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gameplay_screen.rs
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use std::{fs::File, io::BufReader, path::Path};
use glam::{vec2, Vec2};
use jiff::Timestamp;
use rodio::{source::UniformSourceIterator, Decoder, DeviceTrait};
use crate::client::{
audio::game_audio::{GameAudio, GameAudioController},
client::Client,
event::ClientEvent,
gameplay::{
beatmap::Beatmap,
taiko_player::{BreakState, TaikoInput, TaikoPlayer},
},
graphics::taiko_renderer::taiko_renderer::{TaikoRenderer, TaikoRendererConfig},
score::{judgement_processor::Judgement, score_processor::ScoreProcessor},
settings::Settings,
ui::{break_overlay::BreakOverlayView, ingame_overlay::IngameOverlayView},
};
use apex_framework::{
audio::{arc_buffer::ArcSamplesBuffer, frameless_source::FramelessSource},
core::Core,
event::EventBus,
graphics::{
color::Color, drawable::Drawable, graphics::Graphics, origin::Origin,
sprite_renderer::sprite_renderer::SpriteRenderer,
},
time::{clock::AbstractClock, time::Time},
};
use super::{hit_drum_display::HitDrumDisplay, hit_result_display::HitResultDisplay};
pub struct GameplayScreen {
event_bus: EventBus<ClientEvent>,
audio_controller: GameAudioController,
taiko_renderer: TaikoRenderer,
sprite_renderer: SpriteRenderer,
hit_result_display: HitResultDisplay,
hit_drum_display: HitDrumDisplay,
ingame_overlay: IngameOverlayView,
break_overlay: BreakOverlayView,
taiko_player: TaikoPlayer,
score_processor: ScoreProcessor,
don_hitsound: ArcSamplesBuffer<f32>,
kat_hitsound: ArcSamplesBuffer<f32>,
hit_pos_sprite: usize,
// Hit pos settings
hit_position_x_px: f32,
hit_position_y_px: f32,
hit_position_y_perc: f32,
gameplay_scale: f32,
}
impl GameplayScreen {
pub fn new(event_bus: EventBus<ClientEvent>, graphics: &Graphics, audio: &GameAudio, settings: &Settings) -> Self {
let ingame_overlay = IngameOverlayView::new();
let break_overlay = BreakOverlayView::new();
let x = settings.taiko.general.hit_position_x_px();
let y = settings.taiko.general.hit_position_y_perc() * graphics.height;
let taiko_renderer = TaikoRenderer::new(
&graphics.device,
&graphics.queue,
graphics.config.format,
TaikoRendererConfig {
width: graphics.width,
height: graphics.height,
scale_factor: graphics.scale_factor,
gameplay_scale: settings.taiko.general.gameplay_scale(),
conveyor_zoom: settings.taiko.general.conveyor_zoom(),
hit_position_x: x,
hit_position_y: y,
don: settings.taiko.general.don_color(),
kat: settings.taiko.general.kat_color(),
// Apparently setting it to f64::INFINITY leads to a crash, see https://github.com/gfx-rs/wgpu/issues/6082
hit_animation_height: if settings.taiko.general.hit_animation() { 12.5 } else { 9999999.0 },
},
);
let mut sprite_renderer = SpriteRenderer::new(
&graphics.device,
&graphics.queue,
graphics.config.format,
graphics.width,
graphics.height,
graphics.scale_factor,
);
let gameplay_scale = settings.taiko.general.gameplay_scale() as f32;
let x_drum = x - 160.0 * gameplay_scale;
let hit_result_display = HitResultDisplay::new(graphics, &mut sprite_renderer, x, y, gameplay_scale);
let hit_drum_display = HitDrumDisplay::new(graphics, &mut sprite_renderer, x_drum, y, gameplay_scale);
let taiko_player = TaikoPlayer::new();
let score_processor = ScoreProcessor::default();
let don_hitsound = audio.load_sound("./assets/red.wav");
let kat_hitsound = audio.load_sound("./assets/blue.wav");
let taiko_circle_size = 128.0 * gameplay_scale;
let size = Vec2::splat(taiko_circle_size);
let origin = Origin::CenterCenter;
let image = image::open("./assets/hit_position.png").unwrap();
let texture = sprite_renderer.add_texture(&image);
let hit_pos_sprite =
sprite_renderer.alloc_sprite(&graphics.device, vec2(x, y), size, origin, false, false, texture);
sprite_renderer.update_atlas_texture(&graphics.device, &graphics.queue);
return Self {
event_bus,
audio_controller: audio.controller(),
taiko_renderer,
sprite_renderer,
hit_result_display,
hit_drum_display,
ingame_overlay,
break_overlay,
score_processor,
taiko_player,
don_hitsound,
kat_hitsound,
hit_pos_sprite,
hit_position_x_px: x,
hit_position_y_px: y,
hit_position_y_perc: settings.taiko.general.hit_position_y_perc(),
gameplay_scale,
};
}
}
impl GameplayScreen {
pub fn hit(&mut self, input: TaikoInput, graphics: &Graphics, audio: &mut GameAudio) {
let time = audio.position();
match input {
