/
play.go
370 lines (353 loc) · 9.42 KB
/
play.go
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package drum
import (
"fmt"
"io/fs"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hndada/gosu/audios"
"github.com/hndada/gosu/draws"
"github.com/hndada/gosu/format/osr"
"github.com/hndada/gosu/input"
"github.com/hndada/gosu/mode"
)
// Todo: support custom hitsound?
type ScenePlay struct {
Chart *Chart
mode.Timer
audios.MusicPlayer
input.KeyLogger
KeyActions [2]int
paused bool
*mode.Dynamic
speedScale float64
StagedNote *Note
StagedDot *Dot
StagedShake *Note
LastHitTimes [4]int64 // For judging big note.
StagedJudgment mode.Judgment // For judging big note.
StagedJudgmentTime int64
ShakeWaitingColor int
mode.Scorer
DrumSound [2][2][]byte
Background mode.BackgroundDrawer
Stage StageDrawer
Bar BarDrawer
Judgment JudgmentDrawer
Shake ShakeDrawer
Roll RollDrawer
Note NoteDrawer
Key KeyDrawer
Dancer DancerDrawer
Score mode.ScoreDrawer
Combo mode.ComboDrawer
Meter mode.MeterDrawer
}
// Todo: actual auto replay generator for gimmick charts
// Todo: support mods: show Piano's ScenePlay during Drum's ScenePlay
func NewScenePlay(fsys fs.FS, cname string, mods interface{}, rf *osr.Format) (s *ScenePlay, err error) {
s = new(ScenePlay)
s.Chart, err = LoadChart(fsys, cname)
if err != nil {
return
}
c := s.Chart
ebiten.SetWindowTitle(c.WindowTitle())
s.Timer = mode.NewTimer(c.Duration(), S.offset, TPS)
s.MusicPlayer, err = audios.NewMusicPlayer(fsys, c.MusicFilename)
if err != nil {
return
}
s.KeyLogger = input.NewKeyLogger(S.KeySettings[4][:])
if rf != nil {
s.KeyLogger.ReadPressed = NewReplayPlayer(rf, &s.Timer)
}
s.Dynamic = c.Dynamics[0]
s.speedScale = 1
s.SetSpeed()
s.Scorer = mode.NewScorer(c.ScoreFactors)
s.JudgmentCounts = make([]int, len(JudgmentCountKinds))
// s.FlowMarks = make([]float64, 0, c.Duration()/1000)
for _, n := range c.Notes {
s.MaxWeights[mode.Flow] += n.Weight()
}
s.MaxWeights[mode.Acc] = s.MaxWeights[mode.Flow]
for _, n := range c.Dots {
s.MaxWeights[mode.Extra] += n.Weight()
}
for _, n := range c.Shakes {
s.MaxWeights[mode.Extra] += n.Weight()
}
s.SetMaxScores()
if len(c.Notes) > 0 {
s.StagedNote = c.Notes[0]
}
if len(c.Dots) > 0 {
s.StagedDot = c.Dots[0]
}
if len(c.Shakes) > 0 {
s.StagedShake = c.Shakes[0]
}
skin := UserSkin
s.DrumSound = skin.DrumSound
s.Background = mode.BackgroundDrawer{
Sprite: mode.NewBackground(fsys, c.BackgroundFilename),
}
if !s.Background.Sprite.IsValid() {
s.Background.Sprite = skin.defaultBackground
}
s.Stage = StageDrawer{
Timer: draws.NewTimer(draws.ToTick(150, TPS), 0),
Highlight: false, //s.Highlight,
Field: skin.Field,
Hint: skin.Hint,
}
s.Bar = BarDrawer{
Time: s.Now,
Bars: c.Bars,
Sprite: skin.Bar,
}
s.Judgment = JudgmentDrawer{
