[update] Updated the debug mode to load music fast.
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parent
210c25e695
commit
1c9aa9340d
@ -5,7 +5,8 @@ import std.algorithm,
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std.exception,
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std.exception,
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std.file,
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std.file,
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std.json,
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std.json,
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std.path;
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std.path,
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std.typecons;
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import gl4d;
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import gl4d;
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@ -60,7 +61,9 @@ class Game : AbstractGame {
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if (args.debug_music_index >= 0) {
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if (args.debug_music_index >= 0) {
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enforce(args.debug_music_index < music_list.length);
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enforce(args.debug_music_index < music_list.length);
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load_.Initialize(
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load_.Initialize(
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music_list_[args.debug_music_index], args.debug_music_offset_beat);
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music_list_[args.debug_music_index],
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args.debug_music_offset_beat,
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Yes.FastLoad);
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super(load_);
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super(load_);
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} else {
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} else {
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@ -1,7 +1,8 @@
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/// License: MIT
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/// License: MIT
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module sj.LoadingScene;
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module sj.LoadingScene;
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import std.math;
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import std.math,
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std.typecons;
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import gl4d;
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import gl4d;
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@ -25,6 +26,8 @@ class LoadingScene : SceneInterface {
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///
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///
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enum AnimeFrames = 300;
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enum AnimeFrames = 300;
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///
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///
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enum FastLoadAnimeFrames = 30;
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///
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enum CubeRotationSpeed = vec3(PI/200, PI/20, PI/200);
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enum CubeRotationSpeed = vec3(PI/200, PI/20, PI/200);
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///
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///
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enum LoadingTextScale = vec3(-0.1, 0.1, 0.1);
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enum LoadingTextScale = vec3(-0.1, 0.1, 0.1);
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@ -63,11 +66,11 @@ class LoadingScene : SceneInterface {
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}
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}
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///
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///
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void Initialize(Music music, float offset_beat) {
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void Initialize(Music music, float offset_beat, Flag!"FastLoad" fastload) {
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music_ = music;
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music_ = music;
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offset_beat_ = offset_beat;
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offset_beat_ = offset_beat;
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anime_ = Animation(AnimeFrames);
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anime_ = Animation(fastload? FastLoadAnimeFrames: AnimeFrames);
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with (lobby_) {
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with (lobby_) {
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bg_inner_ease_ = Easing!vec4(
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bg_inner_ease_ = Easing!vec4(
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@ -4,6 +4,7 @@ module sj.SelectScene;
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import std.conv,
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import std.conv,
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std.math,
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std.math,
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std.random,
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std.random,
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std.typecons,
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std.variant;
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std.variant;
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import derelict.sfml2.audio;
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import derelict.sfml2.audio;
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@ -383,7 +384,7 @@ private class MusicPlayState : AbstractSceneState {
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if (anime_.isFinished) {
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if (anime_.isFinished) {
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music_.StopPlaying();
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music_.StopPlaying();
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owner.load_scene_.Initialize(music_, 0);
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owner.load_scene_.Initialize(music_, 0, No.FastLoad);
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return CreateResult(owner.load_scene_);
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return CreateResult(owner.load_scene_);
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}
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}
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return CreateResult(this);
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return CreateResult(this);
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