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2c59b345b5
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@ -37,6 +37,7 @@ import org.newdawn.slick.Image;
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* Data type representing a spinner object.
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* Data type representing a spinner object.
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*/
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*/
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public class Spinner implements HitObject {
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public class Spinner implements HitObject {
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/** Container dimensions. */
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/** Container dimensions. */
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private static int width, height;
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private static int width, height;
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@ -47,7 +48,7 @@ public class Spinner implements HitObject {
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private GameData data;
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private GameData data;
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/** The last rotation angle. */
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/** The last rotation angle. */
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private float lastAngle = -1f;
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private float lastAngle = 0f;
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/** The current number of rotations. */
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/** The current number of rotations. */
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private float rotations = 0f;
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private float rotations = 0f;
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@ -55,6 +56,18 @@ public class Spinner implements HitObject {
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/** The total number of rotations needed to clear the spinner. */
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/** The total number of rotations needed to clear the spinner. */
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private float rotationsNeeded;
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private float rotationsNeeded;
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/** The sum of all the velocities in storedVelocities. */
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private float sumVelocity = 0f;
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/** Array of the last 50 rotation velocities. */
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private float[] storedVelocities = new float[50];
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/** True if the mouse cursor is pressed. */
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private boolean isSpinning;
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/** Current index of the stored velocities in rotations/second. */
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private int velocityIndex = 0;
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/**
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/**
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* Initializes the Spinner data type with images and dimensions.
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* Initializes the Spinner data type with images and dimensions.
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* @param container the game container
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* @param container the game container
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@ -120,6 +133,9 @@ public class Spinner implements HitObject {
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if (extraRotations > 0)
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if (extraRotations > 0)
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data.drawSymbolNumber(extraRotations * 1000, width / 2, height * 2 / 3, 1.0f);
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data.drawSymbolNumber(extraRotations * 1000, width / 2, height * 2 / 3, 1.0f);
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}
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}
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int rpm = Math.abs(Math.round(sumVelocity/storedVelocities.length*60));
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//TODO: add rpm meter at bottom of spinner
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}
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}
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/**
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/**
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@ -173,35 +189,54 @@ public class Spinner implements HitObject {
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return false;
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return false;
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}
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}
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// not spinning: nothing to do
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// game button is released
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if (!Utils.isGameKeyPressed()) {
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if (isSpinning && !Utils.isGameKeyPressed()) {
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lastAngle = -1f;
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isSpinning = false;
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}
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float angle = (float) Math.atan2(mouseY - (height / 2), mouseX - (width / 2));
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// set initial angle to current mouse position to skip first click
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if (!isSpinning && Utils.isGameKeyPressed()) {
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lastAngle = angle;
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isSpinning = true;
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return false;
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return false;
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}
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}
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// scale angle from [-pi, +pi] to [0, +pi]
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float angleDiff = angle - lastAngle;
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float angle = (float) Math.atan2(mouseY - (height / 2), mouseX - (width / 2));
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if (angle < 0f)
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angle += Math.PI;
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if (lastAngle >= 0f) { // skip initial clicks
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// make angleDiff the smallest angle change possible
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float angleDiff = Math.abs(lastAngle - angle);
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// (i.e. 1/4 rotation instead of 3/4 rotation)
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if (angleDiff < Math.PI / 2) { // skip huge angle changes...
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if (angleDiff < -Math.PI) {
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data.changeHealth(delta * GameData.HP_DRAIN_MULTIPLIER);
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angleDiff = (float) (angleDiff + Math.PI*2);
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rotate(angleDiff);
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} else if (angleDiff > Math.PI) {
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}
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angleDiff = (float) (angleDiff - Math.PI*2);
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}
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}
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// spin caused by the cursor
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float cursorVelocity = 0;
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if (isSpinning)
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cursorVelocity = Math.min((float)(angleDiff / (Math.PI*2) / delta * 1000), 8f);
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sumVelocity -= storedVelocities[velocityIndex];
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sumVelocity += cursorVelocity;
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storedVelocities[velocityIndex++] = cursorVelocity;
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velocityIndex %= storedVelocities.length;
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data.changeHealth(delta * GameData.HP_DRAIN_MULTIPLIER);
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rotate(sumVelocity / storedVelocities.length * (float)Math.PI*2 * delta / 1000);
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lastAngle = angle;
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lastAngle = angle;
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return false;
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return false;
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}
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}
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/**
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/**
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* Rotates the spinner by a number of degrees.
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* Rotates the spinner by a number of radians.
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* @param degrees the angle to rotate (in radians)
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* @param angle the angle to rotate (in radians)
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*/
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*/
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private void rotate(float degrees) {
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private void rotate(float angle) {
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float newRotations = rotations + (degrees / (float) (2 * Math.PI));
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angle = Math.abs(angle);
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float newRotations = rotations + (angle / (float) (2 * Math.PI));
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// added one whole rotation...
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// added one whole rotation...
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if (Math.floor(newRotations) > rotations) {
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if (Math.floor(newRotations) > rotations) {
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