Timer: draws.NewTimer(draws.ToTick(250, TPS), draws.ToTick(250, TPS)),
Animations: skin.Judgment,
}
s.Shake = ShakeDrawer{
Timer: draws.NewTimer(200, 0),
Time: s.Now,
Staged: s.StagedShake,
Shake: skin.Shake,
}
s.Roll = RollDrawer{
Time: s.Now,
Rolls: c.Rolls,
Dots: c.Dots,
Head: skin.Head,
Tail: skin.Tail,
Body: skin.Body,
DotSprite: skin.Dot,
}
period := int(60000 / ScaledBPM(s.BPM))
s.Note = NoteDrawer{
Timer: draws.NewTimer(0, period),
Time: s.Now,
Notes: c.Notes,
Rolls: c.Rolls,
Shakes: c.Shakes,
Note: skin.Note,
Overlay: skin.Overlay,
}
s.Key = KeyDrawer{
MaxCountdown: draws.ToTick(75, TPS),
Field: skin.KeyField,
Keys: skin.Key,
}
s.Dancer = DancerDrawer{
Timer: draws.NewTimer(0, period),
Time: s.Now,
Dancer: skin.Dancer,
Mode: DancerIdle,
ModeEndTime: s.Now,
}
s.Score = mode.NewScoreDrawer(skin.score[:])
s.Combo = mode.ComboDrawer{
Timer: draws.NewTimer(draws.ToTick(2000, TPS), 0),
DigitWidth: skin.Combo[0].W(),
DigitGap: S.ComboDigitGap,
Combo: 0,
Bounce: 1.25,
Sprites: skin.Combo,
}
s.Meter = mode.NewMeterDrawer(Judgments, JudgmentColors)
return s, nil
}
// Farther note has larger position. Tail's Position is always larger than Head's.
// Need to re-calculate positions when Speed has changed.
func (s *ScenePlay) SetSpeed() {
c := s.Chart
old := s.speedScale
new := S.SpeedScale
for _, dy := range c.Dynamics {
dy.Speed *= new / old
}
for _, b := range c.Bars {
b.Speed *= new / old
}
for _, ns := range [][]*Note{c.Notes, c.Rolls, c.Shakes} {
for _, n := range ns {
n.Speed *= new / old
}
}
for _, n := range c.Dots { // Not a Note type.
n.Speed *= new / old
}
s.speedScale = new
}
func (s *ScenePlay) PlayPause() {
if s.paused {
s.MusicPlayer.Play()
} else {
s.MusicPlayer.Pause()
}
s.paused = !s.paused
}
func (s *ScenePlay) Update() any {
if !s.paused {
defer s.Ticker()
}
if s.Now == 0+s.MusicOffset {
s.MusicPlayer.Play()
}
if vol := *S.musicVolume; S.MusicVolume != vol {
S.MusicVolume = vol
s.MusicPlayer.SetVolume(vol)
}
s.LastPressed = s.Pressed
s.Pressed = s.ReadPressed()
s.UpdateKeyActions()
var (
judgment mode.Judgment
big bool
)
if s.StagedJudgment.IsValid() {
n := s.StagedNote
j := s.StagedJudgment
jTime := s.StagedJudgmentTime
flush := false
if IsOtherColorHit(s.KeyActions, n.Color) { // s.KeyActions[n.Color] == Regular ||
flush = true
}
if td := jTime - s.Now; td < -MaxBigHitDuration {
flush = true
}
if td := n.Time - s.Now; td < -Miss.Window {
flush = true
}
if flush {
for _, key := range [][]int{{1, 2}, {0, 3}}[n.Color] {
s.LastHitTimes[key] = -mode.Wait
}
td := n.Time - jTime
s.MarkNote(n, j, false)
s.Meter.AddMark(int(td), 0)
judgment = j
big = false
s.StagedJudgment = mode.Judgment{}
}
}
if n := s.StagedNote; n != nil {
td := n.Time - s.Now // A negative value means late hit.
