Files
Fighting_Rthythm_game/scenes/rhythm/rhythm_conductor.gd
2026-07-02 09:47:52 -07:00

169 lines
5.0 KiB
GDScript

class_name RhythmConductor
extends AudioStreamPlayer
@export var bpm: float = 120.0
@export var measures: int = 4
@export var beat_offset: float = 0.0
@export var perfect_window: float = 0.060
@export var good_window: float = 0.120
@export var bad_window: float = 0.200
@export var starts_on_ready := true
var song_position := 0.0
var song_position_in_beats := 0
var sec_per_beat := 0.5
var last_reported_beat := -1
var current_measure := 1
var running := false
var _start_time_usec := 0
var _uses_fallback_clock := false
signal beat(position: int)
signal measure(position: int)
signal action_judged(action_name: String, rating: Dictionary)
func _ready() -> void:
add_to_group("rhythm_conductor")
sec_per_beat = 60.0 / bpm
if is_inside_tree():
_event_bus().connect("rhythm_action_requested", _on_rhythm_action_requested)
if starts_on_ready:
start()
func _physics_process(_delta: float) -> void:
if not running:
return
song_position = get_current_song_position()
var adjusted_position: float = _apply_beat_offset(song_position)
song_position_in_beats = int(floor(adjusted_position / sec_per_beat))
_report_beat()
func start() -> void:
running = true
_uses_fallback_clock = stream == null
_start_time_usec = Time.get_ticks_usec()
song_position = 0.0
song_position_in_beats = 0
last_reported_beat = -1
current_measure = 1
if not _uses_fallback_clock:
play()
func stop_conductor() -> void:
if playing:
stop()
running = false
func get_current_song_position() -> float:
if running and playing:
var current_position: float = get_playback_position() + AudioServer.get_time_since_last_mix()
current_position -= AudioServer.get_output_latency()
return maxf(0.0, current_position)
if running:
return float(Time.get_ticks_usec() - _start_time_usec) / 1000000.0
return song_position
func judge_action(action_name: String) -> Dictionary:
var rating := get_current_rating()
rating["action"] = action_name
emit_signal("action_judged", action_name, rating)
var bus := _event_bus()
bus.emit_signal("judgement_made", StringName(str(rating.get("label", "miss"))), float(rating.get("diff", INF)) * 1000.0)
bus.emit_signal("action_judged", StringName(action_name), rating)
return rating
func get_current_rating() -> Dictionary:
return get_rating_for_time(get_current_song_position())
func get_rating_for_time(time_seconds: float) -> Dictionary:
var adjusted_time: float = _apply_beat_offset(time_seconds)
if adjusted_time < 0.0:
return _rating_result("miss", Color("ff0055"), 0, 0.0, INF, INF)
var nearest_beat: int = int(round(adjusted_time / sec_per_beat))
var nearest_beat_time: float = nearest_beat * sec_per_beat
var diff: float = adjusted_time - nearest_beat_time
var abs_diff: float = absf(diff)
if abs_diff <= perfect_window:
return _rating_result("perfect", Color("00f2ff"), nearest_beat, nearest_beat_time, diff, abs_diff)
if abs_diff <= good_window:
return _rating_result("good", Color("ffffff"), nearest_beat, nearest_beat_time, diff, abs_diff)
if abs_diff <= bad_window:
return _rating_result("bad", Color("ffaa00"), nearest_beat, nearest_beat_time, diff, abs_diff)
return _rating_result("miss", Color("ff0055"), nearest_beat, nearest_beat_time, diff, abs_diff)
func get_current_beat_progress() -> float:
return get_beat_progress_for_time(get_current_song_position())
func get_beat_progress_for_time(time_seconds: float) -> float:
var adjusted_time: float = _apply_beat_offset(time_seconds)
if adjusted_time < 0.0:
return 0.0
return fposmod(adjusted_time, sec_per_beat) / sec_per_beat
func get_time_to_nearest_beat(time_seconds: float) -> float:
var adjusted_time: float = _apply_beat_offset(time_seconds)
if adjusted_time < 0.0:
return INF
var nearest_beat_time: float = round(adjusted_time / sec_per_beat) * sec_per_beat
return adjusted_time - nearest_beat_time
func _report_beat() -> void:
if last_reported_beat < song_position_in_beats:
if current_measure > measures:
current_measure = 1
emit_signal("beat", song_position_in_beats)
emit_signal("measure", current_measure)
_event_bus().emit_signal("beat_ticked", song_position_in_beats)
last_reported_beat = song_position_in_beats
current_measure += 1
func _on_rhythm_action_requested(action_name: StringName) -> void:
judge_action(str(action_name))
func _event_bus() -> Node:
var root := get_tree().root
var bus := root.get_node_or_null("EventBus")
if bus == null:
bus = load("res://autoload/event_bus.gd").new()
bus.name = "EventBus"
root.add_child(bus)
return bus
func _apply_beat_offset(time_seconds: float) -> float:
return time_seconds + beat_offset
func _rating_result(label: String, color: Color, nearest_beat: int, nearest_beat_time: float, diff: float, abs_diff: float) -> Dictionary:
return {
"label": label,
"color": color,
"nearest_beat": nearest_beat,
"nearest_beat_time": nearest_beat_time,
"diff": diff,
"abs_diff": abs_diff,
}
func _format_signed_ms(seconds: float) -> String:
if is_inf(seconds):
return "--"
return "%+.0f" % (seconds * 1000.0)