/*
 * opsu! - an open-source osu! client
 * Copyright (C) 2014, 2015 Jeffrey Han
 *
 * opsu! is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * opsu! is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with opsu!.  If not, see <http://www.gnu.org/licenses/>.
 */

package itdelatrisu.opsu.states;

import itdelatrisu.opsu.ErrorHandler;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.Opsu;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.ScoreData;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.HitSound;
import itdelatrisu.opsu.audio.MusicController;
import itdelatrisu.opsu.audio.SoundController;
import itdelatrisu.opsu.audio.SoundEffect;
import itdelatrisu.opsu.beatmap.Beatmap;
import itdelatrisu.opsu.beatmap.BeatmapParser;
import itdelatrisu.opsu.beatmap.HitObject;
import itdelatrisu.opsu.beatmap.TimingPoint;
import itdelatrisu.opsu.db.BeatmapDB;
import itdelatrisu.opsu.db.ScoreDB;
import itdelatrisu.opsu.downloads.Updater;
import itdelatrisu.opsu.objects.Circle;
import itdelatrisu.opsu.objects.DummyObject;
import itdelatrisu.opsu.objects.GameObject;
import itdelatrisu.opsu.objects.Slider;
import itdelatrisu.opsu.objects.Spinner;
import itdelatrisu.opsu.objects.curves.Curve;
import itdelatrisu.opsu.objects.curves.Vec2f;
import itdelatrisu.opsu.render.FrameBufferCache;
import itdelatrisu.opsu.replay.PlaybackSpeed;
import itdelatrisu.opsu.replay.Replay;
import itdelatrisu.opsu.replay.ReplayFrame;
import itdelatrisu.opsu.ui.*;
import itdelatrisu.opsu.ui.animations.AnimationEquation;

import java.io.File;
import java.util.IdentityHashMap;
import java.util.LinkedList;
import java.util.Stack;

import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.newdawn.slick.Animation;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.BasicGameState;
import org.newdawn.slick.state.StateBasedGame;
import org.newdawn.slick.state.transition.DelayedFadeOutTransition;
import org.newdawn.slick.state.transition.EasedFadeOutTransition;
import org.newdawn.slick.state.transition.EmptyTransition;
import org.newdawn.slick.state.transition.FadeInTransition;
import yugecin.opsudance.*;

/**
 * "Game" state.
 */
public class Game extends BasicGameState {
	/** Game restart states. */
	public enum Restart {
		/** No restart. */
		FALSE,
		/** First time loading the song. */
		NEW,
		/** Manual retry. */
		MANUAL,
		/** Replay. */
		REPLAY,
		/** Health is zero: no-continue/force restart. */
		LOSE
	}

	/** Music fade-out time, in milliseconds. */
	private static final int MUSIC_FADEOUT_TIME = 2000;

	/** Screen fade-out time, in milliseconds, when health hits zero. */
	private static final int LOSE_FADEOUT_TIME = 500;

	/** Maximum rotation, in degrees, over fade out upon death. */
	private static final float MAX_ROTATION = 90f;

	/** Minimum time before start of song, in milliseconds, to process skip-related actions. */
	private static final int SKIP_OFFSET = 2000;

	/** Tolerance in case if hit object is not snapped to the grid. */
	private static final float STACK_LENIENCE = 3f;

	/** Stack time window of the previous object, in ms. */
	private static final int STACK_TIMEOUT = 1000;

	/** Stack position offset modifier. */
	private static final float STACK_OFFSET_MODIFIER = 0.05f;

	/** The associated beatmap. */
	private Beatmap beatmap;

	/** The associated GameData object. */
	private GameData data;

	/** Current hit object index (in both hit object arrays). */
	private int objectIndex = 0;

	/** The map's game objects, indexed by objectIndex. */
	private GameObject[] gameObjects;

	/** Delay time, in milliseconds, before song starts. */
	private int leadInTime;

	/** Hit object approach time, in milliseconds. */
	private int approachTime;

	/** The amount of time for hit objects to fade in, in milliseconds. */
	private int fadeInTime;

	/** Decay time for hit objects in the "Hidden" mod, in milliseconds. */
	private int hiddenDecayTime;

	/** Time before the hit object time by which the objects have completely faded in the "Hidden" mod, in milliseconds. */
	private int hiddenTimeDiff;

	/** Time offsets for obtaining each hit result (indexed by HIT_* constants). */
	private int[] hitResultOffset;

	/** Current restart state. */
	private Restart restart;

	/** Current break index in breaks ArrayList. */
	private int breakIndex;

	/** Break start time (0 if not in break). */
	private int breakTime = 0;

	/** Whether the break sound has been played. */
	private boolean breakSound;

	/** Skip button (displayed at song start, when necessary). */
	private MenuButton skipButton;

	/** Current timing point index in timingPoints ArrayList. */
	private int timingPointIndex;

	/** Current beat lengths (base value and inherited value). */
	private float beatLengthBase, beatLength;

	/** Whether the countdown sound has been played. */
	private boolean
		countdownReadySound, countdown3Sound, countdown1Sound,
		countdown2Sound, countdownGoSound;

	/** Mouse coordinates before game paused. */
	private Vec2f pausedMousePosition;

	/** Track position when game paused. */
	private int pauseTime = -1;

	/** Value for handling hitCircleSelect pulse effect (expanding, alpha level). */
	private float pausePulse;

	/** Whether a checkpoint has been loaded during this game. */
	private boolean checkpointLoaded = false;

	/** Number of deaths, used if "Easy" mod is enabled. */
	private byte deaths = 0;

	/** Track position at death, used if "Easy" mod is enabled. */
	private int deathTime = -1;

	/** System time position at death. */
	private long failTime;

	/** Track time position at death. */
	private int failTrackTime;

	/** Rotations for game objects at death. */
	private IdentityHashMap<GameObject, Float> rotations;

	/** Number of retries. */
	private int retries = 0;

	/** Whether or not this game is a replay. */
	private boolean isReplay = false;

	/** The replay, if any. */
	private Replay replay;

	/** The current replay frame index. */
	private int replayIndex = 0;

	/** The replay cursor coordinates. */
	private int replayX, replayY;

	/** Whether a replay key is currently pressed. */
	private boolean replayKeyPressed;

	/** The replay skip time, or -1 if none. */
	private int replaySkipTime = -1;

	/** The last replay frame time. */
	private int lastReplayTime = 0;

	/** The keys from the previous replay frame. */
	private int lastReplayKeys = 0;

	/** The last game keys pressed. */
	private int lastKeysPressed = ReplayFrame.KEY_NONE;

	/** The previous game mod state (before the replay). */
	private int previousMods = 0;

	/** The list of current replay frames (for recording replays). */
	private LinkedList<ReplayFrame> replayFrames;

	/** The offscreen image rendered to. */
	private Image offscreen;

	/** The offscreen graphics. */
	private Graphics gOffscreen;

	/** The current flashlight area radius. */
	private int flashlightRadius;

	/** The cursor coordinates using the "auto" or "relax" mods. */
	private Vec2f autoMousePosition;

	/** Whether or not the cursor should be pressed using the "auto" mod. */
	private boolean autoMousePressed;

	/** Playback speed (used in replays and "auto" mod). */
	private PlaybackSpeed playbackSpeed;

	/** Whether the game is currently seeking to a replay position. */
	private boolean isSeeking;

	/** Music position bar coordinates and dimensions (for replay seeking). */
	private float musicBarX, musicBarY, musicBarWidth, musicBarHeight;

	private int mirrorFrom;
	private int mirrorTo;

	/** Music position bar background colors. */
	private static final Color
		MUSICBAR_NORMAL = new Color(12, 9, 10, 0.25f),
		MUSICBAR_HOVER  = new Color(12, 9, 10, 0.35f),
		MUSICBAR_FILL   = new Color(255, 255, 255, 0.75f);

	// game-related variables
	private GameContainer container;
	private StateBasedGame game;
	private Input input;
	private final int state;

	private final Cursor mirrorCursor;

	public Game(int state) {
		this.state = state;
		mirrorCursor = new Cursor(true);
	}

	@Override
	public void init(GameContainer container, StateBasedGame game)
			throws SlickException {
		this.container = container;
		this.game = game;
		input = container.getInput();

		int width = container.getWidth();
		int height = container.getHeight();

		// create offscreen graphics
		offscreen = new Image(width, height);
		gOffscreen = offscreen.getGraphics();
		gOffscreen.setBackground(Color.black);

		// initialize music position bar location
		musicBarX = width * 0.01f;
		musicBarY = height * 0.05f;
		musicBarWidth = Math.max(width * 0.005f, 7);
		musicBarHeight = height * 0.9f;

		// create the associated GameData object
		data = new GameData(width, height);
	}

