Replace xy float[] arrays with Vec2f (mostly in game objects).
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
parent
1b8f85942f
commit
01fb9c50c9
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@ -26,6 +26,7 @@ import itdelatrisu.opsu.beatmap.Beatmap;
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import itdelatrisu.opsu.beatmap.HitObject;
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import itdelatrisu.opsu.downloads.Updater;
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import itdelatrisu.opsu.objects.curves.Curve;
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import itdelatrisu.opsu.objects.curves.Vec2f;
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import itdelatrisu.opsu.replay.Replay;
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import itdelatrisu.opsu.replay.ReplayFrame;
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import itdelatrisu.opsu.ui.Colors;
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@ -1379,9 +1380,9 @@ public class GameData {
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// sliders: add the other curve endpoint for the hit animation
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if (curve != null) {
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boolean isFirst = (hitResultType == HitObjectType.SLIDER_FIRST);
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float[] p = curve.pointAt((isFirst) ? 1f : 0f);
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Vec2f p = curve.pointAt((isFirst) ? 1f : 0f);
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HitObjectType type = (isFirst) ? HitObjectType.SLIDER_LAST : HitObjectType.SLIDER_FIRST;
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hitResultList.add(new HitObjectResult(time, hitResult, p[0], p[1], color, type, null, expand, hideResult));
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hitResultList.add(new HitObjectResult(time, hitResult, p.x, p.y, color, type, null, expand, hideResult));
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}
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}
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@ -539,7 +539,6 @@ class tpSlider {
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float t = (time - startTime) / sliderTime;
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float floor = (float) Math.floor(t);
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t = (floor % 2 == 0) ? t - floor : floor + 1 - t;
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float[] xy = curve.pointAt(t);
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return new Vec2f(xy[0], xy[1]);
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return curve.pointAt(t);
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}
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}
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@ -25,6 +25,7 @@ import itdelatrisu.opsu.GameMod;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.Utils;
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import itdelatrisu.opsu.beatmap.HitObject;
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import itdelatrisu.opsu.objects.curves.Vec2f;
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import itdelatrisu.opsu.states.Game;
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import itdelatrisu.opsu.ui.Colors;
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@ -194,7 +195,7 @@ public class Circle implements GameObject {
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}
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@Override
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public float[] getPointAt(int trackPosition) { return new float[] { x, y }; }
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public Vec2f getPointAt(int trackPosition) { return new Vec2f(x, y); }
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@Override
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public int getEndTime() { return hitObject.getTime(); }
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@ -19,6 +19,7 @@
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package itdelatrisu.opsu.objects;
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import itdelatrisu.opsu.beatmap.HitObject;
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import itdelatrisu.opsu.objects.curves.Vec2f;
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import org.newdawn.slick.Graphics;
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@ -53,7 +54,7 @@ public class DummyObject implements GameObject {
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public boolean mousePressed(int x, int y, int trackPosition) { return false; }
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@Override
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public float[] getPointAt(int trackPosition) { return new float[] { x, y }; }
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public Vec2f getPointAt(int trackPosition) { return new Vec2f(x, y); }
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@Override
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public int getEndTime() { return hitObject.getTime(); }
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@ -18,6 +18,8 @@
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package itdelatrisu.opsu.objects;
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import itdelatrisu.opsu.objects.curves.Vec2f;
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import org.newdawn.slick.Graphics;
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/**
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@ -55,9 +57,9 @@ public interface GameObject {
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/**
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* Returns the coordinates of the hit object at a given track position.
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* @param trackPosition the track position
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* @return the [x,y] coordinates
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* @return the position vector
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*/
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public float[] getPointAt(int trackPosition);
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public Vec2f getPointAt(int trackPosition);
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/**
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* Returns the end time of the hit object.
