opsu-dance/src/itdelatrisu/opsu/states/Splash.java

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/*
* 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.GameImage;
import itdelatrisu.opsu.Opsu;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.OsuParser;
import itdelatrisu.opsu.OszUnpacker;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.MusicController;
import itdelatrisu.opsu.audio.SoundController;
import itdelatrisu.opsu.beatmap.BeatmapSetList;
import itdelatrisu.opsu.ui.UI;
import java.io.File;
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;
/**
* "Splash Screen" state.
* <p>
* Loads game resources and enters "Main Menu" state.
*/
public class Splash extends BasicGameState {
/** Whether or not loading has completed. */
private boolean finished = false;
/** Loading thread. */
private Thread thread;
/** Number of times the 'Esc' key has been pressed. */
private int escapeCount = 0;
// game-related variables
private int state;
private GameContainer container;
private boolean init = false;
public Splash(int state) {
this.state = state;
}
@Override
public void init(GameContainer container, StateBasedGame game)
throws SlickException {
this.container = container;
// load Utils class first (needed in other 'init' methods)
Utils.init(container, game);
GameImage.MENU_LOGO.getImage().setAlpha(0f);
}
@Override
public void render(GameContainer container, StateBasedGame game, Graphics g)
throws SlickException {
g.setBackground(Color.black);
GameImage.MENU_LOGO.getImage().drawCentered(container.getWidth() / 2, container.getHeight() / 2);
UI.drawLoadingProgress(g);
}
@Override
public void update(GameContainer container, StateBasedGame game, int delta)
throws SlickException {
if (!init) {
init = true;
if (BeatmapSetList.get() != null) {
// resources already loaded (from application restart)
finished = true;
} else {
// load resources in a new thread
thread = new Thread() {
@Override
public void run() {
File beatmapDir = Options.getBeatmapDir();
// unpack all OSZ archives
OszUnpacker.unpackAllFiles(Options.getOSZDir(), beatmapDir);
// parse song directory
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OsuParser.parseAllFiles(beatmapDir);
// load sounds
SoundController.init();
finished = true;
thread = null;
}
};
thread.start();
}
}
// fade in logo
Image logo = GameImage.MENU_LOGO.getImage();
float alpha = logo.getAlpha();
if (alpha < 1f)
logo.setAlpha(alpha + (delta / 500f));
// change states when loading complete
if (finished && alpha >= 1f) {
// initialize song list
if (BeatmapSetList.get().size() > 0) {
BeatmapSetList.get().init();
if (Options.isThemeSongEnabled())
MusicController.playThemeSong();
else
((SongMenu) game.getState(Opsu.STATE_SONGMENU)).setFocus(BeatmapSetList.get().getRandomNode(), -1, true, true);
}
// play the theme song
else
MusicController.playThemeSong();
game.enterState(Opsu.STATE_MAINMENU);
}
}
@Override
public int getID() { return state; }
@Override
public void keyPressed(int key, char c) {
if (key == Input.KEY_ESCAPE) {
// close program
if (++escapeCount >= 3)
container.exit();
// stop parsing beatmaps by sending interrupt to OsuParser
else if (thread != null)
thread.interrupt();
}
}
}