Display Score
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@ -44,6 +44,13 @@
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## Gameplay
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- Precise Input handling, the dirty way
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- Sort out the wierdness when hitting early
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- Score
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- compute
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- Combo
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- compute
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- display
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- Shutter
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- compute
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## Misc
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- Handling Resolution changes
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11
TODO.md
11
TODO.md
@ -8,17 +8,19 @@
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## Gameplay Screen
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- Score
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- compute
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- display
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- Combo
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- compute
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- display
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- Shutter
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- display
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- Density Graph
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## Results Screen
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## Windows and macOS builds
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# v0.2.0
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## Misc
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- "Value" class with delayed update for *n i c e* score display
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# v1.0.0
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## Music Select Screen
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- bound memory usage of Toolkit::Cache
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@ -42,7 +44,6 @@
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## Misc
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- Make Drawables lazily react to resolution changes
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- "Value" class with delayed update for *n i c e* score updates
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- update .memon spec and memoncpp to support BPM Changes
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## FB9 Support
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@ -81,12 +81,12 @@ namespace Gameplay {
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update_note_index(music_time);
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window.clear(sf::Color(7, 23, 53));
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// Draw Combo
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auto combo_now = combo.load();
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if (combo_now >= 4) {
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auto current_combo = combo.load();
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if (current_combo >= 4) {
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sf::Text combo_text;
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combo_text.setFont(shared.fallback_font.black);
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combo_text.setFillColor(sf::Color(23, 78, 181));
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combo_text.setString(std::to_string(combo_now));
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combo_text.setFillColor(sf::Color(18, 59, 135));
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combo_text.setString(std::to_string(current_combo));
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combo_text.setCharacterSize(static_cast<unsigned int>(1.5*get_panel_step()));
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Toolkit::set_local_origin_normalized(combo_text, 0.5f, 0.5f);
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combo_text.setPosition(
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@ -95,6 +95,19 @@ namespace Gameplay {
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);
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window.draw(combo_text);
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}
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auto current_score = score.get_score();
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sf::Text score_text;
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score_text.setFont(shared.fallback_font.black);
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score_text.setFillColor(sf::Color(29, 98, 226));
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score_text.setString(std::to_string(current_score));
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score_text.setCharacterSize(static_cast<unsigned int>(45.f/768.f*get_screen_width()));
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Toolkit::set_local_origin_normalized(score_text, 1.f, 1.f);
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score_text.setPosition(
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500.f/768.f*get_screen_width(),
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370.f/768.f*get_screen_width()
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);
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window.draw(score_text);
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// Draw Notes
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for (auto i = note_index.load(); i < notes.size(); ++i) {
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@ -124,7 +137,9 @@ namespace Gameplay {
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}
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window.draw(shared.button_highlight);
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window.draw(shared.black_frame);
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draw_debug();
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if (debug) {
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draw_debug();
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}
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ImGui::SFML::Render(window);
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window.display();
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}
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@ -234,9 +249,10 @@ namespace Gameplay {
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if (ImGui::Begin("Gameplay Debug")) {
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ImGui::Text("Combo : %lu", combo.load());
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if (ImGui::TreeNode("Score")) {
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ImGui::Text("Raw : %d", score.get_score());
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ImGui::Text("Final : %d", score.get_final_score());
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if (ImGui::TreeNode("Counts")) {
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ImGui::Text("Raw : %d", score.get_score());
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ImGui::Text("Final : %d", score.get_final_score());
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ImGui::Text("Shutter value : %d", score.shutter);
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if (ImGui::TreeNode("Judgement Counts")) {
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ImGui::Text("PERFECT : %lu", score.judgement_counts.at(Data::Judgement::Perfect));
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ImGui::Text("GREAT : %lu", score.judgement_counts.at(Data::Judgement::Great));
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ImGui::Text("GOOD : %lu", score.judgement_counts.at(Data::Judgement::Good));
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