TaikoInput::DonRight | TaikoInput::DonLeft => {
self.audio_controller.play_sound(self.don_hitsound.clone());
}
TaikoInput::KatLeft | TaikoInput::KatRight => {
self.audio_controller.play_sound(self.kat_hitsound.clone());
}
}
self.hit_drum_display.hit(input);
if let Some((result, hit_idx)) = self.taiko_player.hit(time, input) {
self.score_processor.feed(time, Some(input), result.judgement);
self.hit_result_display.update_hit_result(graphics, &mut self.sprite_renderer, result.judgement);
if result.judgement != Judgement::Miss {
self.taiko_renderer.set_hit(&graphics.queue, hit_idx, time);
}
if result.hit_delta.abs() <= self.taiko_player.hit_window_150() {
self.ingame_overlay.hit(result.hit_delta);
}
}
}
pub fn play(&mut self, beatmap_path: &Path, graphics: &Graphics, audio: &mut GameAudio) {
let data = std::fs::read_to_string(beatmap_path).unwrap();
let beatmap = Beatmap::parse(data);
let config = audio.device().default_output_config().unwrap();
let audio_path = beatmap_path.parent().unwrap().join(&beatmap.audio);
let file = BufReader::new(File::open(audio_path).unwrap());
let source = Decoder::new(file).unwrap();
// FramelessSource is needed for a audio desync workaround, see https://github.com/RustAudio/rodio/issues/316
let source = UniformSourceIterator::new(FramelessSource::new(source), config.channels(), config.sample_rate().0);
let end_time = beatmap.hit_objects.last().unwrap().time;
audio.set_playing(false);
audio.set_source(source);
audio.set_length(end_time);
self.hit_result_display.reset(graphics, &mut self.sprite_renderer);
self.taiko_renderer.load_beatmap(&graphics.device, beatmap.clone());
self.taiko_player.play(beatmap, beatmap_path.to_owned());
std::mem::take(&mut self.score_processor);
audio.set_position(Time::zero() - audio.lead_in);
audio.set_playing(true);
}
pub fn reset(&mut self, graphics: &Graphics, audio: &mut GameAudio) {
self.hit_result_display.reset(graphics, &mut self.sprite_renderer);
self.taiko_renderer.restart_beatmap(&graphics.queue);
self.taiko_player.reset();
std::mem::take(&mut self.score_processor);
audio.set_playing(false);
audio.set_position(Time::zero() - audio.lead_in);
audio.set_playing(true);
}
pub fn skip_break(&mut self, audio: &mut GameAudio, time: Time) {
self.taiko_player.skip_break(audio, time);
}
}
impl GameplayScreen {
pub fn prepare(&mut self, core: &mut Core<Client>, audio: &mut GameAudio, settings: &Settings) {
let time = audio.position();
if self.taiko_player.has_ended(time, audio) {
// Finish the play if beatmap is over.
let path = self.taiko_player.beatmap_path().clone();
let score = self.score_processor.export(Timestamp::now(), settings.profile.user.username().clone());
self.event_bus.send(ClientEvent::ShowResultScreen { path, score });
}
self.hit_result_display.prepare(&core.graphics, &mut self.sprite_renderer);
self.hit_drum_display.prepare(&core.graphics, &mut self.sprite_renderer);
while self.taiko_player.process_miss(time) {
self.score_processor.feed(time, None, Judgement::Miss);
self
.hit_result_display
.update_hit_result(&core.graphics, &mut self.sprite_renderer, Judgement::Miss);
}
self.taiko_renderer.prepare(&core.graphics.queue, time);
let hit_window_150 = self.taiko_player.hit_window_150();
let hit_window_300 = self.taiko_player.hit_window_300();
let score_processor = &self.score_processor;
self.ingame_overlay.prepare(core, audio, score_processor, hit_window_150, hit_window_300);
let leniency = Time::from_ms(settings.gameplay.audio.break_leniency_end() as f64);
match self.taiko_player.is_break(time, leniency) {
BreakState::Break(break_point) => {
self.break_overlay.prepare(
core,
time,
&break_point,
Time::from_ms(settings.gameplay.audio.break_leniency_start() as f64),
Time::from_ms(settings.gameplay.audio.break_leniency_end() as f64),
);
}
BreakState::Intro(break_point) => {
self.break_overlay.prepare(
core,
time,
&break_point,
Time::zero(),
Time::from_ms(settings.gameplay.audio.break_leniency_end() as f64),
);
}
BreakState::None => {}
}
}
pub fn render<'rpass>(&'rpass self, rpass: &mut wgpu::RenderPass<'rpass>) {
self.sprite_renderer.render(rpass);
self.taiko_renderer.render(rpass);
}
}
impl GameplayScreen {
pub fn set_gameplay_scale(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, value: f64) {
self.gameplay_scale = value as f32;
self.hit_result_display.set_gameplay_scale(value as f32);
