Implement note spawner.
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@@ -4,6 +4,6 @@ class_name Lane extends Node2D
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func get_hit_pos() -> Vector2:
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return position
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func update(_beat: BeatUpdate) -> void:
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## Should be connected to [signal NoteSpawner.notes_spawned].
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func update(beat: float) -> void:
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pass
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@@ -8,9 +8,9 @@ class_name LaneView extends NoteView
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func get_data() -> NoteSubset:
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return _lane_notes
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func update_current_beat(beat: float) -> void:
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_current_beat = beat
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_update_view_relative_to_notes(_lane_notes)
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func update(beat: float) -> void:
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_update_view_relative_to_notes(_lane_notes, beat)
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_previous_beat = beat
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# ======== Implementation ======== #
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var _lane_notes: NoteSubset
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@@ -18,4 +18,4 @@ var _lane_notes: NoteSubset
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func _set_data(p_notes: NoteArray) -> void:
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notes = p_notes
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_lane_notes = NoteSubset.get_notes_in_lane(p_notes, lane)
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_reset_view()
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reset_view()
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@@ -8,12 +8,41 @@ class_name NoteView extends View
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func get_data() -> NoteArray:
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return notes
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func update_current_beat(beat: float) -> void:
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_current_beat = beat
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_update_view_relative_to_notes(notes)
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func update(beat: float) -> void:
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_update_view_relative_to_notes(notes, beat)
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_previous_beat = beat
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func reset_view() -> void:
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super.reset_view()
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_previous_beat = -999.0
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# ======= IMPLEMENTATION ======= #
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var _previous_beat: float = -999.0
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func _set_notes(p_notes: NoteArray) -> void:
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notes = p_notes
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_reset_view()
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reset_view()
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## Update the view to match _current_beat.
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func _update_view_relative_to_notes(p_notes: NoteArray, new_beat: float) -> void:
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var new_begin = _begin
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var new_end = _end
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if new_beat > _previous_beat:
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# Update forward.
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while(new_begin < p_notes.size()) and (p_notes.beat_at(new_begin) < new_beat + offset_begin):
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new_begin += 1
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while(new_end < p_notes.size()) and (p_notes.beat_at(new_end) <= new_beat + offset_end):
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new_end += 1
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elif new_beat < _previous_beat:
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# Update backward.
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while(new_begin >= 0) and (p_notes.beat_at(new_begin) >= new_beat + offset_begin):
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_begin -= 1
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while(new_end >= 0) and (p_notes.beat_at(new_end) > new_beat + offset_end):
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new_end -= 1
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if(new_begin != _begin):
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new_begin += 1
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if(new_end != _end):
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new_end += 1
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_begin = new_begin
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_end = new_end
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@@ -7,7 +7,12 @@
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## Update the view to be relative to beat.
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## Can be connected to a beat update signal.
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@abstract func update_current_beat(beat: float) -> void
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@abstract func update(beat: float) -> void
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## Reset the view.
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func reset_view() -> void:
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_begin = -1
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_end = -1
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## Beginning of the range relative to te current beat where notes will be visible.
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## Any notes where (hit_beat < current_beat + offset_begin) will NOT be visible.
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@@ -32,37 +37,3 @@ func size() -> int:
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# ======= IMPLEMENETATION ======= #
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var _begin: int = -1
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var _end: int = -1
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var _current_beat: float = -999
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var _previous_beat: float = -999
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func _reset_view() -> void:
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_begin = -1
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_end = -1
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_current_beat = -999
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_previous_beat = -999
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## Update the view to match _current_beat.
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func _update_view_relative_to_notes(notes: NoteArray) -> void:
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var new_begin = _begin
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var new_end = _end
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if _current_beat > _previous_beat:
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# Update forward.
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while(new_begin < notes.size()) and (notes.beat_at(new_begin) < _current_beat + offset_begin):
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new_begin += 1
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while(new_end < notes.size()) and (notes.beat_at(new_end) <= _current_beat + offset_end):
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new_end += 1
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elif _current_beat < _previous_beat:
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# Update backward.
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while(new_begin >= 0) and (notes.beat_at(new_begin) >= _current_beat + offset_begin):
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_begin -= 1
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while(new_end >= 0) and (notes.beat_at(new_end) > _current_beat + offset_end):
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new_end -= 1
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if(new_begin != _begin):
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new_begin += 1
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if(new_end != _end):
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new_end += 1
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_begin = new_begin
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_end = new_end
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_previous_beat = _current_beat
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@@ -1,27 +0,0 @@
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class_name NoteAnimator extends NoteView
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@export var pool: NotePool
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## TODO WARNING: This is currently only implemented for beat updates
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## going forward in time.
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func update_current_beat(beat: float) -> void:
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var old_begin: int = _begin
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var old_end: int = _end
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super.update_current_beat(beat) # Update _begin and _end.