	@Override
	public void render(GameContainer container, StateBasedGame game, Graphics g)
			throws SlickException {
		int width = container.getWidth();
		int height = container.getHeight();
		int trackPosition = MusicController.getPosition();
		if (pauseTime > -1)  // returning from pause screen
			trackPosition = pauseTime;
		else if (deathTime > -1)  // "Easy" mod: health bar increasing
			trackPosition = deathTime;
		int firstObjectTime = beatmap.objects[0].getTime();
		int timeDiff = firstObjectTime - trackPosition;

		g.setBackground(Color.black);

		// "flashlight" mod: initialize offscreen graphics
		if (GameMod.FLASHLIGHT.isActive()) {
			gOffscreen.clear();
			Graphics.setCurrent(gOffscreen);
		}

		// background
		if (!Dancer.removebg && GameMod.AUTO.isActive()) {
			float dimLevel = Options.getBackgroundDim();
			if (trackPosition < firstObjectTime) {
				if (timeDiff < approachTime)
					dimLevel += (1f - dimLevel) * ((float) timeDiff / approachTime);
				else
					dimLevel = 1f;
			}
			if (Options.isDefaultPlayfieldForced() || !beatmap.drawBackground(width, height, dimLevel, false)) {
				Image playfield = GameImage.PLAYFIELD.getImage();
				playfield.setAlpha(dimLevel);
				playfield.draw();
				playfield.setAlpha(1f);
			}
		}

		if (GameMod.FLASHLIGHT.isActive())
			Graphics.setCurrent(g);

		// "auto" and "autopilot" mods: move cursor automatically
		// TODO: this should really be in update(), not render()
		autoMousePosition.set(width / 2, height / 2);
		autoMousePressed = false;
		if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
			Vec2f autoPoint;
			if (objectIndex < beatmap.objects.length) {
				GameObject p;
				if (objectIndex > 0) {
					p = gameObjects[objectIndex - 1];
				} else {
					p = Dancer.d;
				}
				Dancer d = Dancer.instance;
				d.update(trackPosition, p, gameObjects[objectIndex]);
				autoPoint = new Vec2f(d.x, d.y);
				if (trackPosition < gameObjects[objectIndex].getTime()) {
					autoMousePressed = true;
				}
				/*
				// normal object
				int objectTime = beatmap.objects[objectIndex].getTime();
				if (trackPosition < objectTime) {
					Vec2f startPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
					int startTime = gameObjects[objectIndex - 1].getEndTime();
					if (beatmap.breaks != null && breakIndex < beatmap.breaks.size()) {
						// starting a break: keep cursor at previous hit object position
						if (breakTime > 0 || objectTime > beatmap.breaks.get(breakIndex))
							autoPoint = startPoint;

						// after a break ends: move startTime to break end time
						else if (breakIndex > 1) {
							int lastBreakEndTime = beatmap.breaks.get(breakIndex - 1);
							if (objectTime > lastBreakEndTime && startTime < lastBreakEndTime)
								startTime = lastBreakEndTime;
						}
					}
					if (autoPoint == null) {
						Vec2f endPoint = gameObjects[objectIndex].getPointAt(trackPosition);
						int totalTime = objectTime - startTime;
						autoPoint = getPointAt(startPoint.x, startPoint.y, endPoint.x, endPoint.y, (float) (trackPosition - startTime) / totalTime);

						// hit circles: show a mouse press
						int offset300 = hitResultOffset[GameData.HIT_300];
						if ((beatmap.objects[objectIndex].isCircle() && objectTime - trackPosition < offset300) ||
						    (beatmap.objects[objectIndex - 1].isCircle() && trackPosition - beatmap.objects[objectIndex - 1].getTime() < offset300))
							autoMousePressed = true;
					}
				} else {
					autoPoint = gameObjects[objectIndex].getPointAt(trackPosition);
					autoMousePressed = true;
				}
				*/
			} else {
				// last object
				autoPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
			}

			// set mouse coordinates
			autoMousePosition.set(autoPoint.x, autoPoint.y);
		}

		// "flashlight" mod: restricted view of hit objects around cursor
		if (GameMod.FLASHLIGHT.isActive()) {
			// render hit objects offscreen
			Graphics.setCurrent(gOffscreen);
			int trackPos = (isLeadIn()) ? (leadInTime - Options.getMusicOffset()) * -1 : trackPosition;
			drawHitObjects(gOffscreen, trackPos);

			// restore original graphics context
			gOffscreen.flush();
			Graphics.setCurrent(g);

			// draw alpha map around cursor
			g.setDrawMode(Graphics.MODE_ALPHA_MAP);
			g.clearAlphaMap();
			int mouseX, mouseY;
			if (pauseTime > -1 && pausedMousePosition != null) {
				mouseX = (int) pausedMousePosition.x;
				mouseY = (int) pausedMousePosition.y;
			} else if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
				mouseX = (int) autoMousePosition.x;
				mouseY = (int) autoMousePosition.y;
			} else if (isReplay) {
				mouseX = replayX;
				mouseY = replayY;
			} else {
				mouseX = input.getMouseX();
				mouseY = input.getMouseY();
			}
			int alphaRadius = flashlightRadius * 256 / 215;
			int alphaX = mouseX - alphaRadius / 2;
			int alphaY = mouseY - alphaRadius / 2;
			GameImage.ALPHA_MAP.getImage().draw(alphaX, alphaY, alphaRadius, alphaRadius);

			// blend offscreen image
			g.setDrawMode(Graphics.MODE_ALPHA_BLEND);
			g.setClip(alphaX, alphaY, alphaRadius, alphaRadius);
			g.drawImage(offscreen, 0, 0);
			g.clearClip();
			g.setDrawMode(Graphics.MODE_NORMAL);
		}

		// break periods
		if (beatmap.breaks != null && breakIndex < beatmap.breaks.size() && breakTime > 0) {
			int endTime = beatmap.breaks.get(breakIndex);
			int breakLength = endTime - breakTime;

			// letterbox effect (black bars on top/bottom)
			if (beatmap.letterboxInBreaks && breakLength >= 4000) {
				g.setColor(Color.black);
				g.fillRect(0, 0, width, height * 0.125f);
				g.fillRect(0, height * 0.875f, width, height * 0.125f);
			}

			if (!Dancer.hideui || !GameMod.AUTO.isActive()) {
				data.drawGameElements(g, true, objectIndex == 0);
			}

			if (breakLength >= 8000 &&
				trackPosition - breakTime > 2000 &&
				trackPosition - breakTime < 5000) {
				// show break start
				if (data.getHealth() >= 50) {
					GameImage.SECTION_PASS.getImage().drawCentered(width / 2f, height / 2f);
					if (!breakSound) {
						SoundController.playSound(SoundEffect.SECTIONPASS);
						breakSound = true;
					}
				} else {
					GameImage.SECTION_FAIL.getImage().drawCentered(width / 2f, height / 2f);
					if (!breakSound) {
						SoundController.playSound(SoundEffect.SECTIONFAIL);
						breakSound = true;
					}
				}
			} else if (breakLength >= 4000) {
				// show break end (flash four times for 250ms)
				int endTimeDiff = endTime - trackPosition;
				if (endTimeDiff < 2000 && (endTimeDiff / 250 % 2) == 1) {
					Image arrow = GameImage.WARNINGARROW.getImage();
					arrow.setRotation(0);
					arrow.draw(width * 0.15f, height * 0.15f);
					arrow.draw(width * 0.15f, height * 0.75f);
					arrow = arrow.getFlippedCopy(true, false);
					arrow.draw(width * 0.75f, height * 0.15f);
					arrow.draw(width * 0.75f, height * 0.75f);
				}
			}
		}

		// non-break
		else {
			if (!GameMod.AUTO.isActive() || !Dancer.hideui) {
				// game elements
				data.drawGameElements(g, false, objectIndex == 0);

				// skip beginning
				if (objectIndex == 0 &&
						trackPosition < beatmap.objects[0].getTime() - SKIP_OFFSET)
					skipButton.draw();

				// show retries
				if (retries >= 2 && timeDiff >= -1000) {
					int retryHeight = Math.max(
							GameImage.SCOREBAR_BG.getImage().getHeight(),
							GameImage.SCOREBAR_KI.getImage().getHeight()
					);
					float oldAlpha = Colors.WHITE_FADE.a;
					if (timeDiff < -500)
						Colors.WHITE_FADE.a = (1000 + timeDiff) / 500f;
					Fonts.MEDIUM.drawString(
							2 + (width / 100), retryHeight,
							String.format("%d retries and counting...", retries),
							Colors.WHITE_FADE
					);
					Colors.WHITE_FADE.a = oldAlpha;
				}

				if (isLeadIn())
					trackPosition = (leadInTime - Options.getMusicOffset()) * -1;  // render approach circles during song lead-in

