Minor graphical updates and code cleaning.
- Padded game score display, and always display 2 digits in front of the decimal (e.g. 00.00% instead of 0.00%). - Keep map progress circle at a fixed location instead of basing it off the score length. - Moved some track resets (pause + restart at preview) to trigger upon loading the song menu. Fixes weird behaviors when leaving the game state. - Cleaned up trailing whitespace and added missing overrides. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -135,10 +135,10 @@ public class GamePauseMenu extends BasicGameState {
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case Input.KEY_ESCAPE:
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// 'esc' will normally unpause, but will return to song menu if health is zero
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if (gameState.getRestart() == Game.Restart.LOSE) {
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MusicController.stop();
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MusicController.playAt(MusicController.getOsuFile().previewTime, true);
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SoundController.playSound(SoundEffect.MENUBACK);
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((SongMenu) game.getState(Opsu.STATE_SONGMENU)).resetGameDataOnLoad();
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SongMenu songMenu = (SongMenu) game.getState(Opsu.STATE_SONGMENU);
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songMenu.resetGameDataOnLoad();
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songMenu.resetTrackOnLoad();
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
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} else {
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SoundController.playSound(SoundEffect.MENUBACK);
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@@ -179,10 +179,10 @@ public class GamePauseMenu extends BasicGameState {
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gameState.setRestart(Game.Restart.MANUAL);
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game.enterState(Opsu.STATE_GAME);
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} else if (backButton.contains(x, y)) {
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MusicController.pause(); // lose state
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MusicController.playAt(MusicController.getOsuFile().previewTime, true);
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SoundController.playSound(SoundEffect.MENUBACK);
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((SongMenu) game.getState(Opsu.STATE_SONGMENU)).resetGameDataOnLoad();
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SongMenu songMenu = (SongMenu) game.getState(Opsu.STATE_SONGMENU);
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songMenu.resetGameDataOnLoad();
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songMenu.resetTrackOnLoad();
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
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}
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}
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