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game.odin
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package game
import "core:time"
WORST_HIT_MS :: 200
Hit_Sound :: enum {
Clap,
Hi_Hat_Open,
Hi_Hat_Closed,
Kick,
Rim,
Snare,
Symbal,
}
// A clickable object, i.e. a visible note in the song.
Hit_Object :: struct {
tick: int,
hit_sound: Hit_Sound,
color: u32,
}
Time_Signature :: enum {
Three_Quarters,
Four_Quarters,
}
Timing :: struct {
offset: int,
signature: Time_Signature,
}
// The representation of the song in the game.
Beatmap :: struct {
objects: []Hit_Object,
timings: []Timing,
offset: time.Duration,
bpm: int,
al: int,
}
// How well a player has hit a hit object.
Hit_Accuracy :: enum {
Miss,
Bad,
Good,
Perfect,
}
Player_Hit :: struct {
acc: Hit_Accuracy,
diff_ms: int,
}
// All of the state related to the current play of a beatmap
Play_State :: struct {
bm: Beatmap,
start_time: time.Time,
next_hit_object_idx: int,
hits: [dynamic]Player_Hit,
hit_texts: [dynamic]Hit_Text,
key1_hit_times: int,
key2_hit_times: int,
}
ps_reset :: proc(ps: ^Play_State) {
ps.start_time = time.now()
ps.next_hit_object_idx = 0
ps.hits = {}
ps.key1_hit_times = 0
ps.key2_hit_times = 0
clear(&ps.hit_texts)
}
bm_get_timing :: proc(bm: ^Beatmap, tick: int) -> Timing {
if tick < bm.timings[0].offset {
return bm.timings[0]
}
for first,i in bm.timings[:len(bm.timings)-1] {
next := bm.timings[i+1]
if first.offset <= tick && tick < next.offset {
return first
}
}
return bm.timings[len(bm.timings)-1]
}
submit_hit :: proc(play_state: ^Play_State, acc: Hit_Accuracy, dur: time.Duration, diff_ms: int) {
append(&play_state.hit_texts, Hit_Text {
acc = acc,
y_offs = 0,
time = dur,
})
append(&play_state.hits, Player_Hit {
acc = acc,
diff_ms = diff_ms,
})
}
hit_window_for_acc :: proc(acc: Hit_Accuracy, al: int) -> time.Duration {
switch acc {
case .Miss: return time.Millisecond * time.Duration(WORST_HIT_MS)
case .Bad: return time.Millisecond * time.Duration(4*(10 + 5*al))
case .Good: return time.Millisecond * time.Duration(2*(10 + 5*al))
case .Perfect: return time.Millisecond * time.Duration(10 + 5*al)
}
unreachable()
}
check_player_hit :: proc(play_state: ^Play_State, t: time.Duration) -> (Hit_Object, bool) {
bm := &play_state.bm
// TODO: Optimize to use binary searching
min_i := -1
min_diff_t := max(time.Duration)
diff_t := max(time.Duration)
for i in play_state.next_hit_object_idx ..< len(bm.objects) {
hit_object_t := bm_ticks_to_dur(&play_state.bm, bm.objects[i].tick)
cur_diff_t := hit_object_t - t
if abs(cur_diff_t) < min_diff_t {
min_i = i
min_diff_t = abs(cur_diff_t)
diff_t = cur_diff_t
}
}
if min_i < 0 {
return {}, false
}
h := bm.objects[min_i]
acc_leniency := play_state.bm.al
acc: Hit_Accuracy
switch {
case min_diff_t <= hit_window_for_acc(.Perfect, bm.al): acc = .Perfect
case min_diff_t <= hit_window_for_acc(.Good, bm.al): acc = .Good
case min_diff_t <= hit_window_for_acc(.Bad, bm.al): acc = .Bad
case min_diff_t <= hit_window_for_acc(.Miss, bm.al): acc = .Miss
case: return {}, false
}
play_state.next_hit_object_idx = min_i+1
submit_hit(play_state, acc, t, int(diff_t / time.Millisecond))
return bm.objects[min_i], true
}
check_expired_hits :: proc(play_state: ^Play_State, t: time.Duration) {
for idx in play_state.next_hit_object_idx ..< len(play_state.bm.objects[:]) {
hit_object_dur := bm_ticks_to_dur(&play_state.bm, play_state.bm.objects[idx].tick)
if t - hit_object_dur > WORST_HIT_MS*time.Millisecond {
play_state.next_hit_object_idx = idx + 1
submit_hit(play_state, .Miss, t, int((t - hit_object_dur) / time.Millisecond))
} else {
break
}
}
}
current_acc :: proc(play_state: ^Play_State) -> f32 {
if play_state.next_hit_object_idx == 0 {
return 1.0
}
scalings := [Hit_Accuracy]f32 {
.Miss = 0.0,
.Bad = 0.1,
.Good = 0.5,
.Perfect = 1.0,
}
total_sum := f32(0.0)
for hit in play_state.hits {
total_sum += 1.0 * scalings[hit.acc]
}
return total_sum / f32(play_state.next_hit_object_idx)
}