				// countdown
				if (beatmap.countdown > 0) {
					float speedModifier = GameMod.getSpeedMultiplier() * playbackSpeed.getModifier();
					timeDiff = firstObjectTime - trackPosition;
					if (timeDiff >= 500 * speedModifier && timeDiff < 3000 * speedModifier) {
						if (timeDiff >= 1500 * speedModifier) {
							GameImage.COUNTDOWN_READY.getImage().drawCentered(width / 2, height / 2);
							if (!countdownReadySound) {
								SoundController.playSound(SoundEffect.READY);
								countdownReadySound = true;
							}
						}
						if (timeDiff < 2000 * speedModifier) {
							GameImage.COUNTDOWN_3.getImage().draw(0, 0);
							if (!countdown3Sound) {
								SoundController.playSound(SoundEffect.COUNT3);
								countdown3Sound = true;
							}
						}
						if (timeDiff < 1500 * speedModifier) {
							GameImage.COUNTDOWN_2.getImage().draw(width - GameImage.COUNTDOWN_2.getImage().getWidth(), 0);
							if (!countdown2Sound) {
								SoundController.playSound(SoundEffect.COUNT2);
								countdown2Sound = true;
							}
						}
						if (timeDiff < 1000 * speedModifier) {
							GameImage.COUNTDOWN_1.getImage().drawCentered(width / 2, height / 2);
							if (!countdown1Sound) {
								SoundController.playSound(SoundEffect.COUNT1);
								countdown1Sound = true;
							}
						}
					} else if (timeDiff >= -500 * speedModifier && timeDiff < 500 * speedModifier) {
						Image go = GameImage.COUNTDOWN_GO.getImage();
						go.setAlpha((timeDiff < 0) ? 1 - (timeDiff / speedModifier / -500f) : 1);
						go.drawCentered(width / 2, height / 2);
						if (!countdownGoSound) {
							SoundController.playSound(SoundEffect.GO);
							countdownGoSound = true;
						}
					}
				}
			} else {
				// skip beginning
				if (objectIndex == 0 &&
					trackPosition < beatmap.objects[0].getTime() - SKIP_OFFSET)
					skipButton.draw();
			}

			// draw hit objects
			if (!GameMod.FLASHLIGHT.isActive())
				drawHitObjects(g, trackPosition);
		}

		if (!Dancer.hideui && GameMod.AUTO.isActive())
			GameImage.UNRANKED.getImage().drawCentered(width / 2, height * 0.077f);

		// draw replay speed button
		if (isReplay || (!Dancer.hideui && GameMod.AUTO.isActive()))
			playbackSpeed.getButton().draw();

		// draw music position bar (for replay seeking)
		if (isReplay && Options.isReplaySeekingEnabled()) {
			int mouseX = input.getMouseX(), mouseY = input.getMouseY();
			g.setColor((musicPositionBarContains(mouseX, mouseY)) ? MUSICBAR_HOVER : MUSICBAR_NORMAL);
			g.fillRoundRect(musicBarX, musicBarY, musicBarWidth, musicBarHeight, 4);
			if (!isLeadIn()) {
				g.setColor(MUSICBAR_FILL);
				float musicBarPosition = Math.min((float) trackPosition / beatmap.endTime, 1f);
				g.fillRoundRect(musicBarX, musicBarY, musicBarWidth, musicBarHeight * musicBarPosition, 4);
			}
		}

		// returning from pause screen
		if (pauseTime > -1 && pausedMousePosition != null) {
			// darken the screen
			g.setColor(Colors.BLACK_ALPHA);
			g.fillRect(0, 0, width, height);

			// draw glowing hit select circle and pulse effect
			int circleDiameter = GameImage.HITCIRCLE.getImage().getWidth();
			Image cursorCircle = GameImage.HITCIRCLE_SELECT.getImage().getScaledCopy(circleDiameter, circleDiameter);
			cursorCircle.setAlpha(1.0f);
			cursorCircle.drawCentered(pausedMousePosition.x, pausedMousePosition.y);
			Image cursorCirclePulse = cursorCircle.getScaledCopy(1f + pausePulse);
			cursorCirclePulse.setAlpha(1f - pausePulse);
			cursorCirclePulse.drawCentered(pausedMousePosition.x, pausedMousePosition.y);
		}

		if (isReplay)
			UI.draw(g, replayX, replayY, replayKeyPressed);
		else if (GameMod.AUTO.isActive()) {
			UI.draw(g, (int) autoMousePosition.x, (int) autoMousePosition.y, autoMousePressed);
			if (Dancer.mirror && GameMod.AUTO.isActive()) {
				double dx = autoMousePosition.x - Options.width / 2d;
				double dy = autoMousePosition.y - Options.height / 2d;
				double d = Math.sqrt(dx * dx + dy * dy);
				double a = Math.atan2(dy, dx) + Math.PI;
				mirrorCursor.draw((int) (Math.cos(a) * d + Options.width / 2), (int) (Math.sin(a) * d + Options.height / 2), autoMousePressed);
			}
		}
		else if (GameMod.AUTOPILOT.isActive())
			UI.draw(g, (int) autoMousePosition.x, (int) autoMousePosition.y, Utils.isGameKeyPressed());
		else
			UI.draw(g);

		if (!Dancer.hidewatermark) {
			Fonts.SMALL.drawString(0.3f, 0.3f, "opsu!dance " + Updater.get().getCurrentVersion() + " by robin_be | https://github.com/yugecin/opsu-dance");
		}
	}

	@Override
	public void update(GameContainer container, StateBasedGame game, int delta)
			throws SlickException {
		UI.update(delta);
		Pippi.update(delta);
		yugecin.opsudance.spinners.Spinner.update(delta);
		int mouseX = input.getMouseX(), mouseY = input.getMouseY();
		skipButton.hoverUpdate(delta, mouseX, mouseY);
		if (isReplay || GameMod.AUTO.isActive())
			playbackSpeed.getButton().hoverUpdate(delta, mouseX, mouseY);
		int trackPosition = MusicController.getPosition();

		// returning from pause screen: must click previous mouse position
		if (pauseTime > -1) {
			// paused during lead-in or break, or "relax" or "autopilot": continue immediately
			if (pausedMousePosition == null || (GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive())) {
				pauseTime = -1;
				if (!isLeadIn())
					MusicController.resume();
			}

			// focus lost: go back to pause screen
			else if (!container.hasFocus()) {
				game.enterState(Opsu.STATE_GAMEPAUSEMENU);
				pausePulse = 0f;
			}

			// advance pulse animation
			else {
				pausePulse += delta / 750f;
				if (pausePulse > 1f)
					pausePulse = 0f;
			}
			return;
		}

		// replays: skip intro
		if (isReplay && replaySkipTime > -1 && trackPosition >= replaySkipTime) {
			if (skipIntro())
				trackPosition = MusicController.getPosition();
		}

		// "flashlight" mod: calculate visible area radius
		updateFlashlightRadius(delta, trackPosition);

		// stop updating during song lead-in
		if (isLeadIn()) {
			leadInTime -= delta;
			if (!isLeadIn())
				MusicController.resume();
			return;
		}

		// "Easy" mod: multiple "lives"
		if (GameMod.EASY.isActive() && deathTime > -1) {
			if (data.getHealth() < 99f) {
				data.changeHealth(delta / 10f);
				data.updateDisplays(delta);
				return;
			}
			MusicController.resume();
			deathTime = -1;
		}

		// normal game update
		if (!isReplay)
			addReplayFrameAndRun(mouseX, mouseY, lastKeysPressed, trackPosition);

		// watching replay
		else {
			// out of frames, use previous data
			if (replayIndex >= replay.frames.length)
				updateGame(replayX, replayY, delta, MusicController.getPosition(), lastKeysPressed);

			// seeking to a position earlier than original track position
			if (isSeeking && replayIndex - 1 >= 1 && replayIndex < replay.frames.length &&
			    trackPosition < replay.frames[replayIndex - 1].getTime()) {
				replayIndex = 0;
				while (objectIndex >= 0) {
					gameObjects[objectIndex].reset();
					objectIndex--;
				}

				// reset game data
				resetGameData();

				// load the first timingPoint
				if (!beatmap.timingPoints.isEmpty()) {
					TimingPoint timingPoint = beatmap.timingPoints.get(0);
					if (!timingPoint.isInherited()) {
						setBeatLength(timingPoint, true);
						timingPointIndex++;
					}
				}
			}

			// update and run replay frames
			while (replayIndex < replay.frames.length && trackPosition >= replay.frames[replayIndex].getTime()) {
				ReplayFrame frame = replay.frames[replayIndex];
				replayX = frame.getScaledX();
				replayY = frame.getScaledY();
				replayKeyPressed = frame.isKeyPressed();
				lastKeysPressed = frame.getKeys();
				runReplayFrame(frame);
				replayIndex++;
			}
			mouseX = replayX;
			mouseY = replayY;