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@ -27,6 +27,7 @@ import itdelatrisu.opsu.Utils;
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import itdelatrisu.opsu.beatmap.Beatmap;
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import itdelatrisu.opsu.beatmap.HitObject;
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import itdelatrisu.opsu.objects.curves.Curve;
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import itdelatrisu.opsu.objects.curves.Vec2f;
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import itdelatrisu.opsu.states.Game;
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import itdelatrisu.opsu.ui.Colors;
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@ -184,14 +185,14 @@ public class Slider implements GameObject {
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Colors.WHITE_FADE.a = color.a = alpha;
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Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
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Image hitCircle = GameImage.HITCIRCLE.getImage();
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float[] endPos = curve.pointAt(1);
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Vec2f endPos = curve.pointAt(1);
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curve.draw(color);
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color.a = alpha;
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// end circle
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hitCircle.drawCentered(endPos[0], endPos[1], color);
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hitCircleOverlay.drawCentered(endPos[0], endPos[1], Colors.WHITE_FADE);
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hitCircle.drawCentered(endPos.x, endPos.y, color);
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hitCircleOverlay.drawCentered(endPos.x, endPos.y, Colors.WHITE_FADE);
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// start circle
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hitCircle.drawCentered(x, y, color);
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@ -202,8 +203,8 @@ public class Slider implements GameObject {
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if (ticksT != null) {
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Image tick = GameImage.SLIDER_TICK.getImage();
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for (int i = 0; i < ticksT.length; i++) {
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float[] c = curve.pointAt(ticksT[i]);
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tick.drawCentered(c[0], c[1], Colors.WHITE_FADE);
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Vec2f c = curve.pointAt(ticksT[i]);
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tick.drawCentered(c.x, c.y, Colors.WHITE_FADE);
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}
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}
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if (GameMod.HIDDEN.isActive()) {
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@ -236,7 +237,7 @@ public class Slider implements GameObject {
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if (tcurRepeat % 2 == 0) {
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// last circle
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arrow.setRotation(curve.getEndAngle());
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arrow.drawCentered(endPos[0], endPos[1]);
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arrow.drawCentered(endPos.x, endPos.y);
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} else {
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// first circle
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arrow.setRotation(curve.getStartAngle());
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@ -255,20 +256,20 @@ public class Slider implements GameObject {
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if (sliderTime == 0)
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return;
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float[] c = curve.pointAt(getT(trackPosition, false));
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float[] c2 = curve.pointAt(getT(trackPosition, false) + 0.01f);
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Vec2f c = curve.pointAt(getT(trackPosition, false));
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Vec2f c2 = curve.pointAt(getT(trackPosition, false) + 0.01f);
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float t = getT(trackPosition, false);
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// float dis = hitObject.getPixelLength() * HitObject.getXMultiplier() * (t - (int) t);
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// Image sliderBallFrame = sliderBallImages[(int) (dis / (diameter * Math.PI) * 30) % sliderBallImages.length];
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Image sliderBallFrame = sliderBallImages[(int) (t * sliderTime * 60 / 1000) % sliderBallImages.length];
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float angle = (float) (Math.atan2(c2[1] - c[1], c2[0] - c[0]) * 180 / Math.PI);
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float angle = (float) (Math.atan2(c2.y - c.y, c2.x - c.x) * 180 / Math.PI);
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sliderBallFrame.setRotation(angle);
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sliderBallFrame.drawCentered(c[0], c[1]);
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sliderBallFrame.drawCentered(c.x, c.y);
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// follow circle
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if (followCircleActive) {
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GameImage.SLIDER_FOLLOWCIRCLE.getImage().drawCentered(c[0], c[1]);
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GameImage.SLIDER_FOLLOWCIRCLE.getImage().drawCentered(c.x, c.y);
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// "flashlight" mod: dim the screen
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if (GameMod.FLASHLIGHT.isActive()) {
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@ -351,9 +352,9 @@ public class Slider implements GameObject {
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float cx, cy;
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HitObjectType type;
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if (currentRepeats % 2 == 0) { // last circle
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float[] lastPos = curve.pointAt(1);
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cx = lastPos[0];
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cy = lastPos[1];
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Vec2f lastPos = curve.pointAt(1);
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cx = lastPos.x;
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cy = lastPos.y;
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type = HitObjectType.SLIDER_LAST;
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} else { // first circle
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cx = x;
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@ -434,8 +435,8 @@ public class Slider implements GameObject {
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// check if cursor pressed and within end circle
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if (keyPressed || GameMod.RELAX.isActive()) {
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float[] c = curve.pointAt(getT(trackPosition, false));
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double distance = Math.hypot(c[0] - mouseX, c[1] - mouseY);
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Vec2f c = curve.pointAt(getT(trackPosition, false));
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double distance = Math.hypot(c.x - mouseX, c.y - mouseY);
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if (distance < followRadius)
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sliderHeldToEnd = true;
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}
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@ -478,8 +479,8 @@ public class Slider implements GameObject {
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}
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// holding slider...