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_update_note_visuals(old_begin, _begin)
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_update_note_visuals(old_end, _end)
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# ======== IMPLEMENTATION ======== #
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var _note_map: Dictionary[int, NoteVisual]
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func _update_note_visuals(index_begin: int, index_end: int) -> void:
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for i: int in range(index_begin, index_end):
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# TODO: Either get or return node from pool,
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# depending on if index_begin > or < than index_end.
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pass
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func _set_notes(p_notes: NoteArray) -> void:
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notes = p_notes
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_reset_view()
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@@ -15,9 +15,21 @@ class_name NotePool extends Node
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@export var hold_skin: StringName = "default"
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func get_note(type: NoteVisual.TYPE) -> NoteVisual:
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var note: NoteVisual
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# TODO: Implement.
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return note
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match type:
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NoteVisual.TYPE.TAP:
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return get_tap()
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NoteVisual.TYPE.HOLD:
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return get_hold()
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_:
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return null
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func return_note(note: NoteVisual) -> void:
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if note is TapNote:
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note.reset()
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return_tap(note as TapNote)
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elif note is HoldNote:
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note.reset()
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return_hold(note as HoldNote)
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## Get a tap note. Instantiates one if no free nodes are available.
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func get_tap() -> TapNote:
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91
rhythm_game/note/visual/note_spawner.gd
Normal file
91
rhythm_game/note/visual/note_spawner.gd
Normal file
@@ -0,0 +1,91 @@
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class_name NoteSpawner extends NoteView
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signal notes_spawned(beat: float)
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@export var lanes: Dictionary[int, Lane]
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@export var pool: NotePool
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## Spawn all the notes that should exist on this beat.
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func update(beat: float) -> void:
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var old_begin: int = _begin
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var old_end: int = _end
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_update_view_relative_to_notes(notes, beat) # Updates _begin and _end.
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if _previous_beat <= beat:
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_set_note_visuals(old_end, _end)
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_remove_note_visuals(old_begin, _begin)
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else:
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_remove_note_visuals(_end, old_end)
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_set_note_visuals(_begin, old_begin)
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_previous_beat = beat
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notes_spawned.emit(beat)
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# ======== IMPLEMENTATION ======== #
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var _note_visuals: Dictionary[int, NoteVisual] # [Note ID, Note Visual]
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var _last_lane_holds: Dictionary[int, HoldNote]
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func _set_notes(p_notes: NoteArray) -> void:
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super._set_notes(p_notes)
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for note in _note_visuals.values():
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if note == null:
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continue
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pool.return_note(note)
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# TODO Finish implementation.
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# Spawn or delete nodes in the range.
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func _set_note_visuals(index_begin: int, index_end: int) -> void:
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for note_id: int in range(index_begin, index_end):
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match notes.type_at(note_id):
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Note.TYPE.TAP:
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_set_visual_for_tap_at(note_id)
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Note.TYPE.HOLD_START:
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_set_visual_for_hold_start_at(note_id)
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Note.TYPE.HOLD_END:
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_set_visual_for_hold_end_at(note_id)
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func _remove_note_visuals(index_begin: int, index_end: int) -> void:
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for note_id: int in range(index_begin, index_end):
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match notes.type_at(note_id):
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Note.TYPE.TAP:
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_remove_visual_for_tap_at(note_id)
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Note.TYPE.HOLD_START:
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_remove_visual_for_hold_start_at(note_id)
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Note.TYPE.HOLD_END:
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_remove_visual_for_hold_end_at(note_id)
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func _set_visual_for_tap_at(note_id: int) -> void:
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var lane_id: int = notes.lane_at(note_id)
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var lane: Lane = lanes[lane_id]
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var note: TapNote = pool.get_tap()
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lane.add_child(note)
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_note_visuals[note_id] = note
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func _set_visual_for_hold_start_at(note_id: int) -> void:
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var lane_id: int = notes.lane_at(note_id)
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var lane: Lane = lanes[lane_id]
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var note: HoldNote = pool.get_hold()
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lane.add_child(note)
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_note_visuals[note_id] = note
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_last_lane_holds[lane_id] = note
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func _set_visual_for_hold_end_at(note_id: int) -> void:
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var lane_id: int = notes.lane_at(note_id)
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var lane: Lane = lanes[lane_id]
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var note: HoldNote = _last_lane_holds[lane_id]
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if note == null:
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note = pool.get_hold()
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lane.add_child(note)
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_note_visuals[note_id] = note
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_last_lane_holds[lane_id] = null
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func _remove_visual_for_tap_at(note_id: int) -> void:
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pass
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func _remove_visual_for_hold_start_at(note_id: int) -> void:
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pass
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func _remove_visual_for_hold_end_at(note_id: int) -> void:
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pass
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