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