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float[] c = curve.pointAt(getT(trackPosition, false));
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double distance = Math.hypot(c[0] - mouseX, c[1] - mouseY);
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Vec2f c = curve.pointAt(getT(trackPosition, false));
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double distance = Math.hypot(c.x - mouseX, c.y - mouseY);
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if (((keyPressed || GameMod.RELAX.isActive()) && distance < followRadius) || isAutoMod) {
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// mouse pressed and within follow circle
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followCircleActive = true;
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@ -493,14 +494,14 @@ public class Slider implements GameObject {
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curve.getX(lastIndex), curve.getY(lastIndex), hitObject, currentRepeats);
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} else // first circle
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data.sliderTickResult(trackPosition, GameData.HIT_SLIDER30,
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c[0], c[1], hitObject, currentRepeats);
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c.x, c.y, hitObject, currentRepeats);
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}
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// held during new tick
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if (isNewTick) {
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ticksHit++;
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data.sliderTickResult(trackPosition, GameData.HIT_SLIDER10,
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c[0], c[1], hitObject, currentRepeats);
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c.x, c.y, hitObject, currentRepeats);
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}
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// held near end of slider
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@ -526,12 +527,12 @@ public class Slider implements GameObject {
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}
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@Override
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public float[] getPointAt(int trackPosition) {
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public Vec2f getPointAt(int trackPosition) {
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if (trackPosition <= hitObject.getTime())
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return new float[] { x, y };
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return new Vec2f(x, y);
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else if (trackPosition >= hitObject.getTime() + sliderTimeTotal) {
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if (hitObject.getRepeatCount() % 2 == 0)
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return new float[] { x, y };
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return new Vec2f(x, y);
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else
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return curve.pointAt(1);
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} else
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@ -27,6 +27,7 @@ import itdelatrisu.opsu.Utils;
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import itdelatrisu.opsu.audio.SoundController;
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import itdelatrisu.opsu.audio.SoundEffect;
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import itdelatrisu.opsu.beatmap.HitObject;
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import itdelatrisu.opsu.objects.curves.Vec2f;
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import itdelatrisu.opsu.states.Game;
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import itdelatrisu.opsu.ui.Colors;
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@ -347,7 +348,7 @@ public class Spinner implements GameObject {
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public void updatePosition() {}
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@Override
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public float[] getPointAt(int trackPosition) {
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public Vec2f getPointAt(int trackPosition) {
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// get spinner time
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int timeDiff;
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float x = hitObject.getScaledX(), y = hitObject.getScaledY();
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@ -362,10 +363,7 @@ public class Spinner implements GameObject {
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float multiplier = (GameMod.AUTO.isActive()) ? AUTO_MULTIPLIER : SPUN_OUT_MULTIPLIER;
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float angle = (timeDiff * multiplier) - HALF_PI;
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final float r = height / 10f;
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return new float[] {
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(float) (x + r * Math.cos(angle)),
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(float) (y + r * Math.sin(angle))
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};
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return new Vec2f((float) (x + r * Math.cos(angle)), (float) (y + r * Math.sin(angle)));
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}
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@Override
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@ -115,10 +115,8 @@ public class CircumscribedCircle extends Curve {
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// calculate points
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float step = hitObject.getPixelLength() / CURVE_POINTS_SEPERATION;
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curve = new Vec2f[(int) step + 1];
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for (int i = 0; i < curve.length; i++) {
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float[] xy = pointAt(i / step);
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curve[i] = new Vec2f(xy[0], xy[1]);
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}
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for (int i = 0; i < curve.length; i++)
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curve[i] = pointAt(i / step);
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}
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/**
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@ -157,12 +155,12 @@ public class CircumscribedCircle extends Curve {
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}
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@Override
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public float[] pointAt(float t) {
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public Vec2f pointAt(float t) {
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float ang = Utils.lerp(startAng, endAng, t);
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return new float[] {
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return new Vec2f(
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(float) (Math.cos(ang) * radius + circleCenter.x),
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(float) (Math.sin(ang) * radius + circleCenter.y)
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};
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);
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}
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@Override
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@ -106,9 +106,9 @@ public abstract class Curve {
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/**
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* Returns the point on the curve at a value t.
