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

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/*
* opsu! - an open-source osu! client
* Copyright (C) 2014, 2015 Jeffrey Han
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*
* 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;
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import itdelatrisu.opsu.Opsu;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.MusicController;
import itdelatrisu.opsu.audio.SoundController;
import itdelatrisu.opsu.audio.SoundEffect;
import itdelatrisu.opsu.ui.MenuButton;
import itdelatrisu.opsu.ui.UI;
import itdelatrisu.opsu.ui.animations.AnimationEquation;
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import org.lwjgl.input.Keyboard;
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import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
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.FadeInTransition;
import org.newdawn.slick.state.transition.FadeOutTransition;
/**
* "Game Pause/Fail" state.
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* <ul>
* <li>[Continue] - unpause game (return to game state)
* <li>[Retry] - restart game (return to game state)
* <li>[Back] - return to song menu state
* </ul>
*/
public class GamePauseMenu extends BasicGameState {
/** Music fade-out time, in milliseconds. */
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private static final int FADEOUT_TIME = 1000;
/** Track position when the pause menu was loaded (for FADEOUT_TIME). */
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private long pauseStartTime;
/** "Continue", "Retry", and "Back" buttons. */
private MenuButton continueButton, retryButton, backButton;
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// game-related variables
private GameContainer container;
private StateBasedGame game;
private Input input;
private final int state;
private Game gameState;
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public GamePauseMenu(int state) {
this.state = state;
}
@Override
public void init(GameContainer container, StateBasedGame game)
throws SlickException {
this.container = container;
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this.game = game;
this.input = container.getInput();
this.gameState = (Game) game.getState(Opsu.STATE_GAME);
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}
@Override
public void render(GameContainer container, StateBasedGame game, Graphics g)
throws SlickException {
// get background image
GameImage bg = (gameState.getRestart() == Game.Restart.LOSE) ?
GameImage.FAIL_BACKGROUND : GameImage.PAUSE_OVERLAY;
// don't draw default background if button skinned and background unskinned
boolean buttonsSkinned =
GameImage.PAUSE_CONTINUE.hasBeatmapSkinImage() ||
GameImage.PAUSE_RETRY.hasBeatmapSkinImage() ||
GameImage.PAUSE_BACK.hasBeatmapSkinImage();
if (!buttonsSkinned || bg.hasBeatmapSkinImage())
bg.getImage().draw();
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else
g.setBackground(Color.black);
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// draw buttons
if (gameState.getRestart() != Game.Restart.LOSE)
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continueButton.draw();
retryButton.draw();
backButton.draw();
UI.draw(g);
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}
@Override
public void update(GameContainer container, StateBasedGame game, int delta)
throws SlickException {
UI.update(delta);
int mouseX = input.getMouseX(), mouseY = input.getMouseY();
continueButton.hoverUpdate(delta, mouseX, mouseY);
retryButton.hoverUpdate(delta, mouseX, mouseY);
backButton.hoverUpdate(delta, mouseX, mouseY);
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}
@Override
public int getID() { return state; }
@Override
public void keyPressed(int key, char c) {
// game keys
if (!Keyboard.isRepeatEvent()) {
if (key == Options.getGameKeyLeft())
mousePressed(Input.MOUSE_LEFT_BUTTON, input.getMouseX(), input.getMouseY());
else if (key == Options.getGameKeyRight())
mousePressed(Input.MOUSE_RIGHT_BUTTON, input.getMouseX(), input.getMouseY());
}
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switch (key) {
case Input.KEY_ESCAPE:
// 'esc' will normally unpause, but will return to song menu if health is zero
if (gameState.getRestart() == Game.Restart.LOSE) {
SoundController.playSound(SoundEffect.MENUBACK);
((SongMenu) game.getState(Opsu.STATE_SONGMENU)).resetGameDataOnLoad();
MusicController.playAt(MusicController.getBeatmap().previewTime, true);
if (UI.getCursor().isBeatmapSkinned())
UI.getCursor().reset();
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
} else {
SoundController.playSound(SoundEffect.MENUBACK);
gameState.setRestart(Game.Restart.FALSE);
game.enterState(Opsu.STATE_GAME);
}
break;
case Input.KEY_R:
// restart
if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
gameState.setRestart(Game.Restart.MANUAL);
game.enterState(Opsu.STATE_GAME);
}
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break;
case Input.KEY_F7:
Options.setNextFPS(container);
break;
case Input.KEY_F10:
Options.toggleMouseDisabled();
break;
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case Input.KEY_F12:
Utils.takeScreenShot();
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break;
}
}
@Override
public void mousePressed(int button, int x, int y) {
if (button == Input.MOUSE_MIDDLE_BUTTON)
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return;
boolean loseState = (gameState.getRestart() == Game.Restart.LOSE);
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// if music faded out (i.e. health is zero), don't process any actions before FADEOUT_TIME
if (loseState && System.currentTimeMillis() - pauseStartTime < FADEOUT_TIME)
return;
if (continueButton.contains(x, y) && !loseState) {
SoundController.playSound(SoundEffect.MENUBACK);
gameState.setRestart(Game.Restart.FALSE);
game.enterState(Opsu.STATE_GAME);
} else if (retryButton.contains(x, y)) {
SoundController.playSound(SoundEffect.MENUHIT);
gameState.setRestart(Game.Restart.MANUAL);
game.enterState(Opsu.STATE_GAME);
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} else if (backButton.contains(x, y)) {
SoundController.playSound(SoundEffect.MENUBACK);
((SongMenu) game.getState(Opsu.STATE_SONGMENU)).resetGameDataOnLoad();
if (loseState)
MusicController.playAt(MusicController.getBeatmap().previewTime, true);
else
MusicController.resume();
if (UI.getCursor().isBeatmapSkinned())
UI.getCursor().reset();
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
}
}
@Override
public void mouseWheelMoved(int newValue) {
if (Options.isMouseWheelDisabled() || Options.isMouseDisabled())
return;
UI.changeVolume((newValue < 0) ? -1 : 1);
}
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@Override
public void enter(GameContainer container, StateBasedGame game)
throws SlickException {
UI.enter();
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pauseStartTime = System.currentTimeMillis();
if (gameState.getRestart() == Game.Restart.LOSE) {
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MusicController.fadeOut(FADEOUT_TIME);
SoundController.playSound(SoundEffect.FAIL);
} else
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MusicController.pause();
continueButton.resetHover();
retryButton.resetHover();
backButton.resetHover();
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}
/**
* Loads all game pause/fail menu images.
*/
public void loadImages() {
int width = container.getWidth();
int height = container.getHeight();
// initialize buttons
continueButton = new MenuButton(GameImage.PAUSE_CONTINUE.getImage(), width / 2f, height * 0.25f);
retryButton = new MenuButton(GameImage.PAUSE_RETRY.getImage(), width / 2f, height * 0.5f);
backButton = new MenuButton(GameImage.PAUSE_BACK.getImage(), width / 2f, height * 0.75f);
final int buttonAnimationDuration = 300;
continueButton.setHoverAnimationDuration(buttonAnimationDuration);
retryButton.setHoverAnimationDuration(buttonAnimationDuration);
backButton.setHoverAnimationDuration(buttonAnimationDuration);
final AnimationEquation buttonAnimationEquation = AnimationEquation.IN_OUT_BACK;
continueButton.setHoverAnimationEquation(buttonAnimationEquation);
retryButton.setHoverAnimationEquation(buttonAnimationEquation);
backButton.setHoverAnimationEquation(buttonAnimationEquation);
continueButton.setHoverExpand();
retryButton.setHoverExpand();
backButton.setHoverExpand();
}
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}