[update] Implemented playing preview song at SelectScene.

This commit is contained in:
falsycat 2019-10-13 00:00:00 +00:00
parent 7e41c98cd3
commit dbe7e8af8c
3 changed files with 79 additions and 23 deletions

View File

@ -6,8 +6,7 @@
"script": "test-60bpm.sj", "script": "test-60bpm.sj",
"preview": { "preview": {
"play-offset": 1000, "play-offset": 0,
"play-loop": 2000,
"bg-inner-color": [0.8, 0.8, 0.8, 1], "bg-inner-color": [0.8, 0.8, 0.8, 1],
"bg-outer-color": [0.1, 0.1, 0.1, 1] "bg-outer-color": [0.1, 0.1, 0.1, 1]
} }

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@ -95,6 +95,12 @@ private abstract class AbstractSceneState {
public: public:
alias UpdateResult = Algebraic!(AbstractSceneState, SceneInterface); alias UpdateResult = Algebraic!(AbstractSceneState, SceneInterface);
enum CubeRotationSpeed = vec3(0, PI/500, 0);
enum CubeInterval = 0.005;
enum LoadingCubeRotationSpeed = vec3(0, PI/5, PI/10);
enum LoadingCubeInterval = 0.06;
this(SelectScene owner) { this(SelectScene owner) {
owner_ = owner; owner_ = owner;
} }
@ -127,20 +133,19 @@ private class FirstSetupState : AbstractSceneState {
enum BgInnerColor = vec4(0.4, 0.2, 0.2, 1); enum BgInnerColor = vec4(0.4, 0.2, 0.2, 1);
enum BgOuterColor = vec4(-0.4, -0.4, -0.4, 1); enum BgOuterColor = vec4(-0.4, -0.4, -0.4, 1);
enum CubeRotationSpeed = vec3(0, PI/5, 0);
enum CubeInterval = 0.06;
void Initialize() { void Initialize() {
anime_ = Animation(AnimeFrames); anime_ = Animation(AnimeFrames);
bg_inner_ease_ = Easing!vec4(owner.lobby_.background.inner_color, BgInnerColor); with (owner.lobby_) {
bg_outer_ease_ = Easing!vec4(owner.lobby_.background.outer_color, BgOuterColor); bg_inner_ease_ = Easing!vec4(background.inner_color, BgInnerColor);
bg_outer_ease_ = Easing!vec4(background.outer_color, BgOuterColor);
cube_interval_ease_ = Easing!float(owner.lobby_.cube_interval, CubeInterval); cube_interval_ease_ = Easing!float(cube_interval, LoadingCubeInterval);
}
} }
override UpdateResult Update(KeyInput input) { override UpdateResult Update(KeyInput input) {
const ratio = anime_.Update(); const ratio = anime_.Update();
owner.lobby_.cube_matrix.rotation += CubeRotationSpeed * (ratio+0.2); owner.lobby_.cube_matrix.rotation += LoadingCubeRotationSpeed * (ratio+0.2);
owner.lobby_.cube_interval = cube_interval_ease_.Calculate(ratio); owner.lobby_.cube_interval = cube_interval_ease_.Calculate(ratio);
owner.lobby_.background.inner_color = bg_inner_ease_.Calculate(ratio); owner.lobby_.background.inner_color = bg_inner_ease_.Calculate(ratio);
@ -167,25 +172,25 @@ private class SongAppearState : AbstractSceneState {
public: public:
this(SelectScene owner) { this(SelectScene owner) {
super(owner); super(owner);
song_wait_state_ = new SongWaitState(owner, this);
} }
enum AnimeFrames = 30; enum AnimeFrames = 30;
enum CubeRotationSpeed = vec3(0, PI/500, 0);
void Initialize(size_t song_index) { void Initialize(size_t song_index) {
song_index_ = song_index; song_index_ = song_index;
anime_ = Animation(AnimeFrames); anime_ = Animation(AnimeFrames);
auto lobby = owner.lobby_; with (owner.lobby_) {
cube_rota_speed_ease_ = Easing!vec3(
LoadingCubeRotationSpeed, CubeRotationSpeed);