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* @param t the t value [0, 1]
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* @return the point [x, y]
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* @return the position vector
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*/
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public abstract float[] pointAt(float t);
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public abstract Vec2f pointAt(float t);
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/**
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* Draws the full curve to the graphics context.
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@ -124,20 +124,19 @@ public abstract class EqualDistanceMultiCurve extends Curve {
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}
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@Override
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public float[] pointAt(float t) {
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public Vec2f pointAt(float t) {
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float indexF = t * ncurve;
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int index = (int) indexF;
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if (index >= ncurve) {
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Vec2f poi = curve[ncurve];
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return new float[] { poi.x, poi.y };
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} else {
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if (index >= ncurve)
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return curve[ncurve].cpy();
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else {
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Vec2f poi = curve[index];
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Vec2f poi2 = curve[index + 1];
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float t2 = indexF - index;
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return new float[] {
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return new Vec2f(
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Utils.lerp(poi.x, poi2.x, t2),
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Utils.lerp(poi.y, poi2.y, t2)
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};
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);
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}
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}
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@ -40,6 +40,16 @@ public class Vec2f {
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*/
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public Vec2f() {}
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/**
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* Sets the x and y components of this vector.
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* @return itself (for chaining)
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*/
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public Vec2f set(float nx, float ny) {
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x = nx;
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y = ny;
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return this;
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}
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/**
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* Finds the midpoint between this vector and another vector.
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* @param o the other vector
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@ -42,6 +42,7 @@ import itdelatrisu.opsu.objects.GameObject;
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import itdelatrisu.opsu.objects.Slider;
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import itdelatrisu.opsu.objects.Spinner;
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import itdelatrisu.opsu.objects.curves.Curve;
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import itdelatrisu.opsu.objects.curves.Vec2f;
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import itdelatrisu.opsu.render.FrameBufferCache;
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import itdelatrisu.opsu.replay.PlaybackSpeed;
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import itdelatrisu.opsu.replay.Replay;
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@ -158,7 +159,7 @@ public class Game extends BasicGameState {
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countdown2Sound, countdownGoSound;
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/** Mouse coordinates before game paused. */
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private int pausedMouseX = -1, pausedMouseY = -1;