			// unmute sounds
			if (isSeeking) {
				isSeeking = false;
				SoundController.mute(false);
			}
		}

		data.updateDisplays(delta);
	}

	/**
	 * Updates the game.
	 * @param mouseX the mouse x coordinate
	 * @param mouseY the mouse y coordinate
	 * @param delta the delta interval
	 * @param trackPosition the track position
	 * @param keys the keys that are pressed
	 */
	private void updateGame(int mouseX, int mouseY, int delta, int trackPosition, int keys) {
		// map complete!
		if (objectIndex >= gameObjects.length || (MusicController.trackEnded() && objectIndex > 0)) {
			// track ended before last object was processed: force a hit result
			if (MusicController.trackEnded() && objectIndex < gameObjects.length)
				gameObjects[objectIndex].update(true, delta, mouseX, mouseY, false, trackPosition);

			// if checkpoint used, skip ranking screen
			if (checkpointLoaded)
				game.closeRequested();

			// go to ranking screen
			else {
				boolean unranked = (GameMod.AUTO.isActive() || GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive());
				((GameRanking) game.getState(Opsu.STATE_GAMERANKING)).setGameData(data);
				if (isReplay)
					data.setReplay(replay);
				else if (replayFrames != null) {
					// finalize replay frames with start/skip frames
					if (!replayFrames.isEmpty())
						replayFrames.getFirst().setTimeDiff(replaySkipTime * -1);
					replayFrames.addFirst(ReplayFrame.getStartFrame(replaySkipTime));
					replayFrames.addFirst(ReplayFrame.getStartFrame(0));
					Replay r = data.getReplay(replayFrames.toArray(new ReplayFrame[replayFrames.size()]), beatmap);
					if (r != null && !unranked)
						r.save();
				}
				ScoreData score = data.getScoreData(beatmap);
				data.setGameplay(!isReplay);

				// add score to database
				if (!unranked && !isReplay)
					ScoreDB.addScore(score);

				game.enterState(Opsu.STATE_GAMERANKING, new EasedFadeOutTransition(), new FadeInTransition());
			}
			return;
		}

		GameObject g = gameObjects[objectIndex];
		if (g.isCircle() || g.isSlider() && g.getTime() <= trackPosition) {
			Cursor.lastObjColor = g.getColor();
			Cursor.lastMirroredObjColor = g.getMirroredColor();
		}

		// timing points
		if (timingPointIndex < beatmap.timingPoints.size()) {
			TimingPoint timingPoint = beatmap.timingPoints.get(timingPointIndex);
			if (trackPosition >= timingPoint.getTime()) {
				setBeatLength(timingPoint, true);
				timingPointIndex++;
			}
		}

		// song beginning
		if (objectIndex == 0 && trackPosition < beatmap.objects[0].getTime())
			return;  // nothing to do here

		// break periods
		if (beatmap.breaks != null && breakIndex < beatmap.breaks.size()) {
			int breakValue = beatmap.breaks.get(breakIndex);
			if (breakTime > 0) {  // in a break period
				if (trackPosition < breakValue)
					return;
				else {
					// break is over
					breakTime = 0;
					breakIndex++;
				}
			} else if (trackPosition >= breakValue) {
				// start a break
				breakTime = breakValue;
				breakSound = false;
				breakIndex++;
				return;
			}
		}

		// pause game if focus lost
		if (!container.hasFocus() && !GameMod.AUTO.isActive() && !isReplay) {
			if (pauseTime < 0) {
				pausedMousePosition = new Vec2f(mouseX, mouseY);
				pausePulse = 0f;
			}
			if (MusicController.isPlaying() || isLeadIn())
				pauseTime = trackPosition;
			game.enterState(Opsu.STATE_GAMEPAUSEMENU, new EmptyTransition(), new FadeInTransition());
		}

		// drain health
		data.changeHealth(delta * -1 * GameData.HP_DRAIN_MULTIPLIER);
		if (!data.isAlive()) {
			// "Easy" mod
			if (GameMod.EASY.isActive() && !GameMod.SUDDEN_DEATH.isActive()) {
				deaths++;
				if (deaths < 3) {
					deathTime = trackPosition;
					MusicController.pause();
					return;
				}
			}

			// game over, force a restart
			if (!isReplay) {
				if (restart != Restart.LOSE) {
					restart = Restart.LOSE;
					failTime = System.currentTimeMillis();
					failTrackTime = MusicController.getPosition();
					MusicController.fadeOut(MUSIC_FADEOUT_TIME);
					MusicController.pitchFadeOut(MUSIC_FADEOUT_TIME);
					rotations = new IdentityHashMap<GameObject, Float>();
					SoundController.playSound(SoundEffect.FAIL);

					// fade to pause menu
					game.enterState(Opsu.STATE_GAMEPAUSEMENU,
							new DelayedFadeOutTransition(Color.black, MUSIC_FADEOUT_TIME, MUSIC_FADEOUT_TIME - LOSE_FADEOUT_TIME),
							new FadeInTransition());
				}
			}
		}

		// don't process hit results when already lost
		if (restart != Restart.LOSE) {
			// update objects (loop in unlikely event of any skipped indexes)
			boolean keyPressed = keys != ReplayFrame.KEY_NONE;
			while (objectIndex < gameObjects.length && trackPosition > beatmap.objects[objectIndex].getTime()) {
				// check if we've already passed the next object's start time
				boolean overlap = (objectIndex + 1 < gameObjects.length &&
						trackPosition > beatmap.objects[objectIndex + 1].getTime() - hitResultOffset[GameData.HIT_50]);

				// update hit object and check completion status
				if (gameObjects[objectIndex].update(overlap, delta, mouseX, mouseY, keyPressed, trackPosition)) {
					objectIndex++;  // done, so increment object index
					if (objectIndex >= mirrorTo) {
						Dancer.mirror = false;
					}
				} else
					break;
			}
		}
	}

	@Override
	public int getID() { return state; }

	@Override
	public void keyPressed(int key, char c) {
		int trackPosition = MusicController.getPosition();
		int mouseX = input.getMouseX();
		int mouseY = input.getMouseY();

		// game keys
		if (!Keyboard.isRepeatEvent()) {
			int keys = ReplayFrame.KEY_NONE;
			if (key == Options.getGameKeyLeft())
				keys = ReplayFrame.KEY_K1;
			else if (key == Options.getGameKeyRight())
				keys = ReplayFrame.KEY_K2;
			if (keys != ReplayFrame.KEY_NONE)
				gameKeyPressed(keys, mouseX, mouseY, trackPosition);
		}

		switch (key) {
		case Input.KEY_ESCAPE:
			// "auto" mod or watching replay: go back to song menu
			if (GameMod.AUTO.isActive() || isReplay) {
				game.closeRequested();
				break;
			}

			// pause game
			if (pauseTime < 0 && breakTime <= 0 && trackPosition >= beatmap.objects[0].getTime()) {
				pausedMousePosition = new Vec2f(mouseX, mouseY);
				pausePulse = 0f;
			}
			if (MusicController.isPlaying() || isLeadIn())
				pauseTime = trackPosition;
			game.enterState(Opsu.STATE_GAMEPAUSEMENU, new EmptyTransition(), new FadeInTransition());
			break;
		case Input.KEY_SPACE:
			// skip intro
			skipIntro();
			break;
		case Input.KEY_R:
			// restart
			if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
				try {
					if (trackPosition < beatmap.objects[0].getTime())
						retries--;  // don't count this retry (cancel out later increment)
					restart = Restart.MANUAL;
					enter(container, game);
					skipIntro();
				} catch (SlickException e) {
					ErrorHandler.error("Failed to restart game.", e, false);
				}
			}
			break;
		case Input.KEY_S:
			// save checkpoint
			if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
				if (isLeadIn())
					break;

				int position = (pauseTime > -1) ? pauseTime : trackPosition;
				if (Options.setCheckpoint(position / 1000)) {
					SoundController.playSound(SoundEffect.MENUCLICK);
					UI.sendBarNotification("Checkpoint saved.");
				}
			}
			break;
		case Input.KEY_L:
			// load checkpoint
			if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
				int checkpoint = Options.getCheckpoint();
				if (checkpoint == 0 || checkpoint > beatmap.endTime)
					break;  // invalid checkpoint
				try {
					restart = Restart.MANUAL;
					enter(container, game);
					checkpointLoaded = true;
					if (isLeadIn()) {
						leadInTime = 0;
						MusicController.resume();
					}
					SoundController.playSound(SoundEffect.MENUHIT);
					UI.sendBarNotification("Checkpoint loaded.");

