[update] Added MusicPlayState and MusicPlayCancelState to SelectScene.

This commit is contained in:
falsycat 2019-10-14 00:00:00 +00:00
parent ccb7d79b67
commit 9cc07c0971

View File

@ -133,7 +133,10 @@ private abstract class AbstractSceneState {
enum CubeRotationSpeed = vec3(0, PI/500, 0);
enum CubeInterval = 0.005;
enum LoadingCubeRotationSpeed = vec3(0, PI/5, PI/10);
enum PlayingCubeRotationSpeed = vec3(PI/10, PI/70, PI/100);
enum PlayingCubeInterval = 0.04;
enum LoadingCubeRotationSpeed = vec3(0, PI/10, PI/10);
enum LoadingCubeInterval = 0.06;
enum TitleTextSize = 40;
@ -293,6 +296,7 @@ private class MusicWaitState : AbstractSceneState {
this(SelectScene owner, MusicAppearState music_appear_state) {
super(owner);
music_appear_state_ = music_appear_state;
music_play_state_ = new MusicPlayState(owner, this);
}
void Initialize(size_t music_index) {
@ -307,12 +311,11 @@ private class MusicWaitState : AbstractSceneState {
owner.title_scene_.Initialize();
return CreateResult(owner.title_scene_);
}
if (input.down) {
music.StopPlaying();
owner.load_scene_.Initialize(music);
return CreateResult(owner.load_scene_);
}
if (input.down) {
music_play_state_.Initialize(music);
return CreateResult(music_play_state_);
}
if (input.left && music_index_ != 0) {
music.StopPlaying();
music_appear_state_.Initialize(music_index_-1);
@ -338,6 +341,122 @@ private class MusicWaitState : AbstractSceneState {
}
MusicAppearState music_appear_state_;
MusicPlayState music_play_state_;
size_t music_index_;
}
///
private class MusicPlayState : AbstractSceneState {
public:
enum AnimeFrames = 120;
this(SelectScene owner, MusicWaitState music_wait_state) {
super(owner);
music_cancel_play_state_ =
new MusicCancelPlayState(owner, music_wait_state);
}
void Initialize(Music music) {
music_ = music;
anime_ = Animation(AnimeFrames);
cube_rota_speed_ease_ =
Easing!vec3(CubeRotationSpeed, PlayingCubeRotationSpeed);
cube_interval_ease_ =
Easing!float(CubeInterval, PlayingCubeInterval);
bg_inner_ease_ =
Easing!vec4(owner.lobby_.background.inner_color,
owner.lobby_.background.inner_color*2);
}
override UpdateResult Update(KeyInput input) {
const ratio = anime_.Update();
const cube_rota_speed = cube_rota_speed_ease_.Calculate(ratio);
const cube_interval_ = cube_interval_ease_ .Calculate(ratio);
with (owner.lobby_) {
cube_matrix.rotation += cube_rota_speed;
cube_interval = cube_interval_;
background.inner_color = bg_inner_ease_.Calculate(ratio);
}
if (!input.down) {
music_cancel_play_state_.Initialize(
music_, cube_rota_speed, cube_interval_);
return CreateResult(music_cancel_play_state_);
}
if (anime_.isFinished) {
music_.StopPlaying();
owner.load_scene_.Initialize(music_);
return CreateResult(owner.load_scene_);
}
return CreateResult(this);
}
override void Draw() {
const view = owner.lobby_.view.Create();
owner.description_text_.Draw(owner.lobby_.Projection, view);
owner.title_text_ .Draw(owner.lobby_.Projection, view);
}
private:
MusicCancelPlayState music_cancel_play_state_;
Music music_;
Animation anime_;
Easing!vec3 cube_rota_speed_ease_;
Easing!float cube_interval_ease_;
Easing!vec4 bg_inner_ease_;
}
///
private class MusicCancelPlayState : AbstractSceneState {
public:
enum AnimeFrames = 30;
this(SelectScene owner, MusicWaitState music_wait_state) {
super(owner);
music_wait_state_ = music_wait_state;
}
void Initialize(Music music, vec3 cube_rota_speed, float cube_interval) {
anime_ = Animation(AnimeFrames);
cube_rota_speed_ease_ =
Easing!vec3(cube_rota_speed, CubeRotationSpeed);
cube_interval_ease_ =
Easing!float(cube_interval, CubeInterval);
bg_inner_ease_ = Easing!vec4(
owner.lobby_.background.inner_color, music.preview.bg_inner_color);
}
override UpdateResult Update(KeyInput input) {
const ratio = anime_.Update();
with (owner.lobby_) {
cube_matrix.rotation += cube_rota_speed_ease_.Calculate(ratio);
cube_interval = cube_interval_ease_ .Calculate(ratio);
background.inner_color = bg_inner_ease_ .Calculate(ratio);
}
if (anime_.isFinished) {
return CreateResult(music_wait_state_);
}
return CreateResult(this);
}
override void Draw() {
const view = owner.lobby_.view.Create();
owner.description_text_.Draw(owner.lobby_.Projection, view);
owner.title_text_ .Draw(owner.lobby_.Projection, view);
}
private:
MusicWaitState music_wait_state_;
Animation anime_;
Easing!vec3 cube_rota_speed_ease_;
Easing!float cube_interval_ease_;
Easing!vec4 bg_inner_ease_;
}