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private Vec2f pausedMousePosition;
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/** Track position when game paused. */
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private int pauseTime = -1;
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@ -221,7 +222,7 @@ public class Game extends BasicGameState {
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private int flashlightRadius;
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/** The cursor coordinates using the "auto" or "relax" mods. */
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private int autoMouseX = 0, autoMouseY = 0;
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private Vec2f autoMousePosition;
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/** Whether or not the cursor should be pressed using the "auto" mod. */
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private boolean autoMousePressed;
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@ -317,32 +318,31 @@ public class Game extends BasicGameState {
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// "auto" and "autopilot" mods: move cursor automatically
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// TODO: this should really be in update(), not render()
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autoMouseX = width / 2;
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autoMouseY = height / 2;
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autoMousePosition.set(width / 2, height / 2);
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autoMousePressed = false;
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if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
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float[] autoXY = null;
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Vec2f autoPoint = null;
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if (isLeadIn()) {
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// lead-in
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float progress = Math.max((float) (leadInTime - beatmap.audioLeadIn) / approachTime, 0f);
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autoMouseY = (int) (height / (2f - progress));
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autoMousePosition.y = height / (2f - progress);
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} else if (objectIndex == 0 && trackPosition < firstObjectTime) {
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// before first object
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timeDiff = firstObjectTime - trackPosition;
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if (timeDiff < approachTime) {
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float[] xy = gameObjects[0].getPointAt(trackPosition);
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autoXY = getPointAt(autoMouseX, autoMouseY, xy[0], xy[1], 1f - ((float) timeDiff / approachTime));
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Vec2f point = gameObjects[0].getPointAt(trackPosition);
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autoPoint = getPointAt(autoMousePosition.x, autoMousePosition.y, point.x, point.y, 1f - ((float) timeDiff / approachTime));
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}
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} else if (objectIndex < beatmap.objects.length) {
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// normal object
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int objectTime = beatmap.objects[objectIndex].getTime();
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if (trackPosition < objectTime) {
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float[] xyStart = gameObjects[objectIndex - 1].getPointAt(trackPosition);
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Vec2f startPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
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int startTime = gameObjects[objectIndex - 1].getEndTime();
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if (beatmap.breaks != null && breakIndex < beatmap.breaks.size()) {
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// starting a break: keep cursor at previous hit object position
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if (breakTime > 0 || objectTime > beatmap.breaks.get(breakIndex))
|
||||
autoXY = xyStart;
|
||||
autoPoint = startPoint;
|
||||
|
||||
// after a break ends: move startTime to break end time
|
||||
else if (breakIndex > 1) {
|
||||
|
@ -351,10 +351,10 @@ public class Game extends BasicGameState {
|
|||
startTime = lastBreakEndTime;
|
||||
}
|
||||
}
|
||||
if (autoXY == null) {
|
||||
