[update] Renamed Song to Music.

This commit is contained in:
falsycat 2019-10-14 00:00:00 +00:00
parent e1745f1c2b
commit 0a18f7feae
10 changed files with 53 additions and 53 deletions

2
.bin/.gitignore vendored
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@ -1,5 +1,5 @@
*
!/*/
!/songs/*
!/music/*
!/.gitignore

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@ -9,9 +9,9 @@ import std.algorithm,
import sj.AbstractGame,
sj.FontSet,
sj.LobbyWorld,
sj.Music,
sj.ProgramSet,
sj.SelectScene,
sj.Song,
sj.TitleScene;
///
@ -21,9 +21,9 @@ class Game : AbstractGame {
this() {
const path = thisExePath.dirName;
const songs_dir = buildPath(path, "songs");
const songs_list = buildPath(songs_dir, "list.json").readText;
songs_ = Song.CreateFromJson(songs_list.parseJSON, songs_dir);
const music_dir = buildPath(path, "music");
const music_list = buildPath(music_dir, "list.json").readText;
music_list_ = Music.CreateFromJson(music_list.parseJSON, music_dir);
fonts_ = new FontSet;
programs_ = new ProgramSet;
@ -31,7 +31,7 @@ class Game : AbstractGame {
lobby_ = new LobbyWorld(programs_);
title_ = new TitleScene(lobby_, programs_);
select_ = new SelectScene(lobby_, programs_, fonts_, songs_);
select_ = new SelectScene(lobby_, programs_, fonts_, music_list_);
title_.SetupSceneDependency(select_);
select_.SetupSceneDependency(title_);
@ -49,11 +49,11 @@ class Game : AbstractGame {
fonts_.destroy();
programs_.destroy();
songs_.each!destroy();
music_list_.each!destroy();
}
private:
Song[] songs_;
Music[] music_list_;
FontSet fonts_;
ProgramSet programs_;

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@ -1,5 +1,5 @@
/// License: MIT
module sj.Song;
module sj.Music;
import std.array,
std.conv,
@ -16,7 +16,7 @@ import gl4d;
static import sjplayer;
///
class Song {
class Music {
public:
///
static struct PreviewConfig {
@ -31,12 +31,12 @@ class Song {
}
///
static Song[] CreateFromJson(in JSONValue json, string basepath) {
auto result = appender!(Song[]);
static Music[] CreateFromJson(in JSONValue json, string basepath) {
auto result = appender!(Music[]);
result.reserve(json.array.length);
foreach (item; json.array) {
result ~= new Song(item, basepath);
result ~= new Music(item, basepath);
}
return result[];
}