					// skip to checkpoint
					MusicController.setPosition(checkpoint);
					MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
					while (objectIndex < gameObjects.length &&
							beatmap.objects[objectIndex++].getTime() <= checkpoint)
						;
					objectIndex--;
					lastReplayTime = beatmap.objects[objectIndex].getTime();
				} catch (SlickException e) {
					ErrorHandler.error("Failed to load checkpoint.", e, false);
				}
			}
			break;
		case Input.KEY_F:
			// change playback speed
			if (isReplay || GameMod.AUTO.isActive()) {
				playbackSpeed = playbackSpeed.next();
				MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
			}
			break;
		case Input.KEY_UP:
			UI.changeVolume(1);
			break;
		case Input.KEY_DOWN:
			UI.changeVolume(-1);
			break;
		case Input.KEY_F7:
			Options.setNextFPS(container);
			break;
		case Input.KEY_F10:
			Options.toggleMouseDisabled();
			break;
		case Input.KEY_F12:
			Utils.takeScreenShot();
			break;
		case Input.KEY_M:
			if (Dancer.mirror) {
				mirrorTo = objectIndex;
				Dancer.mirror = false;
			} else {
				mirrorCursor.resetLocations();
				mirrorFrom = objectIndex;
				mirrorTo = gameObjects.length;
				Dancer.mirror = true;
			}
			break;
		case Input.KEY_P:
			if (Dancer.mirror) {
				mirrorTo = objectIndex;
				Dancer.mirror = false;
			} else {
				mirrorCursor.resetLocations();
				mirrorFrom = objectIndex;
				mirrorTo = mirrorFrom + 1;
				Dancer.mirror = true;
			}
			break;
		}
	}

	@Override
	public void mousePressed(int button, int x, int y) {
		// watching replay
		if (isReplay || GameMod.AUTO.isActive()) {
			if (button == Input.MOUSE_MIDDLE_BUTTON)
				return;

			// skip button
			if (skipButton.contains(x, y))
				skipIntro();

			// playback speed button
			else if (playbackSpeed.getButton().contains(x, y)) {
				playbackSpeed = playbackSpeed.next();
				MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
			}

			// replay seeking
			else if (Options.isReplaySeekingEnabled() && !GameMod.AUTO.isActive() && musicPositionBarContains(x, y)) {
				SoundController.mute(true);  // mute sounds while seeking
				float pos = (y - musicBarY) / musicBarHeight * beatmap.endTime;
				MusicController.setPosition((int) pos);
				isSeeking = true;
			}
			return;
		}

		if (Options.isMouseDisabled())
			return;

		// mouse wheel: pause the game
		if (button == Input.MOUSE_MIDDLE_BUTTON && !Options.isMouseWheelDisabled()) {
			int trackPosition = MusicController.getPosition();
			if (pauseTime < 0 && breakTime <= 0 && trackPosition >= beatmap.objects[0].getTime()) {
				pausedMousePosition = new Vec2f(x, y);
				pausePulse = 0f;
			}
			if (MusicController.isPlaying() || isLeadIn())
				pauseTime = trackPosition;
			game.enterState(Opsu.STATE_GAMEPAUSEMENU, new EmptyTransition(), new FadeInTransition());
			return;
		}

		// game keys
		int keys = ReplayFrame.KEY_NONE;
		if (button == Input.MOUSE_LEFT_BUTTON)
			keys = ReplayFrame.KEY_M1;
		else if (button == Input.MOUSE_RIGHT_BUTTON)
			keys = ReplayFrame.KEY_M2;
		if (keys != ReplayFrame.KEY_NONE)
			gameKeyPressed(keys, x, y, MusicController.getPosition());
	}

	/**
	 * Handles a game key pressed event.
	 * @param keys the game keys pressed
	 * @param x the mouse x coordinate
	 * @param y the mouse y coordinate
	 * @param trackPosition the track position
	 */
	private void gameKeyPressed(int keys, int x, int y, int trackPosition) {
		// returning from pause screen
		if (pauseTime > -1) {
			double distance = Math.hypot(pausedMousePosition.x - x, pausedMousePosition.y - y);
			int circleRadius = GameImage.HITCIRCLE.getImage().getWidth() / 2;
			if (distance < circleRadius) {
				// unpause the game
				pauseTime = -1;
				pausedMousePosition = null;
				if (!isLeadIn())
					MusicController.resume();
			}
			return;
		}

		// skip beginning
		if (skipButton.contains(x, y)) {
			if (skipIntro())
				return;  // successfully skipped
		}

		// "auto" and "relax" mods: ignore user actions
		if (GameMod.AUTO.isActive() || GameMod.RELAX.isActive())
			return;

		// send a game key press
		if (!isReplay && keys != ReplayFrame.KEY_NONE) {
			lastKeysPressed |= keys;  // set keys bits
			addReplayFrameAndRun(x, y, lastKeysPressed, trackPosition);
		}
	}

	@Override
	public void mouseReleased(int button, int x, int y) {
		if (Options.isMouseDisabled())
			return;

		if (button == Input.MOUSE_MIDDLE_BUTTON)
			return;

		int keys = ReplayFrame.KEY_NONE;
		if (button == Input.MOUSE_LEFT_BUTTON)
			keys = ReplayFrame.KEY_M1;
		else if (button == Input.MOUSE_RIGHT_BUTTON)
			keys = ReplayFrame.KEY_M2;
		if (keys != ReplayFrame.KEY_NONE)
			gameKeyReleased(keys, x, y, MusicController.getPosition());
	}

	@Override
	public void keyReleased(int key, char c) {
		int keys = ReplayFrame.KEY_NONE;
		if (key == Options.getGameKeyLeft())
			keys = ReplayFrame.KEY_K1;
		else if (key == Options.getGameKeyRight())
			keys = ReplayFrame.KEY_K2;
		if (keys != ReplayFrame.KEY_NONE)
			gameKeyReleased(keys, input.getMouseX(), input.getMouseY(), MusicController.getPosition());
	}

	/**
	 * Handles a game key released event.
	 * @param keys the game keys released
	 * @param x the mouse x coordinate
	 * @param y the mouse y coordinate
	 * @param trackPosition the track position
	 */
	private void gameKeyReleased(int keys, int x, int y, int trackPosition) {
		if (!isReplay && keys != ReplayFrame.KEY_NONE && !isLeadIn() && pauseTime == -1) {
			lastKeysPressed &= ~keys;  // clear keys bits
			addReplayFrameAndRun(x, y, lastKeysPressed, trackPosition);
		}
	}

	@Override
	public void mouseWheelMoved(int newValue) {
		if (Options.isMouseWheelDisabled() || Options.isMouseDisabled())
			return;

		UI.changeVolume((newValue < 0) ? -1 : 1);
	}

	@Override
	public void enter(GameContainer container, StateBasedGame game)
			throws SlickException {
		UI.enter();

		if (beatmap == null || beatmap.objects == null)
			throw new RuntimeException("Running game with no beatmap loaded.");

		Dancer.instance.reset();
		MoverDirection.reset(beatmap.beatmapID);

		Slider.bpm = beatmap.bpmMin * GameMod.getSpeedMultiplier();

		ObjectColorOverrides.reset(beatmap.beatmapID);
		CursorColorOverrides.reset(beatmap.beatmapID);

		// free all previously cached hitobject to framebuffer mappings if some still exist
		FrameBufferCache.getInstance().freeMap();

		// grab the mouse (not working for touchscreen)
//		container.setMouseGrabbed(true);

		// restart the game
		if (restart != Restart.FALSE) {
			// load mods
			if (isReplay) {
				previousMods = GameMod.getModState();
				GameMod.loadModState(replay.mods);
			}

			data.setGameplay(true);

			// check restart state
			if (restart == Restart.NEW) {
				// new game
				loadImages();
				setMapModifiers();
				retries = 0;
			} else if (restart == Restart.MANUAL) {
				// retry
				retries++;
			} else if (restart == Restart.REPLAY)
				retries = 0;

			gameObjects = new GameObject[beatmap.objects.length];
			playbackSpeed = PlaybackSpeed.NORMAL;

			// reset game data
			resetGameData();

			// load the first timingPoint for stacking
			if (!beatmap.timingPoints.isEmpty()) {
				TimingPoint timingPoint = beatmap.timingPoints.get(0);
				if (!timingPoint.isInherited()) {
					setBeatLength(timingPoint, true);
					timingPointIndex++;
				}
			}

			// initialize object maps
			CursorColorOverrides.comboColors = ObjectColorOverrides.comboColors = beatmap.getComboColors();
			for (int i = 0; i < beatmap.objects.length; i++) {
				HitObject hitObject = beatmap.objects[i];

				// is this the last note in the combo?
				boolean comboEnd = false;
				if (i + 1 >= beatmap.objects.length || beatmap.objects[i + 1].isNewCombo())
					comboEnd = true;