float[] xyEnd = gameObjects[objectIndex].getPointAt(trackPosition);
|
||||
if (autoPoint == null) {
|
||||
Vec2f endPoint = gameObjects[objectIndex].getPointAt(trackPosition);
|
||||
int totalTime = objectTime - startTime;
|
||||
autoXY = getPointAt(xyStart[0], xyStart[1], xyEnd[0], xyEnd[1], (float) (trackPosition - startTime) / totalTime);
|
||||
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];
|
||||
|
@ -363,19 +363,17 @@ public class Game extends BasicGameState {
|
|||
autoMousePressed = true;
|
||||
}
|
||||
} else {
|
||||
autoXY = gameObjects[objectIndex].getPointAt(trackPosition);
|
||||
autoPoint = gameObjects[objectIndex].getPointAt(trackPosition);
|
||||
autoMousePressed = true;
|
||||
}
|
||||
} else {
|
||||
// last object
|
||||
autoXY = gameObjects[objectIndex - 1].getPointAt(trackPosition);
|
||||
autoPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
|
||||
}
|
||||
|
||||
// set mouse coordinates
|
||||
if (autoXY != null) {
|
||||
autoMouseX = (int) autoXY[0];
|
||||
autoMouseY = (int) autoXY[1];
|
||||
}
|
||||
if (autoPoint != null)
|
||||
autoMousePosition.set(autoPoint.x, autoPoint.y);
|
||||
}
|
||||
|
||||
// "flashlight" mod: restricted view of hit objects around cursor
|
||||
|
@ -393,12 +391,12 @@ public class Game extends BasicGameState {
|
|||
g.setDrawMode(Graphics.MODE_ALPHA_MAP);
|
||||
g.clearAlphaMap();
|
||||
int mouseX, mouseY;
|
||||
if (pauseTime > -1 && pausedMouseX > -1 && pausedMouseY > -1) {
|
||||
mouseX = pausedMouseX;
|
||||
mouseY = pausedMouseY;
|
||||
if (pauseTime > -1 && pausedMousePosition != null) {
|
||||
mouseX = (int) pausedMousePosition.x;
|
||||
mouseY = (int) pausedMousePosition.y;
|
||||
} else if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
|
||||
mouseX = autoMouseX;
|
||||
mouseY = autoMouseY;
|
||||
mouseX = (int) autoMousePosition.x;
|
||||
mouseY = (int) autoMousePosition.y;
|
||||
} else if (isReplay) {
|
||||
mouseX = replayX;
|
||||
mouseY = replayY;
|
||||
|
@ -565,27 +563,27 @@ public class Game extends BasicGameState {
|
|||
}
|
||||
|
||||
// returning from pause screen
|
||||
if (pauseTime > -1 && pausedMouseX > -1 && pausedMouseY > -1) {
|
||||
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 circleRadius = GameImage.HITCIRCLE.getImage().getWidth();
|
||||
Image cursorCircle = GameImage.HITCIRCLE_SELECT.getImage().getScaledCopy(circleRadius, circleRadius);
|
||||
int circleDiameter = GameImage.HITCIRCLE.getImage().getWidth();
|
||||
Image cursorCircle = GameImage.HITCIRCLE_SELECT.getImage().getScaledCopy(circleDiameter, circleDiameter);
|
||||
cursorCircle.setAlpha(1.0f);
|
||||
cursorCircle.drawCentered(pausedMouseX, pausedMouseY);
|
||||
cursorCircle.drawCentered(pausedMousePosition.x, pausedMousePosition.y);
|
||||
Image cursorCirclePulse = cursorCircle.getScaledCopy(1f + pausePulse);
|
||||
cursorCirclePulse.setAlpha(1f - pausePulse);
|
||||
cursorCirclePulse.drawCentered(pausedMouseX, pausedMouseY);
|
||||
cursorCirclePulse.drawCentered(pausedMousePosition.x, pausedMousePosition.y);
|
||||
}
|
||||
|
||||
if (isReplay)
|
||||
UI.draw(g, replayX, replayY, replayKeyPressed);
|
||||
else if (GameMod.AUTO.isActive())
|
||||
UI.draw(g, autoMouseX, autoMouseY, autoMousePressed);
|
||||
UI.draw(g, (int) autoMousePosition.x, (int) autoMousePosition.y, autoMousePressed);
|
||||
else if (GameMod.AUTOPILOT.isActive())
|
||||
UI.draw(g, autoMouseX, autoMouseY, Utils.isGameKeyPressed());
|
||||
UI.draw(g, (int) autoMousePosition.x, (int) autoMousePosition.y, Utils.isGameKeyPressed());
|
||||
else
|
||||
UI.draw(g);
|
||||
}
|
||||
|
@ -603,8 +601,7 @@ public class Game extends BasicGameState {
|
|||
// 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 ((pausedMouseX < 0 && pausedMouseY < 0) ||
|
||||
(GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive())) {
|
||||
if (pausedMousePosition == null || (GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive())) {
|
||||
pauseTime = -1;
|
||||
if (!isLeadIn())
|
||||
MusicController.resume();
|
||||
|
@ -791,8 +788,7 @@ public class Game extends BasicGameState {
|
|||
// pause game if focus lost
|
||||
if (!container.hasFocus() && !GameMod.AUTO.isActive() && !isReplay) {
|
||||
if (pauseTime < 0) {
|
||||
pausedMouseX = mouseX;
|
||||
pausedMouseY = mouseY;
|
||||
pausedMousePosition = new Vec2f(mouseX, mouseY);
|
||||
pausePulse = 0f;
|
||||
}
|
||||
if (MusicController.isPlaying() || isLeadIn())
|
||||
|
@ -865,8 +861,7 @@ public class Game extends BasicGameState {
|
|||
|
||||
// pause game
|
||||
if (pauseTime < 0 && breakTime <= 0 && trackPosition >= beatmap.objects[0].getTime()) {
|
||||
pausedMouseX = mouseX;
|
||||
pausedMouseY = mouseY;
|
||||
pausedMousePosition = new Vec2f(mouseX, mouseY);
|
||||
pausePulse = 0f;
|
||||
}
|
||||
if (MusicController.isPlaying() || isLeadIn())
|
||||
|
