put common hitcircle render code in separate class
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@@ -25,7 +25,6 @@ import awlex.ospu.spinners.SpiralSpinner;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.Utils;
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import itdelatrisu.opsu.audio.MusicController;
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import itdelatrisu.opsu.objects.Circle;
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import itdelatrisu.opsu.objects.DummyObject;
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import itdelatrisu.opsu.objects.GameObject;
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import itdelatrisu.opsu.objects.Slider;
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@@ -37,6 +36,7 @@ import yugecin.opsudance.movers.factories.*;
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import yugecin.opsudance.movers.slidermovers.DefaultSliderMoverController;
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import yugecin.opsudance.movers.slidermovers.InheritedSliderMoverController;
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import yugecin.opsudance.movers.slidermovers.SliderMoverController;
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import yugecin.opsudance.render.GameObjectRenderer;
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import yugecin.opsudance.spinners.*;
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import java.awt.*;
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@@ -193,12 +193,12 @@ public class Dancer {
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}
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isCurrentLazySlider = false;
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// detect lazy sliders, should work pretty good
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if (c.isSlider() && Options.isLazySliders() && Utils.distance(c.start.x, c.start.y, c.end.x, c.end.y) <= Circle.diameter * 0.8f) {
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if (c.isSlider() && Options.isLazySliders() && Utils.distance(c.start.x, c.start.y, c.end.x, c.end.y) <= GameObjectRenderer.instance.getCircleDiameter() * 0.8f) {
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Slider s = (Slider) c;
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Vec2f mid = s.getCurve().pointAt(1f);
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if (s.getRepeats() == 1 || Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) {
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if (s.getRepeats() == 1 || Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= GameObjectRenderer.instance.getCircleDiameter() * 0.8f) {
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mid = s.getCurve().pointAt(0.5f);
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if (Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) {
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if (Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= GameObjectRenderer.instance.getCircleDiameter() * 0.8f) {
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isCurrentLazySlider = true;
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}
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}
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@@ -18,9 +18,9 @@
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package yugecin.opsudance;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.objects.Circle;
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import itdelatrisu.opsu.objects.GameObject;
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import itdelatrisu.opsu.objects.Slider;
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import yugecin.opsudance.render.GameObjectRenderer;
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public class Pippi {
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@@ -37,14 +37,14 @@ public class Pippi {
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public static void setRadiusPercent(int radiusPercent) {
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Pippi.radiusPercent = radiusPercent;
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pippiminrad = pippirad = (Circle.diameter / 2d - 10d) * radiusPercent / 100d;
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pippiminrad = pippirad = (GameObjectRenderer.instance.getCircleDiameter() / 2d - 10d) * radiusPercent / 100d;
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}
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public static void reset() {
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angle = 0;
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currentdelta = 0;
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setRadiusPercent(radiusPercent);
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pippimaxrad = Circle.diameter - 10d;
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pippimaxrad = GameObjectRenderer.instance.getCircleDiameter() - 10d;
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}
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public static void dance(int time, GameObject c, boolean isCurrentLazySlider) {
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@@ -91,7 +91,7 @@ public class Pippi {
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}
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public static boolean shouldPreventWobblyStream(double distance) {
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return Options.isPippiEnabled() && distance < Circle.diameter * 0.93f && Options.isPippiPreventWobblyStreams();
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return Options.isPippiEnabled() && distance < GameObjectRenderer.instance.getCircleDiameter() * 0.93f && Options.isPippiPreventWobblyStreams();
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}
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}
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@@ -27,6 +27,7 @@ import yugecin.opsudance.core.state.transitions.EmptyTransitionState;
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import yugecin.opsudance.core.state.transitions.FadeInTransitionState;
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import yugecin.opsudance.core.state.transitions.FadeOutTransitionState;
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import yugecin.opsudance.core.errorhandling.ErrorHandler;
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import yugecin.opsudance.render.GameObjectRenderer;
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public class OpsuDanceInjector extends Injector {
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@@ -44,6 +45,8 @@ public class OpsuDanceInjector extends Injector {
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bind(FadeInTransitionState.class).asEagerSingleton();
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bind(FadeOutTransitionState.class).asEagerSingleton();
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bind(GameObjectRenderer.class).asEagerSingleton();
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bind(Splash.class).asEagerSingleton();
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bind(MainMenu.class).asEagerSingleton();
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bind(ButtonMenu.class).asEagerSingleton();
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@@ -20,10 +20,10 @@ package yugecin.opsudance.movers.factories;
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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.Circle;
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import itdelatrisu.opsu.objects.GameObject;
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import yugecin.opsudance.Pippi;
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import yugecin.opsudance.movers.*;
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import yugecin.opsudance.render.GameObjectRenderer;
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public class AutoMoverFactory implements MoverFactory {
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@@ -43,7 +43,7 @@ public class AutoMoverFactory implements MoverFactory {
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// stacked: circles if not too quick
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int circle_stream = Options.isCircleStreams() ? 58: 85;
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if (distance < Circle.diameter && ((dt > circle_stream && !Options.isOnlyCircleStacks()) || distance < HitObject.getStackOffset() * 5.2f)) { // TODO get the correct multiplier for stackoffsets
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if (distance < GameObjectRenderer.instance.getCircleDiameter() && ((dt > circle_stream && !Options.isOnlyCircleStacks()) || distance < HitObject.getStackOffset() * 5.2f)) { // TODO get the correct multiplier for stackoffsets
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return new CircleMover(start, end, dir);
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}
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103
src/yugecin/opsudance/render/GameObjectRenderer.java
Normal file
103
src/yugecin/opsudance/render/GameObjectRenderer.java
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@@ -0,0 +1,103 @@
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/*
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* opsu!dance - fork of opsu! with cursordance auto
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* Copyright (C) 2017 yugecin
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*
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* opsu!dance is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* opsu!dance is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with opsu!dance. If not, see <http://www.gnu.org/licenses/>.
