Follow-up to #115: some fixes and whitespace changes.
- Hide the spinner approach circle instead of the spinner circle. - Show the slider ball. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -211,8 +211,8 @@ public class Slider implements GameObject {
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}
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}
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if (GameMod.HIDDEN.isActive()) {
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float fadeOutScale = -(float)(timeDiff-game.getApproachTime())/game.getDecayTime();
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float fadeOutAlpha = Utils.clamp(1-fadeOutScale, 0, 1);
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float fadeOutScale = -(float) (timeDiff - game.getApproachTime()) / game.getDecayTime();
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float fadeOutAlpha = Utils.clamp(1 - fadeOutScale, 0, 1);
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alpha = Math.min(alpha, fadeOutAlpha);
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}
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if (sliderClickedInitial)
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@@ -248,7 +248,7 @@ public class Slider implements GameObject {
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if (timeDiff >= 0) {
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// approach circle
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if(!GameMod.HIDDEN.isActive())
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if (!GameMod.HIDDEN.isActive())
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GameImage.APPROACHCIRCLE.getImage().getScaledCopy(approachScale).drawCentered(x, y, color);
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} else {
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// Since update() might not have run before drawing during a replay, the
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@@ -258,21 +258,19 @@ public class Slider implements GameObject {
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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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if(!GameMod.HIDDEN.isActive()){
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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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sliderBallFrame.setRotation(angle);
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sliderBallFrame.drawCentered(c[0], c[1]);
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}
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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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sliderBallFrame.setRotation(angle);
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sliderBallFrame.drawCentered(c[0], c[1]);
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// follow circle
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if (followCircleActive){
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if (followCircleActive) {
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GameImage.SLIDER_FOLLOWCIRCLE.getImage().drawCentered(c[0], c[1]);
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// "flashlight" mod: dim the screen
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if (GameMod.FLASHLIGHT.isActive()) {
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float oldAlphaBlack = Utils.COLOR_BLACK_ALPHA.a;
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@@ -282,8 +280,6 @@ public class Slider implements GameObject {
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Utils.COLOR_BLACK_ALPHA.a = oldAlphaBlack;
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}
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}
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}
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Utils.COLOR_WHITE_FADE.a = oldAlpha;
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