@ -993,8 +988,7 @@ public class Game extends BasicGameState {
|
|||
if (button == Input.MOUSE_MIDDLE_BUTTON && !Options.isMouseWheelDisabled()) {
|
||||
int trackPosition = MusicController.getPosition();
|
||||
if (pauseTime < 0 && breakTime <= 0 && trackPosition >= beatmap.objects[0].getTime()) {
|
||||
pausedMouseX = x;
|
||||
pausedMouseY = y;
|
||||
pausedMousePosition = new Vec2f(x, y);
|
||||
pausePulse = 0f;
|
||||
}
|
||||
if (MusicController.isPlaying() || isLeadIn())
|
||||
|
@ -1023,13 +1017,12 @@ public class Game extends BasicGameState {
|
|||
private void gameKeyPressed(int keys, int x, int y, int trackPosition) {
|
||||
// returning from pause screen
|
||||
if (pauseTime > -1) {
|
||||
double distance = Math.hypot(pausedMouseX - x, pausedMouseY - y);
|
||||
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;
|
||||
pausedMouseX = -1;
|
||||
pausedMouseY = -1;
|
||||
pausedMousePosition = null;
|
||||
if (!isLeadIn())
|
||||
MusicController.resume();
|
||||
}
|
||||
|
@ -1303,10 +1296,10 @@ public class Game extends BasicGameState {
|
|||
final int followPointInterval = container.getHeight() / 14;
|
||||
int lastObjectEndTime = gameObjects[lastObjectIndex].getEndTime() + 1;
|
||||
int objectStartTime = beatmap.objects[index].getTime();
|
||||
float[] startXY = gameObjects[lastObjectIndex].getPointAt(lastObjectEndTime);
|
||||
float[] endXY = gameObjects[index].getPointAt(objectStartTime);
|
||||
float xDiff = endXY[0] - startXY[0];
|
||||
float yDiff = endXY[1] - startXY[1];
|
||||
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) {
|
||||
|
@ -1327,8 +1320,8 @@ public class Game extends BasicGameState {
|
|||
float step = 1f / (numPoints + 1);
|
||||
float t = step;
|
||||
for (int i = 0; i < numPoints; i++) {
|
||||
float x = startXY[0] + xDiff * t;
|
||||
float y = startXY[1] + yDiff * t;
|
||||
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) {
|
||||
|
@ -1382,8 +1375,7 @@ public class Game extends BasicGameState {
|
|||
timingPointIndex = 0;
|
||||
beatLengthBase = beatLength = 1;
|
||||
pauseTime = -1;
|
||||
pausedMouseX = -1;
|
||||
pausedMouseY = -1;
|
||||
pausedMousePosition = null;
|
||||
countdownReadySound = false;
|
||||
countdown3Sound = false;
|
||||
countdown1Sound = false;
|
||||
|
@ -1394,8 +1386,7 @@ public class Game extends BasicGameState {
|
|||
deathTime = -1;
|
||||
replayFrames = null;
|
||||
lastReplayTime = 0;
|
||||
autoMouseX = 0;
|
||||
autoMouseY = 0;
|
||||
autoMousePosition = new Vec2f();
|
||||
autoMousePressed = false;
|
||||
flashlightRadius = container.getHeight() * 2 / 3;
|
||||
|
||||
|
@ -1624,8 +1615,8 @@ public class Game extends BasicGameState {
|
|||
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 = autoMouseX;
|
||||
y = autoMouseY;
|
||||
x = (int) autoMousePosition.x;
|
||||
y = (int) autoMousePosition.y;
|
||||
}
|
||||
|
||||
ReplayFrame frame = addReplayFrame(x, y, keys, time);
|
||||
|
@ -1699,17 +1690,13 @@ public class Game extends BasicGameState {
|
|||
* @param endX the ending x coordinate
|
||||
* @param endY the ending y coordinate
|
||||
* @param t the t value [0, 1]
|
||||
* @return the [x,y] coordinates
|
||||
* @return the position vector
|
||||
*/
|
||||
private float[] getPointAt(float startX, float startY, float endX, float endY, float t) {
|
||||
private Vec2f getPointAt(float startX, float startY, float endX, float endY, float t) {
|
||||
// "autopilot" mod: move quicker between objects
|
||||
if (GameMod.AUTOPILOT.isActive())
|
||||
t = Utils.clamp(t * 2f, 0f, 1f);
|
||||
|
||||
float[] xy = new float[2];
|
||||
xy[0] = startX + (endX - startX) * t;
|
||||
xy[1] = startY + (endY - startY) * t;
|
||||
return xy;
|
||||
return new Vec2f(startX + (endX - startX) * t, startY + (endY - startY) * t);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -1803,9 +1790,9 @@ public class Game extends BasicGameState {
|
|||
// possible special case: if slider end in the stack,
|
||||
// all next hit objects in stack move right down
|
||||
if (hitObjectN.isSlider()) {
|
||||
float[] p1 = gameObjects[i].getPointAt(hitObjectI.getTime());
|
||||
float[] p2 = gameObjects[n].getPointAt(gameObjects[n].getEndTime());
|
||||
float distance = Utils.distance(p1[0], p1[1], p2[0], p2[1]);
|
||||
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()) {
|
||||
|
@ -1813,7 +1800,7 @@ public class Game extends BasicGameState {
|
|||
for (int j = n + 1; j <= i; j++) {
|
||||
HitObject hitObjectJ = beatmap.objects[j];
|
||||
p1 = gameObjects[j].getPointAt(hitObjectJ.getTime());
|
||||
distance = Utils.distance(p1[0], p1[1], p2[0], p2[1]);
|
||||
distance = Utils.distance(p1.x, p1.y, p2.x, p2.y);
|
||||
|
||||
// hit object below slider end
|
||||
if (distance < STACK_LENIENCE * HitObject.getXMultiplier())
|
||||
|
|
Loading…
Reference in New Issue
Block a user