self.hit_drum_display.set_gameplay_scale(device, &mut self.sprite_renderer, value as f32);
let x_drum = self.hit_position_x_px - 160.0 * self.gameplay_scale;
self.hit_drum_display.set_hit_position_x(device, &mut self.sprite_renderer, x_drum);
self.sprite_renderer.mutate_sprite(device, self.hit_pos_sprite, |model| {
let circle_size = 128.0 * value as f32;
model.scale = vec2(circle_size, circle_size);
});
self.taiko_renderer.set_gameplay_scale(queue, value);
}
pub fn set_conveyor_zoom(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, value: f64) {
self.taiko_renderer.set_conveyor_zoom(device, queue, value);
}
pub fn set_hit_position_x_px(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, value: f32) {
self.hit_position_x_px = value;
self.sprite_renderer.mutate_sprite(device, self.hit_pos_sprite, |model| {
model.position.x = self.hit_position_x_px;
});
let x_drum = self.hit_position_x_px - 160.0 * self.gameplay_scale;
self.hit_drum_display.set_hit_position_x(device, &mut self.sprite_renderer, x_drum);
self
.hit_result_display
.set_hit_position_x(device, &mut self.sprite_renderer, self.hit_position_x_px);
self.taiko_renderer.set_hit_position_x(queue, self.hit_position_x_px);
}
pub fn set_hit_position_y_perc(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, value: f32) {
self.hit_position_y_perc = value;
self.hit_position_y_px = self.taiko_renderer.config.height * self.hit_position_y_perc;
self.sprite_renderer.mutate_sprite(device, self.hit_pos_sprite, |model| {
model.position.y = self.hit_position_y_px;
});
self.hit_drum_display.set_hit_position_y(device, &mut self.sprite_renderer, self.hit_position_y_px);
self
.hit_result_display
.set_hit_position_y(device, &mut self.sprite_renderer, self.hit_position_y_px);
self.taiko_renderer.set_hit_position_y(queue, self.hit_position_y_px);
}
pub fn set_don_color(&mut self, device: &wgpu::Device, value: Color) {
self.taiko_renderer.set_don_color(device, value);
}
pub fn set_kat_color(&mut self, device: &wgpu::Device, value: Color) {
self.taiko_renderer.set_kat_color(device, value);
}
pub fn set_hit_animation_height(&mut self, device: &wgpu::Device, format: wgpu::TextureFormat, value: f64) {
self.taiko_renderer.set_hit_animation_height(device, format, value);
}
pub fn set_delta_bar_width(&mut self, width: f32) {
self.ingame_overlay.delta_bar().set_bar_width(width);
}
pub fn set_delta_bar_height(&mut self, height: f32) {
self.ingame_overlay.delta_bar().set_bar_height(height);
}
pub fn set_delta_bar_opacity(&mut self, opacity: f32) {
self.ingame_overlay.delta_bar().set_bar_opacity(opacity);
}
pub fn set_delta_marker_width(&mut self, width: f32) {
self.ingame_overlay.delta_bar().set_marker_width(width);
}
pub fn set_delta_marker_height(&mut self, height: f32) {
self.ingame_overlay.delta_bar().set_marker_height(height);
}
pub fn set_delta_marker_opacity(&mut self, opacity: f32) {
self.ingame_overlay.delta_bar().set_marker_opacity(opacity);
}
pub fn set_delta_marker_duration(&mut self, duration: Time) {
self.ingame_overlay.delta_bar().set_marker_duration(duration);
}
pub fn set_delta_marker_fade(&mut self, fade: Time) {
self.ingame_overlay.delta_bar().set_marker_fade(fade);
}
}
impl Drawable for GameplayScreen {
fn recreate(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) {
self.taiko_renderer.recreate(device, queue, format);
self.sprite_renderer.recreate(device, queue, format);
}
fn resize(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, width: f32, height: f32) {
self.taiko_renderer.resize(device, queue, width, height);
self.sprite_renderer.resize(device, queue, width, height);
self.set_hit_position_y_perc(device, queue, self.hit_position_y_perc);
}
fn resize_width(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, value: f32) {
self.taiko_renderer.resize_width(device, queue, value);
self.sprite_renderer.resize_width(device, queue, value);
self.set_hit_position_y_perc(device, queue, self.hit_position_y_perc);
}
fn resize_height(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, value: f32) {
self.taiko_renderer.resize_height(device, queue, value);
self.sprite_renderer.resize_height(device, queue, value);
self.set_hit_position_y_perc(device, queue, self.hit_position_y_perc);
}
fn rescale(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, value: f32) {
self.taiko_renderer.rescale(device, queue, value);
self.sprite_renderer.rescale(device, queue, value);
}
}