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TaggedEngine/modules/states/playstate.lua

325 lines
9.2 KiB
Lua

return function(songName, songDifficulty)
local state = {}
local Height = 0
local Width = 0
local myMath = require("modules.math")
local myTypes = require("modules.types")
local conductor = require("modules.conductor")
local json = require("modules.json")
local files = require("modules.files")
local logger = require("modules.logging")
local socket = require("socket")
local logging= require("modules.logging")
local newVector2 = myTypes.Vector2(10, 10)
local startTime = 0
local chartString = files.read_file(string.format("charts/%s/%s-%s.json", songName, songName, songDifficulty))
if not chartString then
error("Chart couldn't be loaded!")
end
local chart = json.parse(chartString).song
local inst = love.audio.newSource(string.format("songs/%s/Inst.ogg", chart.song), "stream")
local voices = love.audio.newSource(string.format("songs/%s/Voices.ogg", chart.song), "stream")
local miss = love.audio.newSource("sounds/missnote1.ogg", "static")
conductor:setBpm(chart.bpm)
conductor:mapBpmChanges(chart)
local step = 0
local beat = 0
local playing = false
local characters = {}
local stage = json.parse(files.read_file("stages/stage.json"))
local unspawnedNotes = {}
local notes = {}
local directions = {
"LEFT",
"DOWN",
"UP",
"RIGHT"
}
local pressed = {
false,
false,
false,
false
}
local holded = {
false,
false,
false,
false
}
local receptors = {
}
local keyBinds = {}
local function quit()
inst:stop()
inst:release()
voices:stop()
voices:release()
miss:stop()
miss:release()
state.quit()
end
local zoom = 1
local function checkNote(dir)
if pressed[dir] or holded[dir] then
pressed[dir] = false
holded[dir] = true
if receptors[dir].animation ~= string.lower(directions[dir]).." confirm" then
receptors[dir]:PlayAnimation(string.lower(directions[dir]).." press", 25, false)
end
return -- You dont check if you are already holding and not just pressing
end
pressed[dir] = true
for index, note in next, notes do
if note.position - conductor.songPosition < 200 then
if note.mustPress and not note.pressed and note.direction == dir then
characters.bf:PlayAnimation("sing"..directions[note.direction])
note.pressed = true
receptors[dir]:PlayAnimation(string.lower(directions[dir]).." confirm", 25, false)
table.remove(notes, index)
note:destroy()
end
end
end
end
local elapsed = 0
function state.update(dt)
if not playing then return end
local currentTime = socket.gettime()
elapsed = (currentTime - startTime) * 1000
conductor.songPosition = elapsed
local oldStep = step
local oldBeat = beat
step = conductor:getStepRounded(elapsed)
beat = conductor:getBeatRounded(elapsed)
if beat ~= oldBeat then
if beat % 2 == 0 then
-- gf:PlayAnimation("BF NOTE LEFT", 30, false)
for name, character in next, characters do
if not character.singing then
if name == "gf" then
if beat % character.beats == 0 then
character:PlayAnimation("danceLeft")
end
else
character:PlayAnimation("idle")
end
end
end
if beat % 4 == 0 then
zoom = zoom + .1
end
end
end
local section = chart.notes[math.floor(step / 16) + 1]
if section.mustHitSection then
myTypes.cameraTarget = myTypes.Vector2(-stage.camera_boyfriend[1], -stage.camera_boyfriend[2]):Add(characters.bf.stageCamera:Negate()):Add(myTypes.Vector2(0, -200))
else
myTypes.cameraTarget = myTypes.Vector2(stage.camera_opponent[1], stage.camera_opponent[2]):Add(characters.dad.stageCamera:Negate()):Add(myTypes.Vector2(0, -200))
end
myTypes.updateSprites(dt)
if love.keyboard.isDown(keyBinds[1]) then
checkNote(1)
else
holded[1] = false
pressed[1] = false
end
if love.keyboard.isDown(keyBinds[2]) then
checkNote(2)
else
holded[2] = false
pressed[2] = false
end
if love.keyboard.isDown(keyBinds[3]) then
checkNote(3)
else