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@ -13,9 +13,9 @@ import gl4d;
import sj.FontSet,
sj.KeyInput,
sj.LobbyWorld,
sj.Music,
sj.ProgramSet,
sj.SceneInterface,
sj.Song,
sj.Text,
sj.TextProgram,
sj.TitleScene,
@ -27,9 +27,9 @@ import sj.FontSet,
class SelectScene : SceneInterface {
public:
///
this(LobbyWorld lobby, ProgramSet program, FontSet fonts, Song[] songs) {
this(LobbyWorld lobby, ProgramSet program, FontSet fonts, Music[] music_list) {
lobby_ = lobby;
songs_ = songs.dup;
music_list_ = music_list.dup;
text_ = new Text(program.Get!TextProgram);
fonts_ = fonts;
@ -95,7 +95,7 @@ class SelectScene : SceneInterface {
Text text_;
FontSet fonts_;
Song[] songs_;
Music[] music_list_;
sfSound* sound_;
SoundResources soundres_;
@ -146,7 +146,7 @@ private class FirstSetupState : AbstractSceneState {
public:
this(SelectScene owner) {
super(owner);
stage_appear_state_ = new SongAppearState(owner);
music_appear_state_ = new MusicAppearState(owner);
}
enum AnimeFrames = 30;
@ -175,14 +175,14 @@ private class FirstSetupState : AbstractSceneState {
}
if (anime_.isFinished) {
stage_appear_state_.Initialize(0);
return CreateResult(stage_appear_state_);
music_appear_state_.Initialize(0);
return CreateResult(music_appear_state_);
}
return CreateResult(this);
}
private:
SongAppearState stage_appear_state_;
MusicAppearState music_appear_state_;
Animation anime_;
@ -191,17 +191,17 @@ private class FirstSetupState : AbstractSceneState {
Easing!float cube_interval_ease_;
}
private class SongAppearState : AbstractSceneState {
private class MusicAppearState : AbstractSceneState {
public:
this(SelectScene owner) {
super(owner);
song_wait_state_ = new SongWaitState(owner, this);
music_wait_state_ = new MusicWaitState(owner, this);
}
enum AnimeFrames = 30;
void Initialize(size_t song_index) {
song_index_ = song_index;
void Initialize(size_t music_index) {
music_index_ = music_index;
anime_ = Animation(AnimeFrames);
@ -210,7 +210,7 @@ private class SongAppearState : AbstractSceneState {
LoadingCubeRotationSpeed, CubeRotationSpeed);
cube_interval_ease_ = Easing!float(LoadingCubeInterval, 0.005);
with (owner.songs_[song_index_].preview) {
with (owner.music_list_[music_index_].preview) {
bg_inner_ease_ = Easing!vec4(background.inner_color, bg_inner_color);
bg_outer_ease_ = Easing!vec4(background.outer_color, bg_outer_color);
}
@ -219,10 +219,10 @@ private class SongAppearState : AbstractSceneState {
sfSound_setBuffer(owner.sound_, owner.soundres_.spotlight);
sfSound_play(owner.sound_);
const song = owner.songs_[song_index_];
const music = owner.music_list_[music_index_];
with (owner.text_) {
const w = LoadGlyphs(vec2i(1024, 64),
song.name.to!dstring, vec2i(TitleTextSize, 0), owner.fonts_.gothic);
music.name.to!dstring, vec2i(TitleTextSize, 0), owner.fonts_.gothic);
matrix.scale = TitleTextScale;
matrix.translation = TitleTextTranslation + vec3(-w/2*matrix.scale.x, 0, 0);
}
@ -239,16 +239,16 @@ private class SongAppearState : AbstractSceneState {
}
if (anime_.isFinished) {
song_wait_state_.Initialize(song_index_);
return CreateResult(song_wait_state_);
music_wait_state_.Initialize(music_index_);
return CreateResult(music_wait_state_);
}
return CreateResult(this);
}
private:
SongWaitState song_wait_state_;
MusicWaitState music_wait_state_;
size_t song_index_;
size_t music_index_;
Animation anime_;
@ -258,18 +258,18 @@ private class SongAppearState : AbstractSceneState {
Easing!vec4 bg_inner_ease_;
Easing!vec4 bg_outer_ease_;
}
private class SongWaitState : AbstractSceneState {
private class MusicWaitState : AbstractSceneState {
public:
this(SelectScene owner, SongAppearState song_appear_state) {
this(SelectScene owner, MusicAppearState music_appear_state) {
super(owner);
song_appear_state_ = song_appear_state;
music_appear_state_ = music_appear_state;
}
void Initialize(size_t song_index) {
song_index_ = song_index;
void Initialize(size_t music_index) {
music_index_ = music_index;
auto song = owner.songs_[song_index_];
song.PlayForPreview();
auto music = owner.music_list_[music_index_];
music.PlayForPreview();
with (owner.text_) {
matrix.scale = TitleTextScale;
@ -281,30 +281,30 @@ private class SongWaitState : AbstractSceneState {
owner.lobby_.cube_matrix.rotation += CubeRotationSpeed;
if (input.up) {
song.StopPlaying();
music.StopPlaying();
owner.title_scene_.Initialize();
return CreateResult(owner.title_scene_);
}
if (input.left && song_index_ != 0) {
song.StopPlaying();
song_appear_state_.Initialize(song_index_-1);
return CreateResult(song_appear_state_);
if (input.left && music_index_ != 0) {
music.StopPlaying();
music_appear_state_.Initialize(music_index_-1);
return CreateResult(music_appear_state_);
}
if (input.right && song_index_+1 < owner.songs_.length) {
song.StopPlaying();
song_appear_state_.Initialize(song_index_+1);
return CreateResult(song_appear_state_);
if (input.right && music_index_+1 < owner.music_list_.length) {
music.StopPlaying();
music_appear_state_.Initialize(music_index_+1);
return CreateResult(music_appear_state_);
}
return CreateResult(this);
}
private:
@property Song song() {
return owner.songs_[song_index_];
@property Music music() {
return owner.music_list_[music_index_];
}
SongAppearState song_appear_state_;
MusicAppearState music_appear_state_;
size_t song_index_;
size_t music_index_;
}