Add scenes, static scene-finding mechanism, and scene pool for visual hold/tap notes.
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84
rhythm_game/note/visual/note_pool.gd
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84
rhythm_game/note/visual/note_pool.gd
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class_name NotePool extends Node
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@export_group("Start")
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## Tap notes to spawn on [method _ready].
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@export var tap_size: int = 30
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## Hold notes to spawn on [method _ready].
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@export var hold_size: int = 10
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@export_group("Skin")
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## [StringName] of the tap note skin to use.
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@export var tap_skin: StringName = "default"
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## [StringName] of the hold note skin to use.
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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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## Get a tap note. Instantiates one if no free nodes are available.
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func get_tap() -> TapNote:
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var tap: TapNote = _free_taps.pop_back()
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if tap == null:
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tap = _instantiate_tap()
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_used_taps[tap] = true
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return tap
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## Return a tap note.
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func return_tap(tap: TapNote) -> void:
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var parent: Node = tap.get_parent()
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if parent:
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parent.remove_child(tap)
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if not _used_taps.erase(tap):
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push_warning(
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"Returning tap note ", tap,
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" that was not spawned by pool ", self, "."
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)
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_free_taps.append(tap)
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## Get a hold note. Instantiates one if no free nodes are available.
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func get_hold() -> HoldNote:
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var hold: HoldNote = _free_holds.pop_back()
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if hold == null:
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hold = _instantiate_hold()
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_used_holds[hold] = true
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return hold
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## Return a hold note.
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func return_hold(hold: HoldNote) -> void:
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var parent: Node = hold.get_parent()
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if parent:
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parent.remove_child(hold)
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if not _used_holds.erase(hold):
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push_warning(
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"Returning hold note ", hold,
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" that was not spawned by pool ", self, "."
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)
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_free_holds.append(hold)
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## Spawn the given number of notes.
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func reserve(taps: int, holds: int) -> void:
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for i: int in range(taps):
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_free_taps.append(_instantiate_tap())
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for i: int in range(holds):
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_free_holds.append(_instantiate_hold())
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# ========= IMPLEMENTATION ========= #
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var _free_taps: Array[TapNote]
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var _used_taps: Dictionary[TapNote, bool]
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var _free_holds: Array[HoldNote]
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var _used_holds: Dictionary[HoldNote, bool]
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func _instantiate_tap() -> TapNote:
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return NoteScenes.get_tap(tap_skin).instantiate() as TapNote
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func _instantiate_hold() -> HoldNote:
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return NoteScenes.get_tap(tap_skin).instantiate() as HoldNote
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