holded[3] = false
pressed[3] = false
end
if love.keyboard.isDown(keyBinds[4]) then
checkNote(4)
else
holded[4] = false
pressed[4] = false
end
if love.keyboard.isDown("escape") then
state.quit()
end
for index, note in next, notes do
if note.position - conductor.songPosition < 0 then
if note.mustPress then
note:destroy()
miss:stop()
miss:play()
characters.bf:PlayAnimation("sing"..directions[note.direction].."miss")
table.remove(notes, index)
end
end
end
for name, character in next, characters do
if name ~= "gf" and character.sprite.animation ~= "idle" and character.sprite.ended then
character:PlayAnimation("idle")
end
end
for index, note in next, unspawnedNotes do
if note.position - elapsed < 600 and note.mustPress then
note:spawn()
table.remove(unspawnedNotes, index)
table.insert(notes, note)
elseif note.position - elapsed < 600 and not note.mustPress then
table.remove(unspawnedNotes, index)
table.insert(notes, note)
end
end
for index, note in next, notes do
if note.spawned then
note.sprite.position = myTypes.Vector2(400 + 65 * (note.direction - 1), note.position - elapsed - 100)
if note.position - elapsed < -150 then
note:destroy()
table.remove(notes, index)
end
else
if note.position - elapsed < 50 then
table.remove(notes, index)
if section.altAnim or note.altAnim then
characters.dad:PlayAnimation("sing"..directions[note.direction].."-alt")
else
characters.dad:PlayAnimation("sing"..directions[note.direction])
end
note = nil
end
end
end
for index, receptor in next, receptors do
if receptor.ended and receptor.animation ~= "arrow"..directions[index] and receptor.animation ~= "" then
receptor:PlayAnimation("arrow"..directions[index], 25, false)
end
end
if not inst:isPlaying() then
state.quit()
end
zoom = myMath.lerp(zoom, 1, .05)
end
local mainCanvas = love.graphics.newCanvas(1920, 1080)
function state.draw()
love.graphics.setCanvas(mainCanvas)
love.graphics.clear()
love.graphics.circle("fill", 960, 59, 50000)
myTypes.drawSprites()
love.graphics.setCanvas()
love.graphics.draw(mainCanvas, (love.graphics:getHeight() * (4/3) - (love.graphics:getHeight()* (4/3)) * zoom) / 2, (love.graphics:getHeight()- love.graphics:getHeight() * zoom) / 2, 0, ((love.graphics:getHeight() / 1080) * (4/3)) * zoom, (love.graphics:getHeight() / 1080) * zoom)
end
love.window.setMode(1280, 720, { fullscreen = false , resizable = true})
function state.load()
-- GF first so she is below other chars
if chart.gfVersion ~= "none" then
characters.gf = myTypes.character(chart.gfVersion)
characters.gf.stagePosition = myTypes.Vector2(stage.girlfriend[1], stage.girlfriend[2])
end
characters.bf = myTypes.character(chart.player1)
characters.bf.stagePosition = myTypes.Vector2(stage.boyfriend[1], stage.boyfriend[2])
characters.dad = myTypes.character(chart.player2)
characters.dad.stagePosition = myTypes.Vector2(stage.opponent[1], stage.opponent[2])
for index, section in next, chart.notes do
for index, note in next, section.sectionNotes do
local newNote = myTypes.note(note, section.mustHitSection)
table.insert(unspawnedNotes, newNote)
end
end
for i = 0, 3 do
local receptor = myTypes.Sprite("sprites/NOTE_assets.png", "sprites/NOTE_assets.json", false)
receptor:PlayAnimation("arrow"..directions[i+1], 25, false)
receptor.position = myTypes.Vector2(400 + (65 * i), 0)
receptor.ui = true -- So it doesnt move with the camera.
receptors[i + 1] = receptor
end
state.loaded = true
myTypes.cameraTarget = myTypes.Vector2()
local settings = json.parse(files.read_file("settings.json"))
if not settings then
error("Failed to load settings")
end
keyBinds = settings.Keybinds
end
function state.finish()
inst:play()
voices:play()
while not inst:isPlaying() do
end --waiting till the song actually plays.
elapsed = 0
playing = true
startTime = socket.gettime()
end
return state
end