(note))
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{
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(*note)->input(ClassicInputType(timestamp, new_action));
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_slap.play();
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}
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}
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@ -6,6 +6,8 @@
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#include "game.h"
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#include "classicactions.h"
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#include "spritecontainer.h"
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#include <SFML/Audio/SoundBuffer.hpp>
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#include <SFML/Audio/Sound.hpp>
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class ClassicTimeline;
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class ClassicSprite;
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@ -33,6 +35,8 @@ private:
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std::unique_ptr<ClassicTimeline> _timeline;
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std::unique_ptr<ClassicGraphicsManager> _graphics_manager;
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sf::SoundBuffer _slap_buffer;
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sf::Sound _slap;
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};
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#endif // CLASSICGAME_H
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@ -10,7 +10,8 @@ ClassicNote::ClassicNote(const std::vector<microsec>& intervals, microsec perfec
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_evaluator(intervals, _perfect_offset),
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_action(action),
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_state(State::NONE),
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_appearance_time(0)
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_appearance_time(0),
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_last_offset(0)
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{}
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bool ClassicNote::isActive(const microsec& music_offset) const
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@ -18,9 +19,9 @@ bool ClassicNote::isActive(const microsec& music_offset) const
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return _evaluator.isActive(music_offset);
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}
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static int getPt( int n1 , int n2 , float perc )
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static int getPt( float n1 , float n2 , float perc )
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{
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int diff = n2 - n1;
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float diff = n2 - n1;
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return n1 + ( diff * perc );
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}
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@ -36,16 +37,29 @@ void ClassicNote::update(const microsec& music_offset)
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break;
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case State::FLYING:
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{
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float i;
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if (music_offset != _last_offset)
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{
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auto update_time = music_offset - _appearance_time; // This all will be inside ::update
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auto i = update_time / _trail_path_percent / 100; // of an animation object
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i = update_time / _trail_path_percent * 0.01; // of an animation object
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}
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else
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{
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auto update_time = music_offset + 10000 - _appearance_time;
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i = update_time / _trail_path_percent * 0.01;
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}
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int xa = getPt( 720./2. , 1280./2. , i );
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int ya = getPt( 0 , 720./2. , i );
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int xb = getPt( 1280./2. , _coordinates.x , i );
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int yb = getPt( 720./2. , _coordinates.y , i );
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_last_offset = music_offset;
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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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_sprite->trailFade();
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break;
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}
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@ -92,7 +106,7 @@ void ClassicNote::setState(State next_state)
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break;
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case State::FLYING:
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_sprite->setCoordinates(_coordinates.x, _coordinates.y, 720/2, 50);
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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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@ -66,5 +66,6 @@ private:
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std::shared_ptr<ClassicSprite> _sprite;
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microsec _appearance_time;
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microsec _last_offset;
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float _trail_path_percent; //100% for sprite falling trajectory
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};
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@ -26,6 +26,7 @@ void ClassicSprite::reset()
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_shape = _prototype;
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_trail = _prototype;
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_trail_fade = false;
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}
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void ClassicSprite::setCoordinates(float x, float y, float trail_x, float trail_y) noexcept
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@ -38,6 +39,19 @@ void ClassicSprite::setCoordinates(float x, float y, float trail_x, float trail_
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void ClassicSprite::update(float trail_x, float trail_y) noexcept
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{
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_trail.setPosition(trail_x, trail_y);
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if (_trail_fade)
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{
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auto fill_color = _trail.getFillColor();
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if (fill_color.a == 0)
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return;
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auto new_alpha = fill_color.a - 35;
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fill_color.a = new_alpha < 0 ? 0 : new_alpha;
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_trail.setFillColor(fill_color);
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}
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}
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void ClassicSprite::update() noexcept
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@ -76,6 +90,11 @@ void ClassicSprite::fade()
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_shape.setFillColor(fill_color);
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}
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void ClassicSprite::trailFade()
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{
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_trail_fade = true;
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}
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bool ClassicSprite::isDead() const
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{
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return _grade_text.getFillColor().a == 0
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@ -17,6 +17,7 @@ public:
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void pulse();
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void fade();
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void trailFade();
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bool isDead() const;
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private:
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@ -26,4 +27,6 @@ private:
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sf::RectangleShape _trail;
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sf::Text _grade_text;
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sf::Font _font;
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bool _trail_fade = false;
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};
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@ -23,27 +23,26 @@ ClassicTimeline::ClassicTimeline()
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microsec starting_beat_offset = 352162;
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int amount_of_beats = 209;
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microsec interval = 1412162;
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microsec note_input_offset = 412162;
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microsec tempo_interval = interval / 4;
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microsec note_input_offset = 412162 / 3;
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microsec bpm_iterator = starting_beat_offset;
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microsec bpm_end = starting_beat_offset + (interval * amount_of_beats);
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_visibility_offset = note_input_offset * 8;
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_visibility_offset = note_input_offset * 12;
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_timeline.emplace_back(new ClassicNote({note_input_offset}, bpm_iterator, Action::PRESS_DOWN, {90, 90}));
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bpm_iterator += interval;
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_input_intervals = {note_input_offset / 3, note_input_offset / 3 * 2, note_input_offset};
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_timeline.emplace_back(new ClassicNote({note_input_offset}, bpm_iterator, Action::PRESS_LEFT, {190, 90}));
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bpm_iterator += interval;
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_timeline.emplace_back(new ClassicNote({note_input_offset}, bpm_iterator, Action::PRESS_LEFT, {290, 90}));
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bpm_iterator += interval;
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bpm_iterator += tempo_interval;
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float x = 90.;
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while (bpm_iterator < bpm_end)
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{
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_timeline.emplace_back(new ClassicNote({note_input_offset}, bpm_iterator, Action::PRESS_UP, {x, 390.}));
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bpm_iterator += interval;
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_timeline.emplace_back(new ClassicNote(_input_intervals, bpm_iterator, Action::PRESS_UP, {x, 390.}));
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bpm_iterator += tempo_interval;
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x += 70;
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if (x >= 1200)
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x = 90.;
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}
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expire(_first_visible_note);
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@ -28,16 +28,12 @@ public:
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Iterator getActiveNote() noexcept;
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bool isExpired(const Iterator& iterator) const;
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void expire(Iterator& iterator);
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inline bool isExpired(const Iterator& iterator) const;
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inline void expire(Iterator& iterator);
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private:
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std::vector<microsec> _input_intervals;
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std::vector<ClassicNote*> _timeline;
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Iterator _top_note;
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Iterator _active_note;
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Iterator _last_visible_note;
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Iterator _first_visible_note;
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microsec _visibility_offset;
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sf::Music _music;
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@ -46,7 +42,7 @@ private:
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void checkCurrentActiveNote(const microsec& music_offset);
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void checkForNextActiveNote(const microsec& music_offset);
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bool isVisiblyClose(const Iterator& iterator, const microsec& music_offset) const;
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bool nothingToDraw() const noexcept;
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inline bool nothingToDraw() const noexcept;
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/* Difference between top and active note is that
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* top note is the note handling input right now
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@ -61,4 +57,9 @@ private:
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* An active note is always top note but a top note
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* is not always active note.
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* */
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Iterator _top_note;
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Iterator _active_note;
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Iterator _last_visible_note;
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Iterator _first_visible_note;
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};
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