				// pass beatLength to hit objects
				int hitObjectTime = hitObject.getTime();
				while (timingPointIndex < beatmap.timingPoints.size()) {
					TimingPoint timingPoint = beatmap.timingPoints.get(timingPointIndex);
					if (timingPoint.getTime() > hitObjectTime)
						break;
					setBeatLength(timingPoint, false);
					timingPointIndex++;
				}

				try {
					if (hitObject.isCircle())
						gameObjects[i] = new Circle(hitObject, this, data, hitObject.getComboIndex(), comboEnd);
					else if (hitObject.isSlider())
						gameObjects[i] = new Slider(hitObject, this, data, hitObject.getComboIndex(), comboEnd);
					else if (hitObject.isSpinner())
						gameObjects[i] = new Spinner(hitObject, this, data);
				} catch (Exception e) {
					// try to handle the error gracefully: substitute in a dummy GameObject
					ErrorHandler.error(String.format("Failed to create %s at index %d:\n%s",
							hitObject.getTypeName(), i, hitObject.toString()), e, true);
					gameObjects[i] = new DummyObject(hitObject);
				}
			}

			// stack calculations
			calculateStacks();

			// load the first timingPoint
			timingPointIndex = 0;
			beatLengthBase = beatLength = 1;
			if (!beatmap.timingPoints.isEmpty()) {
				TimingPoint timingPoint = beatmap.timingPoints.get(0);
				if (!timingPoint.isInherited()) {
					setBeatLength(timingPoint, true);
					timingPointIndex++;
				}
			}

			// unhide cursor for "auto" mod and replays
			if (GameMod.AUTO.isActive() || isReplay)
				UI.getCursor().show();

			// load replay frames
			if (isReplay) {
				// load initial data
				replayX = container.getWidth() / 2;
				replayY = container.getHeight() / 2;
				replayKeyPressed = false;
				replaySkipTime = -1;
				for (replayIndex = 0; replayIndex < replay.frames.length; replayIndex++) {
					ReplayFrame frame = replay.frames[replayIndex];
					if (frame.getY() < 0) {  // skip time (?)
						if (frame.getTime() >= 0 && replayIndex > 0)
							replaySkipTime = frame.getTime();
					} else if (frame.getTime() == 0) {
						replayX = frame.getScaledX();
						replayY = frame.getScaledY();
						replayKeyPressed = frame.isKeyPressed();
					} else
						break;
				}
			}

			// initialize replay-recording structures
			else {
				lastKeysPressed = ReplayFrame.KEY_NONE;
				replaySkipTime = -1;
				replayFrames = new LinkedList<ReplayFrame>();
				replayFrames.add(new ReplayFrame(0, 0, input.getMouseX(), input.getMouseY(), 0));
			}

			for (int i = 0; i < gameObjects.length; i++) {
				gameObjects[i].updateStartEndPositions(beatmap.objects[i].getTime());
			}

			leadInTime = beatmap.audioLeadIn + approachTime;
			restart = Restart.FALSE;

			// needs to play before setting position to resume without lag later
			MusicController.play(false);
			MusicController.setPosition(0);
			MusicController.setPitch(GameMod.getSpeedMultiplier());
			MusicController.pause();

			SoundController.mute(false);
		}

		Pippi.reset();
		mirrorFrom = 0;
		mirrorTo = gameObjects.length;

		skipButton.resetHover();
		if (isReplay || GameMod.AUTO.isActive())
			playbackSpeed.getButton().resetHover();
		MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
	}

	@Override
	public void leave(GameContainer container, StateBasedGame game)
			throws SlickException {
//		container.setMouseGrabbed(false);

		Cursor.lastObjColor = Color.white;
		Cursor.lastMirroredObjColor = Color.white;

		// re-hide cursor
		if (GameMod.AUTO.isActive() || isReplay)
			UI.getCursor().hide();

		// replays
		if (isReplay)
			GameMod.loadModState(previousMods);
	}

	/**
	 * Draws hit objects, hit results, and follow points.
	 * @param g the graphics context
	 * @param trackPosition the track position
	 */
	private void drawHitObjects(Graphics g, int trackPosition) {
		// include previous object in follow points
		int lastObjectIndex = -1;
		if (objectIndex > 0 && objectIndex < beatmap.objects.length &&
		    trackPosition < beatmap.objects[objectIndex].getTime() && !beatmap.objects[objectIndex - 1].isSpinner())
			lastObjectIndex = objectIndex - 1;

		boolean loseState = (restart == Restart.LOSE);
		if (loseState)
			trackPosition = failTrackTime + (int) (System.currentTimeMillis() - failTime);

		// get hit objects in reverse order, or else overlapping objects are unreadable
		Stack<Integer> stack = new Stack<Integer>();
		for (int index = objectIndex; index < gameObjects.length && beatmap.objects[index].getTime() < trackPosition + approachTime; index++) {
			stack.add(index);

			// draw follow points
			if (!Options.isFollowPointEnabled() || loseState)
				continue;
			if (beatmap.objects[index].isSpinner()) {
				lastObjectIndex = -1;
				continue;
			}
			if (lastObjectIndex != -1 && !beatmap.objects[index].isNewCombo()) {
				// calculate points
				final int followPointInterval = container.getHeight() / 14;
				int lastObjectEndTime = gameObjects[lastObjectIndex].getEndTime() + 1;
				int objectStartTime = beatmap.objects[index].getTime();
				Vec2f startPoint = gameObjects[lastObjectIndex].getPointAt(lastObjectEndTime);
				Vec2f endPoint = gameObjects[index].getPointAt(objectStartTime);
				float xDiff = endPoint.x - startPoint.x;
				float yDiff = endPoint.y - startPoint.y;
				float dist = (float) Math.hypot(xDiff, yDiff);
				int numPoints = (int) ((dist - GameImage.HITCIRCLE.getImage().getWidth()) / followPointInterval);
				if (numPoints > 0) {
					// set the image angle
					Image followPoint = GameImage.FOLLOWPOINT.getImage();
					float angle = (float) Math.toDegrees(Math.atan2(yDiff, xDiff));
					followPoint.setRotation(angle);

					// draw points
					float progress = 0f, alpha = 1f;
					if (lastObjectIndex < objectIndex)
						progress = (float) (trackPosition - lastObjectEndTime) / (objectStartTime - lastObjectEndTime);
					else {
						alpha = Utils.clamp((1f - ((objectStartTime - trackPosition) / (float) approachTime)) * 2f, 0, 1);
						followPoint.setAlpha(alpha);
					}

					float step = 1f / (numPoints + 1);
					float t = step;
					for (int i = 0; i < numPoints; i++) {
						float x = startPoint.x + xDiff * t;
						float y = startPoint.y + yDiff * t;
						float nextT = t + step;
						if (lastObjectIndex < objectIndex) {  // fade the previous trail
							if (progress < nextT) {
								if (progress > t)
									followPoint.setAlpha(1f - ((progress - t + step) / (step * 2f)));
								else if (progress > t - step)
									followPoint.setAlpha(1f - ((progress - (t - step)) / (step * 2f)));
								else
									followPoint.setAlpha(1f);
								followPoint.drawCentered(x, y);
							}
						} else
							followPoint.drawCentered(x, y);
						t = nextT;
					}
					followPoint.setAlpha(1f);
				}
			}
			lastObjectIndex = index;
		}

		// draw hit objects
		while (!stack.isEmpty()){
			int idx = stack.pop();
			GameObject gameObj = gameObjects[idx];

			// normal case
			if (!loseState) {
				if (!Dancer.hideobjects) {
					gameObj.draw(g, trackPosition, false);
					if (Dancer.mirror && GameMod.AUTO.isActive() && idx < mirrorTo && idx >= mirrorFrom) {
						g.pushTransform();
						g.rotate(Options.width / 2f, Options.height / 2f, 180f);
						gameObj.draw(g, trackPosition, true);
						g.popTransform();
					}
				}
			}
			// death: make objects "fall" off the screen
			else {
				// time the object began falling
				int objTime = Math.max(beatmap.objects[idx].getTime() - approachTime, failTrackTime);
				float dt = (trackPosition - objTime) / (float) (MUSIC_FADEOUT_TIME);

				// would the object already be visible?
				if (dt <= 0)
					continue;

				// generate rotation speeds for each objects
				final float rotSpeed;
				if (rotations.containsKey(gameObj)) {
					rotSpeed = rotations.get(gameObj);
				} else {
					rotSpeed = (float) (2.0f * (Math.random() - 0.5f) * MAX_ROTATION);
					rotations.put(gameObj, rotSpeed);
				}

				g.pushTransform();

				// translate and rotate the object
				g.translate(0, dt * dt * container.getHeight());
				Vec2f rotationCenter = gameObj.getPointAt(beatmap.objects[idx].getTime());
				g.rotate(rotationCenter.x, rotationCenter.y, rotSpeed * dt);
				gameObj.draw(g, trackPosition, false);

				g.popTransform();
			}
		}

		// draw result objects
		if (!Dancer.hideobjects) {
			data.drawHitResults(trackPosition);
		}
	}

