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#include " rhythm_game_utilities.h"
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#include < RhythmGameUtilities/Common.hpp>
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+ #include < RhythmGameUtilities/Utilities.hpp>
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void rhythm_game_utilities::_bind_methods ()
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{
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+ // Common
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+
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ClassDB::bind_static_method (" rhythm_game_utilities" ,
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D_METHOD (" lerp" , " a" , " b" , " t" ),
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&rhythm_game_utilities::lerp);
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ClassDB::bind_static_method (" rhythm_game_utilities" ,
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D_METHOD (" inverse_lerp" , " a" , " b" , " v" ),
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&rhythm_game_utilities::inverse_lerp);
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+
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+ // Utilities
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+
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+ ClassDB::bind_static_method (
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+ " rhythm_game_utilities" ,
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+ D_METHOD (" convert_tick_to_position" , " tick" , " resolution" ),
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+ &rhythm_game_utilities::convert_tick_to_position);
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+
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+ ClassDB::bind_static_method (
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+ " rhythm_game_utilities" ,
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+ D_METHOD (" is_on_the_beat" , " bpm" , " currentTime" , " delta" ),
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+ &rhythm_game_utilities::is_on_the_beat);
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+
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+ ClassDB::bind_static_method (
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+ " rhythm_game_utilities" ,
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+ D_METHOD (" round_up_to_the_nearest_multiplier" , " value" , " multiplier" ),
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+ &rhythm_game_utilities::round_up_to_the_nearest_multiplier);
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+
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+ ClassDB::bind_static_method (
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+ " rhythm_game_utilities" ,
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+ D_METHOD (" calculate_accuracy_ratio" , " position" , " currentPosition" ,
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+ " delta" ),
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+ &rhythm_game_utilities::calculate_accuracy_ratio);
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}
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+ // Common
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+
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float rhythm_game_utilities::lerp (float a, float b, float t)
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{
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return RhythmGameUtilities::Lerp (a, b, t);
@@ -22,3 +50,31 @@ float rhythm_game_utilities::inverse_lerp(float a, float b, float v)
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{
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return RhythmGameUtilities::InverseLerp (a, b, v);
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}
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+
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+ // Utilities
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+
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+ float rhythm_game_utilities::convert_tick_to_position (int tick, int resolution)
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+ {
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+ return RhythmGameUtilities::ConvertTickToPosition (tick, resolution);
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+ }
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+
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+ bool rhythm_game_utilities::is_on_the_beat (int bpm, float currentTime,
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+ float delta)
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+ {
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+ return RhythmGameUtilities::IsOnTheBeat (bpm, currentTime, delta);
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+ }
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+
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+ int rhythm_game_utilities::round_up_to_the_nearest_multiplier (int value,
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+ int multiplier)
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+ {
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+ return RhythmGameUtilities::RoundUpToTheNearestMultiplier (value,
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+ multiplier);
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+ }
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+
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+ float rhythm_game_utilities::calculate_accuracy_ratio (int position,
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+ int currentPosition,
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+ int delta)
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+ {
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+ return RhythmGameUtilities::CalculateAccuracyRatio (position,
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+ currentPosition, delta);
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+ }
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