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*/
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package yugecin.opsudance.render;
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import itdelatrisu.opsu.GameData;
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import itdelatrisu.opsu.GameImage;
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import itdelatrisu.opsu.GameMod;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.beatmap.HitObject;
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import itdelatrisu.opsu.ui.Colors;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.Image;
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import yugecin.opsudance.core.DisplayContainer;
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import yugecin.opsudance.core.inject.Inject;
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public class GameObjectRenderer {
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@Inject
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private DisplayContainer displayContainer;
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private GameData gameData;
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private float circleDiameter;
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private Image hitcircle;
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private Image hitcircleOverlay;
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private Image approachCircle;
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@Deprecated
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public static GameObjectRenderer instance;
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public GameObjectRenderer() {
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instance = this; // TODO get rid of this
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}
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public void initForGame(GameData gameData, float circleDiameter) {
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this.gameData = gameData;
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this.circleDiameter = circleDiameter * HitObject.getXMultiplier(); // convert from Osupixels (640x480)
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int diameterInt = (int) this.circleDiameter;
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GameImage.HITCIRCLE.setImage(GameImage.HITCIRCLE.getImage().getScaledCopy(diameterInt, diameterInt));
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GameImage.HITCIRCLE_OVERLAY.setImage(GameImage.HITCIRCLE_OVERLAY.getImage().getScaledCopy(diameterInt, diameterInt));
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GameImage.APPROACHCIRCLE.setImage(GameImage.APPROACHCIRCLE.getImage().getScaledCopy(diameterInt, diameterInt));
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hitcircle = GameImage.HITCIRCLE.getImage();
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hitcircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
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approachCircle = GameImage.APPROACHCIRCLE.getImage();
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}
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public float getCircleDiameter() {
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return circleDiameter;
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}
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public void setGameData(GameData gameData) {
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this.gameData = gameData;
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}
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public void renderHitCircle(float x, float y, Color color, int comboNumber, float comboNumberAlpha) {
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renderHitCircleOnly(x, y, color);
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boolean overlayAboveNumber = Options.getSkin().isHitCircleOverlayAboveNumber();
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if (!overlayAboveNumber) {
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renderHitCircleOverlayOnly(x, y, Colors.WHITE_FADE);
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}
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renderComboNumberOnly(x, y, comboNumber, comboNumberAlpha);
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if (overlayAboveNumber) {
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renderHitCircleOverlayOnly(x, y, Colors.WHITE_FADE);
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}
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}
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public void renderHitCircleOnly(float x, float y, Color color) {
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hitcircle.drawCentered(x, y, color);
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}
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public void renderHitCircleOverlayOnly(float x, float y, Color color) {
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hitcircleOverlay.drawCentered(x, y, color);
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}
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public void renderComboNumberOnly(float x, float y, int number, float alpha) {
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if (number > 0) {
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gameData.drawSymbolNumber(number, x, y, GameImage.HITCIRCLE.getImage().getWidth() * 0.40f / gameData.getDefaultSymbolImage(0).getHeight(), alpha);
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}
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}
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public void renderApproachCircle(float x, float y, Color color, float approachScale) {
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if (!GameMod.HIDDEN.isActive() && Options.isDrawApproach()) {
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approachCircle.getScaledCopy(approachScale).drawCentered(x, y, color);
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}
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}
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}
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