cube_interval_ease_ = Easing!float(LoadingCubeInterval, 0.005);
cube_rota_speed_ease_ = Easing!vec3( with (owner.songs_[song_index_].preview) {
FirstSetupState.CubeRotationSpeed, CubeRotationSpeed); bg_inner_ease_ = Easing!vec4(background.inner_color, bg_inner_color);
cube_interval_ease_ = Easing!float(lobby.cube_interval, 0.005); bg_outer_ease_ = Easing!vec4(background.outer_color, bg_outer_color);
}
with (owner.songs_[song_index_].preview) {
bg_inner_ease_ = Easing!vec4(lobby.background.inner_color, bg_inner_color);
bg_outer_ease_ = Easing!vec4(lobby.background.outer_color, bg_outer_color);
} }
sfSound_setBuffer(owner.sound_, owner.soundres_.spotlight); sfSound_setBuffer(owner.sound_, owner.soundres_.spotlight);
@ -194,15 +199,24 @@ private class SongAppearState : AbstractSceneState {
override UpdateResult Update(KeyInput input) { override UpdateResult Update(KeyInput input) {
const ratio = anime_.Update(); const ratio = anime_.Update();
owner.lobby_.cube_matrix.rotation += cube_rota_speed_ease_.Calculate(ratio); with (owner.lobby_) {
owner.lobby_.cube_interval = cube_interval_ease_.Calculate(ratio); cube_matrix.rotation += cube_rota_speed_ease_.Calculate(ratio);
cube_interval = cube_interval_ease_.Calculate(ratio);
owner.lobby_.background.inner_color = bg_inner_ease_.Calculate(ratio); background.inner_color = bg_inner_ease_.Calculate(ratio);
owner.lobby_.background.outer_color = bg_outer_ease_.Calculate(ratio); background.outer_color = bg_outer_ease_.Calculate(ratio);
}
if (anime_.isFinished) {
song_wait_state_.Initialize(song_index_);
return CreateResult(song_wait_state_);
}
return CreateResult(this); return CreateResult(this);
} }
private: private:
SongWaitState song_wait_state_;
size_t song_index_; size_t song_index_;
Animation anime_; Animation anime_;
@ -213,3 +227,41 @@ private class SongAppearState : AbstractSceneState {
Easing!vec4 bg_inner_ease_; Easing!vec4 bg_inner_ease_;
Easing!vec4 bg_outer_ease_; Easing!vec4 bg_outer_ease_;
} }
private class SongWaitState : AbstractSceneState {
public:
this(SelectScene owner, SongAppearState song_appear_state) {
super(owner);
song_appear_state_ = song_appear_state;
}
void Initialize(size_t song_index) {
song_index_ = song_index;
auto song = owner.songs_[song_index_];
song.PlayForPreview();
}
override UpdateResult Update(KeyInput input) {
owner.lobby_.cube_matrix.rotation += CubeRotationSpeed;
if (input.right) {
song.StopPlaying();
song_appear_state_.Initialize(++song_index_%owner.songs_.length);
return CreateResult(song_appear_state_);
}
if (input.up) {
song.StopPlaying();
owner.title_scene_.Initialize();
return CreateResult(owner.title_scene_);
}
return CreateResult(this);
}
private:
@property Song song() {
return owner.songs_[song_index_];
}
SongAppearState song_appear_state_;
size_t song_index_;
}

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@ -74,6 +74,11 @@ class Song {
sfMusic_play(music_); sfMusic_play(music_);
} }
///
void StopPlaying() {
sfMusic_stop(music_);
}
/// ///
sjplayer.Context CreatePlayerContext() const { sjplayer.Context CreatePlayerContext() const {
assert(false); // TODO: assert(false); // TODO: