code cleanup

left remarks for minigame developer
This commit is contained in:
minenice55 2023-01-12 16:26:53 -05:00
parent 70b728e9be
commit 36024763af
5 changed files with 138 additions and 131 deletions

View file

@ -11,34 +11,35 @@ namespace HeavenStudio.Games.Loaders
public static class CtrCatchLoader
{
// minigame menu items
public static Minigame AddGame(EventCaller eventCaller) {
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("catchyTune", "Catchy Tune \n<color=#eb5454>[WIP]</color>", "B4E6F6", false, false, new List<GameAction>()
{
new GameAction("orange", "Orange")
{
function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.DropFruit(e.beat, e["side"], e["smile"], false); },
defaultLength = 5f,
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
new Param("smile", false, "Smile", "If the characters smile with the heart message after catching")
},
preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false); },
},
new GameAction("pineapple", "Pineapple")
{
function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.DropFruit(e.beat, e["side"], e["smile"], true); },
defaultLength = 9f,
defaultLength = 8f,
parameters = new List<Param>()
{
new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
new Param("smile", false, "Smile", "If the characters smile with the heart message after catching")
},
preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true); },
},
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e["left"], e["right"]); },
function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e["left"], e["right"]); },
defaultLength = 1f,
parameters = new List<Param>()
{
@ -88,6 +89,14 @@ namespace HeavenStudio.Games
public GameEvent bop = new GameEvent();
public static CatchyTune instance;
static List<QueuedFruit> queuedFruits = new List<QueuedFruit>();
struct QueuedFruit
{
public float beat;
public int side;
public bool smile;
public bool isPineapple;
}
private void Awake()
{
@ -99,46 +108,19 @@ namespace HeavenStudio.Games
private void Update()
{
// doesnt work here since i need the parameter and i dont know how to get it
// if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
// return;
// var currentBeat = Conductor.instance.songPositionInBeats;
// var orangeEvents = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "catchyTune/orange");
// for (int i = 0; i < orangeEvents.Count; i++)
// {
// var ev = orangeEvents[i];
// if (spawnedOrangeEvents.Contains(ev)) continue; // Don't spawn the same oranges multiple times.
// var spawnBeat = ev.beat - orangeoffset;
// if (currentBeat > spawnBeat && currentBeat < ev.beat + 4f)
// {
// DropFruit(currentBeat, ev[side], false);
// spawnedOrangeEvents.Add(ev);
// break;
// }
// }
// if (PlayerInput.GetAnyDirectionDown())
// {
// plalinAnim.Play("catchOrange", 0, 0);
// }
// else if (PlayerInput.Pressed())
// {
// alalinAnim.Play("catchOrange", 0, 0);
// }
Conductor cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (queuedFruits.Count > 0)
{
foreach (var fruit in queuedFruits)
{
DropFruit(fruit.beat, fruit.side, fruit.smile, fruit.isPineapple);
}
queuedFruits.Clear();
}
// print(stopCatchLeft + " " + stopCatchRight);
// print("current beat: " + conductor.songPositionInBeats);
if (stopCatchLeft > 0 && stopCatchLeft <= cond.songPositionInBeats)
@ -184,12 +166,20 @@ namespace HeavenStudio.Games
}
}
if (!IsExpectingInputNow())
{
if (PlayerInput.GetAnyDirectionDown())
{
catchWhiff(false);
}
if (PlayerInput.Pressed())
{
catchWhiff(true);
}
}
}
}
public void DropFruit(float beat, int side, bool smile, bool isPineapple)
{
var objectToSpawn = isPineapple ? pineappleBase : orangeBase;
@ -203,8 +193,39 @@ namespace HeavenStudio.Games
{
DropFruitSingle(beat, true, smile, objectToSpawn);
}
}
//minenice: experiment to test preFunction
public static void PreDropFruit(float beat, int side, bool smile, bool isPineapple)
{
float spawnBeat = beat - 1f;
beat = beat - (isPineapple ? 2f : 1f);
if (GameManager.instance.currentGame == "catchyTune")
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(spawnBeat, delegate { if (instance != null) instance.DropFruit(beat, side, smile, isPineapple); }),
});
}
else
{
queuedFruits.Add(new QueuedFruit()
{
beat = beat,
side = side,
smile = smile,
isPineapple = isPineapple
});
}
if (side == (int)Side.Left || side == (int)Side.Both)
{
Fruit.PlaySound(beat, false, isPineapple);
}
if (side == (int)Side.Right || side == (int)Side.Both)
{
Fruit.PlaySound(beat, true, isPineapple);
}
}
public void DropFruitSingle(float beat, bool side, bool smile, GameObject objectToSpawn)
@ -224,13 +245,12 @@ namespace HeavenStudio.Games
bopRight = right;
}
public void catchSuccess(bool side, bool isPineapple, bool smile, float beat)
{
string anim = isPineapple ? "catchPineapple" : "catchOrange";
if (side) {
if (side)
{
alalinAnim.Play(anim, 0, 0);
stopCatchRight = beat + 0.9f;
}
@ -249,10 +269,17 @@ namespace HeavenStudio.Games
public void catchMiss(bool side, bool isPineapple)
{
return;
// not the right sound at all but need an accurate rip
Jukebox.PlayOneShotGame("catchyTune/fruitThrough");
// hurt animation here
}
public void catchWhiff(bool side)
{
Jukebox.PlayOneShotGame("catchyTune/whiff");
// whiff animation here
}
}
}

View file

@ -20,8 +20,6 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
public bool smile;
public bool eligable = true;
private string soundText;
private Minigame.Eligible e = new Minigame.Eligible();
@ -29,7 +27,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
private CatchyTune game;
private float beatLength = 4f;
private void Awake()
{
game = CatchyTune.instance;
@ -42,14 +40,12 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
if (isPineapple) beatLength = 8f;
anim.SetFloat("speed", GetAnimSpeed(isPineapple, tempo, playbackSpeed));
if (side)
{
transform.localScale = new Vector3(-1f, 1f, 1f);
}
anim.Play("fruit bounce", 0, 0f);
anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
soundText = "catchyTune/";
@ -57,7 +53,8 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
{
soundText += "right";
}
else {
else
{
soundText += "left";
}
@ -65,7 +62,46 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
{
soundText += "Pineapple";
}
else {
else
{
soundText += "Orange";
}
game.ScheduleInput(startBeat, beatLength, side ? InputType.STANDARD_DOWN : InputType.DIRECTION_DOWN,
CatchFruit, Miss, WayOff);
}
// minenice: note - needs PlayerActionEvent implementation
private void Update()
{
Conductor cond = Conductor.instance;
float tempo = cond.songBpm;
float playbackSpeed = cond.musicSource.pitch;
anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, beatLength);
}
public static void PlaySound(float startBeat, bool side, bool isPineapple)
{
string soundText = "catchyTune/";
if (side)
{
soundText += "right";
}
else
{
soundText += "left";
}
if (isPineapple)
{
soundText += "Pineapple";
}
else
{
soundText += "Orange";
}
@ -73,7 +109,8 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
MultiSound.Sound[] sound;
if (isPineapple) {
if (isPineapple)
{
sound = new MultiSound.Sound[]
{
new MultiSound.Sound(soundText, startBeat + 2f),
@ -91,86 +128,27 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
};
}
MultiSound.Play(sound);
MultiSound.Play(sound, forcePlay: true);
}
private void Update()
private void CatchFruit(PlayerActionEvent caller, float state)
{
Conductor cond = Conductor.instance;
float tempo = cond.songBpm;
float playbackSpeed = cond.musicSource.pitch;
if (cond.isPaused)
{
anim.SetFloat("speed", 0f);
}
else {
anim.SetFloat("speed", GetAnimSpeed(isPineapple, tempo, playbackSpeed));
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, beatLength);
if (eligable)
{
// check input timing
StateCheck(normalizedBeat);
bool pressed = (PlayerInput.Pressed() && side) || (PlayerInput.GetAnyDirectionDown() && !side);
if (pressed)
{
if (state.perfect)
{
CatchFruit();
}
else if (state.notPerfect())
{
Miss();
}
else {
WayOff();
}
}
}
// fell off screen
if (normalizedBeat > 1.5f) {
Destroy(this.gameObject);
}
}
private float GetAnimSpeed(bool pineapple, float tempo, float playbackSpeed)
{
float speedmult = pineapple ? 0.5f : 1f;
return (speedmult * tempo / 60f) * 0.17f * playbackSpeed;
}
public override void OnAce()
{
CatchFruit();
}
private void CatchFruit()
{
//print("catch fruit");
//minenice: TODO - near misses (-1 > state > 1)
Jukebox.PlayOneShotGame(soundText + "Catch");
game.catchSuccess(side, isPineapple, smile, startBeat+beatLength);
game.catchSuccess(side, isPineapple, smile, startBeat + beatLength);
Destroy(this.gameObject);
}
private void Miss()
private void Miss(PlayerActionEvent caller)
{
//print("miss fruit");
eligable = false;
game.catchMiss(side, isPineapple);
Jukebox.PlayOneShotGame("catchyTune/whiff");
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + beatLength + (isPineapple ? 1f : 0.5f), delegate { Destroy(this.gameObject); }),
});
}
private void WayOff()
{
//print("way off");
//eligable = false;
Jukebox.PlayOneShotGame("catchyTune/whiff");
}
private void WayOff(PlayerActionEvent caller) {} // whiffing is handled in the main loop
}
}

View file

@ -106,6 +106,7 @@ namespace HeavenStudio.Games
//Get the scheduled input that should happen the **Soonest**
//Can return null if there's no scheduled inputs
// remark: need a check for specific button(s)
public PlayerActionEvent GetClosestScheduledInput()
{
PlayerActionEvent closest = null;
@ -132,6 +133,7 @@ namespace HeavenStudio.Games
//Hasn't been tested yet. *Should* work.
//Can be used to detect if the user is expected to input something now or not
//Useful for strict call and responses games like Tambourine
// remark: need a check for specific button(s)
public bool IsExpectingInputNow()
{
PlayerActionEvent input = GetClosestScheduledInput();