	/**
	 * Loads all required data from a beatmap.
	 * @param beatmap the beatmap to load
	 */
	public void loadBeatmap(Beatmap beatmap) {
		this.beatmap = beatmap;
		Display.setTitle(String.format("%s - %s", game.getTitle(), beatmap.toString()));
		if (beatmap.timingPoints == null)
			BeatmapDB.load(beatmap, BeatmapDB.LOAD_ARRAY);
		BeatmapParser.parseHitObjects(beatmap);
		HitSound.setDefaultSampleSet(beatmap.sampleSet);
	}

	/**
	 * Resets all game data and structures.
	 */
	public void resetGameData() {
		data.clear();
		objectIndex = 0;
		breakIndex = 0;
		breakTime = 0;
		breakSound = false;
		timingPointIndex = 0;
		beatLengthBase = beatLength = 1;
		pauseTime = -1;
		pausedMousePosition = null;
		countdownReadySound = false;
		countdown3Sound = false;
		countdown1Sound = false;
		countdown2Sound = false;
		countdownGoSound = false;
		checkpointLoaded = false;
		deaths = 0;
		deathTime = -1;
		replayFrames = null;
		lastReplayTime = 0;
		autoMousePosition = new Vec2f();
		autoMousePressed = false;
		flashlightRadius = container.getHeight() * 2 / 3;

		System.gc();
	}

	/**
	 * Skips the beginning of a track.
	 * @return {@code true} if skipped, {@code false} otherwise
	 */
	private synchronized boolean skipIntro() {
		int firstObjectTime = beatmap.objects[0].getTime();
		int trackPosition = MusicController.getPosition();
		if (objectIndex == 0 && trackPosition < firstObjectTime - SKIP_OFFSET) {
			if (isLeadIn()) {
				leadInTime = 0;
				MusicController.resume();
			}
			MusicController.setPosition(firstObjectTime - SKIP_OFFSET);
			MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
			replaySkipTime = (isReplay) ? -1 : trackPosition;
			if (isReplay) {
				replayX = (int) skipButton.getX();
				replayY = (int) skipButton.getY();
			}
			SoundController.playSound(SoundEffect.MENUHIT);
			return true;
		}
		return false;
	}

	/**
	 * Loads all game images.
	 */
	private void loadImages() {
		int width = container.getWidth();
		int height = container.getHeight();

		// set images
		File parent = beatmap.getFile().getParentFile();
		for (GameImage img : GameImage.values()) {
			if (img.isBeatmapSkinnable()) {
				img.setDefaultImage();
				img.setBeatmapSkinImage(parent);
			}
		}

		// skip button
		if (GameImage.SKIP.getImages() != null) {
			Animation skip = GameImage.SKIP.getAnimation(120);
			skipButton = new MenuButton(skip, width - skip.getWidth() / 2f, height - (skip.getHeight() / 2f));
		} else {
			Image skip = GameImage.SKIP.getImage();
			skipButton = new MenuButton(skip, width - skip.getWidth() / 2f, height - (skip.getHeight() / 2f));
		}
		skipButton.setHoverAnimationDuration(350);
		skipButton.setHoverAnimationEquation(AnimationEquation.IN_OUT_BACK);
		skipButton.setHoverExpand(1.1f, MenuButton.Expand.UP_LEFT);

		// load other images...
		((GamePauseMenu) game.getState(Opsu.STATE_GAMEPAUSEMENU)).loadImages();
		data.loadImages();
	}

	/**
	 * Set map modifiers.
	 */
	private void setMapModifiers() {
		// map-based properties, re-initialized each game
		float multiplier = GameMod.getDifficultyMultiplier();
		float circleSize = Math.min(beatmap.circleSize * multiplier, 10f);
		float approachRate = Math.min(beatmap.approachRate * multiplier, 10f);
		float overallDifficulty = Math.min(beatmap.overallDifficulty * multiplier, 10f);
		float HPDrainRate = Math.min(beatmap.HPDrainRate * multiplier, 10f);

		// fixed difficulty overrides
		if (Options.getFixedCS() > 0f)
			circleSize = Options.getFixedCS();
		if (Options.getFixedAR() > 0f)
			approachRate = Options.getFixedAR();
		if (Options.getFixedOD() > 0f)
			overallDifficulty = Options.getFixedOD();
		if (Options.getFixedHP() > 0f)
			HPDrainRate = Options.getFixedHP();

		// Stack modifier scales with hit object size
		// StackOffset = HitObjectRadius / 10
		//int diameter = (int) (104 - (circleSize * 8));
		float diameter = 108.848f - (circleSize * 8.9646f);
		HitObject.setStackOffset(diameter * STACK_OFFSET_MODIFIER);

		// initialize objects
		Circle.init(container, diameter);
		Slider.init(container, diameter, beatmap);
		Spinner.init(container, overallDifficulty);
		Curve.init(container.getWidth(), container.getHeight(), diameter, (Options.isBeatmapSkinIgnored()) ?
				Options.getSkin().getSliderBorderColor() : beatmap.getSliderBorderColor());

		// approachRate (hit object approach time)
		if (approachRate < 5)
			approachTime = (int) (1800 - (approachRate * 120));
		else
			approachTime = (int) (1200 - ((approachRate - 5) * 150));

		// overallDifficulty (hit result time offsets)
		hitResultOffset = new int[GameData.HIT_MAX];
		hitResultOffset[GameData.HIT_300]  = (int) (79.5f - (overallDifficulty * 6));
		hitResultOffset[GameData.HIT_100]  = (int) (139.5f - (overallDifficulty * 8));
		hitResultOffset[GameData.HIT_50]   = (int) (199.5f - (overallDifficulty * 10));
		hitResultOffset[GameData.HIT_MISS] = (int) (500 - (overallDifficulty * 10));
		//final float mult = 0.608f;
		//hitResultOffset[GameData.HIT_300]  = (int) ((128 - (overallDifficulty * 9.6)) * mult);
		//hitResultOffset[GameData.HIT_100]  = (int) ((224 - (overallDifficulty * 12.8)) * mult);
		//hitResultOffset[GameData.HIT_50]   = (int) ((320 - (overallDifficulty * 16)) * mult);
		//hitResultOffset[GameData.HIT_MISS] = (int) ((1000 - (overallDifficulty * 10)) * mult);
		data.setHitResultOffset(hitResultOffset);

		// HPDrainRate (health change)
		data.setDrainRate(HPDrainRate);

		// difficulty multiplier (scoring)
		data.calculateDifficultyMultiplier(beatmap.HPDrainRate, beatmap.circleSize, beatmap.overallDifficulty);

		// hit object fade-in time (TODO: formula)
		fadeInTime = Math.min(375, (int) (approachTime / 2.5f));

		// fade times ("Hidden" mod)
		// TODO: find the actual formulas for this
		hiddenDecayTime = (int) (approachTime / 3.6f);
		hiddenTimeDiff = (int) (approachTime / 3.3f);
	}

	/**
	 * Sets the restart state.
	 * @param restart the new restart state
	 */
	public void setRestart(Restart restart) { this.restart = restart; }

	/**
	 * Returns the current restart state.
	 */
	public Restart getRestart() { return restart; }

	/**
	 * Returns whether or not the track is in the lead-in time state.
	 */
	public boolean isLeadIn() { return leadInTime > 0; }

	/**
	 * Returns the object approach time, in milliseconds.
	 */
	public int getApproachTime() { return approachTime; }

	/**
	 * Returns the amount of time for hit objects to fade in, in milliseconds.
	 */
	public int getFadeInTime() { return fadeInTime; }

	/**
	 * Returns the object decay time in the "Hidden" mod, in milliseconds.
	 */
	public int getHiddenDecayTime() { return hiddenDecayTime; }

	/**
	 * Returns the time before the hit object time by which the objects have
	 * completely faded in the "Hidden" mod, in milliseconds.
	 */
	public int getHiddenTimeDiff() { return hiddenTimeDiff; }

	/**
	 * Returns an array of hit result offset times, in milliseconds (indexed by GameData.HIT_* constants).
	 */
	public int[] getHitResultOffsets() { return hitResultOffset; }

	/**
	 * Returns the beat length.
	 */
	public float getBeatLength() { return beatLength; }

	/**
	 * Sets the beat length fields based on a given timing point.
	 * @param timingPoint the timing point
	 * @param setSampleSet whether to set the hit sample set based on the timing point
	 */
	private void setBeatLength(TimingPoint timingPoint, boolean setSampleSet) {
		if (!timingPoint.isInherited())
			beatLengthBase = beatLength = timingPoint.getBeatLength();
		else
			beatLength = beatLengthBase * timingPoint.getSliderMultiplier();
		if (setSampleSet) {
			HitSound.setDefaultSampleSet(timingPoint.getSampleType());
			SoundController.setSampleVolume(timingPoint.getSampleVolume());
		}
	}