if j, b := VerdictNote(n, s.KeyActions, td); j.Window != 0 {
if n.Size == Big && !b {
s.StagedJudgment = j
s.StagedJudgmentTime = s.Now
} else {
s.MarkNote(n, j, b)
s.Meter.AddMark(int(td), 0)
judgment = j
big = b
if s.StagedJudgment.IsValid() {
s.StagedJudgment = mode.Judgment{}
}
}
}
}
if n := s.StagedDot; n != nil {
td := n.Time - s.Now
if marked := VerdictDot(n, s.KeyActions, td); marked != DotReady {
s.MarkDot(n, marked)
s.Meter.AddMark(int(td), 1)
}
}
func() {
n := s.StagedShake
if n == nil {
return
}
if t := n.Time - s.Now; t > 0 {
return
}
if t := n.Time + n.Duration - s.Now; t < 0 {
s.MarkShake(n, true)
return
}
waiting := s.ShakeWaitingColor
if next := VerdictShake(n, s.KeyActions, waiting); next != waiting {
s.MarkShake(n, false)
s.ShakeWaitingColor = next
}
}()
// Todo: apply effect volume change from changer
for color, size := range s.KeyActions {
if size == SizeNone {
continue
}
vol2 := s.Dynamic.Volume
p := audios.Context.NewPlayerFromBytes(s.DrumSound[color][size])
p.SetVolume((*S.volumeSound) * vol2)
p.Play()
}
if s.Now >= 0 {
s.Stage.Update(s.Highlight)
}
s.Bar.Update(s.Now)
s.Judgment.Update(judgment, big)
s.Shake.Update(s.Now, s.StagedShake)
s.Roll.Update(s.Now)
s.Note.Update(s.Now, s.BPM)
s.Key.Update(s.LastPressed, s.Pressed)
s.Dancer.Update(s.Now, s.BPM, s.Scorer.Combo, judgment.Is(Miss),
!judgment.Is(Miss) && judgment.IsValid(), s.Highlight)
s.Score.Update(s.Scores[mode.Total])
s.Combo.Update(s.Scorer.Combo)
s.Meter.Update()
// Changed speed should be applied after positions are calculated.
s.UpdateDynamic()
if s.speedScale != S.SpeedScale {
s.SetSpeed()
}
return nil
}
func (s ScenePlay) Finish() any {
s.MusicPlayer.Close()
return s.NewResult(s.Chart.MD5)
}
func (s ScenePlay) Speed() float64 { return s.Dynamic.Speed * s.speedScale }
func (s *ScenePlay) UpdateDynamic() {
s.Dynamic = s.Dynamic.FetchByTime(s.Now)
}
func (s ScenePlay) Draw(screen draws.Image) {
// screen.Fill(color.NRGBA{0, 255, 0, 255}) // Chroma-key
s.Background.Draw(screen)
s.Stage.Draw(screen)
s.Bar.Draw(screen)
s.Judgment.Draw(screen)
s.Shake.Draw(screen)
s.Roll.Draw(screen)
s.Note.Draw(screen)
s.Key.Draw(screen)
s.Dancer.Draw(screen)
s.Score.Draw(screen)
s.Combo.Draw(screen)
s.Meter.Draw(screen)
s.DebugPrint(screen)
}
func (s ScenePlay) DebugPrint(screen draws.Image) {
y := S.FieldPosition + S.FieldHeight/2
ebitenutil.DebugPrintAt(screen.Image, fmt.Sprintf(
// "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"+
"Press ESC to select a song.\nPress TAB to pause.\n\n"+
"FPS: %.2f\nTPS: %.2f\nTime: %.3fs/%.0fs\n\n"+
"Score: %.0f | %.0f \nFlow: %.0f/100\nCombo: %d\n\n"+
"Flow rate: %.2f%%\nAccuracy: %.2f%%\nExtra: %.2f%%\n"+
"Judgment counts: %v\nPartial counts: %v\nTick counts: %v\n\n"+
"Speed scale (PageUp/Down): %.0f (x%.2f)\n(Exposure time: %.fms)\n\n"+
"Music volume (Ctrl+ Left/Right): %.0f%%\nSound volume (Alt+ Left/Right): %.0f%%\n\n"+
"MusicOffset (Shift+ Left/Right): %dms\n",
ebiten.ActualFPS(), ebiten.ActualTPS(), float64(s.Now)/1000, float64(s.Chart.Duration())/1000,
s.Scores[mode.Total], s.ScoreBounds[mode.Total], s.Flow*100, s.Scorer.Combo,
s.Ratios[0]*100, s.Ratios[1]*100, s.Ratios[2]*100,
s.JudgmentCounts[:3], s.JudgmentCounts[3:5], s.JudgmentCounts[5:],
s.speedScale*100, s.speedScale/s.Dynamic.Speed, ExposureTime(s.Speed()),
*S.musicVolume*100, *S.volumeSound*100,
*S.offset), 0, int(y))
}
var DefaultSampleNames = [2][2]string{{"red", "red-big"}, {"blue", "blue-big"}}