	/**
	 * Returns the slider multiplier given by the current timing point.
	 */
	public float getTimingPointMultiplier() { return beatLength / beatLengthBase; }

	/**
	 * Sets a replay to view, or resets the replay if null.
	 * @param replay the replay
	 */
	public void setReplay(Replay replay) {
		if (replay == null) {
			this.isReplay = false;
			this.replay = null;
		} else {
			if (replay.frames == null) {
				ErrorHandler.error("Attempting to set a replay with no frames.", null, false);
				return;
			}
			this.isReplay = true;
			this.replay = replay;
		}
	}

	/**
	 * Adds a replay frame to the list, if possible, and runs it.
	 * @param x the cursor x coordinate
	 * @param y the cursor y coordinate
	 * @param keys the keys pressed
	 * @param time the time of the replay Frame
	 */
	public synchronized void addReplayFrameAndRun(int x, int y, int keys, int time){
		// "auto" and "autopilot" mods: use automatic cursor coordinates
		if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
			x = (int) autoMousePosition.x;
			y = (int) autoMousePosition.y;
		}

		ReplayFrame frame = addReplayFrame(x, y, keys, time);
		if (frame != null)
			runReplayFrame(frame);
	}

	/**
	 * Runs a replay frame.
	 * @param frame the frame to run
	 */
	private void runReplayFrame(ReplayFrame frame){
		int keys = frame.getKeys();
		int replayX = frame.getScaledX();
		int replayY = frame.getScaledY();
		int deltaKeys = (keys & ~lastReplayKeys);  // keys that turned on
		if (deltaKeys != ReplayFrame.KEY_NONE)  // send a key press
			sendGameKeyPress(deltaKeys, replayX, replayY, frame.getTime());
		else if (keys != lastReplayKeys)
			;  // do nothing
		else
			updateGame(replayX, replayY, frame.getTimeDiff(), frame.getTime(), keys);
		lastReplayKeys = keys;
	}

	/**
	 * Sends a game key press and updates the hit objects.
	 * @param trackPosition the track position
	 * @param x the cursor x coordinate
	 * @param y the cursor y coordinate
	 * @param keys the keys that are pressed
	 */
	private void sendGameKeyPress(int keys, int x, int y, int trackPosition) {
		if (objectIndex >= gameObjects.length)  // nothing to do here
			return;

		HitObject hitObject = beatmap.objects[objectIndex];

		// circles
		if (hitObject.isCircle() && gameObjects[objectIndex].mousePressed(x, y, trackPosition))
			objectIndex++;  // circle hit

		// sliders
		else if (hitObject.isSlider())
			gameObjects[objectIndex].mousePressed(x, y, trackPosition);
	}

	/**
	 * Adds a replay frame to the list, if possible.
	 * @param x the cursor x coordinate
	 * @param y the cursor y coordinate
	 * @param keys the keys pressed
	 * @param time the time of the replay frame
	 * @return a ReplayFrame representing the data
	 */
	private ReplayFrame addReplayFrame(int x, int y, int keys, int time) {
		int timeDiff = time - lastReplayTime;
		lastReplayTime = time;
		int cx = (int) ((x - HitObject.getXOffset()) / HitObject.getXMultiplier());
		int cy = (int) ((y - HitObject.getYOffset()) / HitObject.getYMultiplier());
		ReplayFrame frame = new ReplayFrame(timeDiff, time, cx, cy, keys);
		if (replayFrames != null)
			replayFrames.add(frame);
		return frame;
	}

	/**
	 * Updates the current visible area radius (if the "flashlight" mod is enabled).
	 * @param delta the delta interval
	 * @param trackPosition the track position
	 */
	private void updateFlashlightRadius(int delta, int trackPosition) {
		if (!GameMod.FLASHLIGHT.isActive())
			return;

		int width = container.getWidth(), height = container.getHeight();
		boolean firstObject = (objectIndex == 0 && trackPosition < beatmap.objects[0].getTime());
		if (isLeadIn()) {
			// lead-in: expand area
			float progress = Math.max((float) (leadInTime - beatmap.audioLeadIn) / approachTime, 0f);
			flashlightRadius = width - (int) ((width - (height * 2 / 3)) * progress);
		} else if (firstObject) {
			// before first object: shrink area
			int timeDiff = beatmap.objects[0].getTime() - trackPosition;
			flashlightRadius = width;
			if (timeDiff < approachTime) {
				float progress = (float) timeDiff / approachTime;
				flashlightRadius -= (width - (height * 2 / 3)) * (1 - progress);
			}
		} else {
			// gameplay: size based on combo
			int targetRadius;
			int combo = data.getComboStreak();
			if (combo < 100)
				targetRadius = height * 2 / 3;
			else if (combo < 200)
				targetRadius = height / 2;
			else
				targetRadius = height / 3;
			if (beatmap.breaks != null && breakIndex < beatmap.breaks.size() && breakTime > 0) {
				// breaks: expand at beginning, shrink at end
				flashlightRadius = targetRadius;
				int endTime = beatmap.breaks.get(breakIndex);
				int breakLength = endTime - breakTime;
				if (breakLength > approachTime * 3) {
					float progress = 1f;
					if (trackPosition - breakTime < approachTime)
						progress = (float) (trackPosition - breakTime) / approachTime;
					else if (endTime - trackPosition < approachTime)
						progress = (float) (endTime - trackPosition) / approachTime;
					flashlightRadius += (width - flashlightRadius) * progress;
				}
			} else if (flashlightRadius != targetRadius) {
				// radius size change
				float radiusDiff = height * delta / 2000f;
				if (flashlightRadius > targetRadius) {
					flashlightRadius -= radiusDiff;
					if (flashlightRadius < targetRadius)
						flashlightRadius = targetRadius;
				} else {
					flashlightRadius += radiusDiff;
					if (flashlightRadius > targetRadius)
						flashlightRadius = targetRadius;
				}
			}
		}
	}

	/**
	 * Performs stacking calculations on all hit objects, and updates their
	 * positions if necessary.
	 * @author peppy (https://gist.github.com/peppy/1167470)
	 */
	private void calculateStacks() {
		// reverse pass for stack calculation
		for (int i = gameObjects.length - 1; i > 0; i--) {
			HitObject hitObjectI = beatmap.objects[i];

			// already calculated
			if (hitObjectI.getStack() != 0 || hitObjectI.isSpinner())
				continue;

			// search for hit objects in stack
			for (int n = i - 1; n >= 0; n--) {
				HitObject hitObjectN = beatmap.objects[n];
				if (hitObjectN.isSpinner())
					continue;

				// check if in range stack calculation
				float timeI = hitObjectI.getTime() - (STACK_TIMEOUT * beatmap.stackLeniency);
				float timeN = hitObjectN.isSlider() ? gameObjects[n].getEndTime() : hitObjectN.getTime();
				if (timeI > timeN)
					break;

				// possible special case: if slider end in the stack,
				// all next hit objects in stack move right down
				if (hitObjectN.isSlider()) {
					Vec2f p1 = gameObjects[i].getPointAt(hitObjectI.getTime());
					Vec2f p2 = gameObjects[n].getPointAt(gameObjects[n].getEndTime());
					float distance = Utils.distance(p1.x, p1.y, p2.x, p2.y);

					// check if hit object part of this stack
					if (distance < STACK_LENIENCE * HitObject.getXMultiplier()) {
						int offset = hitObjectI.getStack() - hitObjectN.getStack() + 1;
						for (int j = n + 1; j <= i; j++) {
							HitObject hitObjectJ = beatmap.objects[j];
							p1 = gameObjects[j].getPointAt(hitObjectJ.getTime());
							distance = Utils.distance(p1.x, p1.y, p2.x, p2.y);

							// hit object below slider end
							if (distance < STACK_LENIENCE * HitObject.getXMultiplier())
								hitObjectJ.setStack(hitObjectJ.getStack() - offset);
						}
						break;  // slider end always start of the stack: reset calculation
					}
				}

				// not a special case: stack moves up left
				float distance = Utils.distance(
						hitObjectI.getX(), hitObjectI.getY(),
						hitObjectN.getX(), hitObjectN.getY()
				);
				if (distance < STACK_LENIENCE) {
					hitObjectN.setStack(hitObjectI.getStack() + 1);
					hitObjectI = hitObjectN;
				}
			}
		}

		// update hit object positions
		for (int i = 0; i < gameObjects.length; i++) {
			if (beatmap.objects[i].getStack() != 0)
				gameObjects[i].updatePosition();
		}
	}

	/**
	 * Returns true if the coordinates are within the music position bar bounds.
	 * @param cx the x coordinate
	 * @param cy the y coordinate
	 */
	private boolean musicPositionBarContains(float cx, float cy) {
		return ((cx > musicBarX && cx < musicBarX + musicBarWidth) &&
		        (cy > musicBarY && cy < musicBarY + musicBarHeight));
	}
}
