Implement 'hidden' game mod

This commit is contained in:
MatteoS 2015-08-08 21:12:02 +02:00
parent 351064e0ba
commit 34356d9c08
4 changed files with 50 additions and 27 deletions

View File

@ -48,7 +48,7 @@ public enum GameMod {
"DoubleTime", "Zoooooooooom."),
// NIGHTCORE (Category.HARD, 2, GameImage.MOD_NIGHTCORE, "NT", 64, Input.KEY_D, 1.12f,
// "Nightcore", "uguuuuuuuu"),
HIDDEN (Category.HARD, 3, GameImage.MOD_HIDDEN, "HD", 8, Input.KEY_F, 1.06f, false,
HIDDEN (Category.HARD, 3, GameImage.MOD_HIDDEN, "HD", 8, Input.KEY_F, 1.06f,
"Hidden", "Play with no approach circles and fading notes for a slight score advantage."),
FLASHLIGHT (Category.HARD, 4, GameImage.MOD_FLASHLIGHT, "FL", 1024, Input.KEY_G, 1.12f,
"Flashlight", "Restricted view area."),

View File

@ -98,10 +98,16 @@ public class Circle implements GameObject {
float approachScale = 1 + scale * 3;
float alpha = Utils.clamp(1 - fadeinScale, 0, 1);
if (GameMod.HIDDEN.isActive()) {
float fadeOutScale = -(float)(timeDiff-game.getApproachTime())/game.getDecayTime();
float fadeOutAlpha = Utils.clamp(1-fadeOutScale, 0, 1);
alpha = Math.min(alpha, fadeOutAlpha);
}
float oldAlpha = Utils.COLOR_WHITE_FADE.a;
Utils.COLOR_WHITE_FADE.a = color.a = alpha;
if (timeDiff >= 0)
if (timeDiff >= 0 && !GameMod.HIDDEN.isActive())
GameImage.APPROACHCIRCLE.getImage().getScaledCopy(approachScale).drawCentered(x, y, color);
GameImage.HITCIRCLE.getImage().drawCentered(x, y, color);
boolean overlayAboveNumber = Options.getSkin().isHitCircleOverlayAboveNumber();

View File

@ -210,6 +210,11 @@ public class Slider implements GameObject {
tick.drawCentered(c[0], c[1], Utils.COLOR_WHITE_FADE);
}
}
if (GameMod.HIDDEN.isActive()) {
float fadeOutScale = -(float)(timeDiff-game.getApproachTime())/game.getDecayTime();
float fadeOutAlpha = Utils.clamp(1-fadeOutScale, 0, 1);
alpha = Math.min(alpha, fadeOutAlpha);
}
if (sliderClickedInitial)
; // don't draw current combo number if already clicked
else
@ -243,36 +248,38 @@ public class Slider implements GameObject {
if (timeDiff >= 0) {
// approach circle
GameImage.APPROACHCIRCLE.getImage().getScaledCopy(approachScale).drawCentered(x, y, color);
if(!GameMod.HIDDEN.isActive())
GameImage.APPROACHCIRCLE.getImage().getScaledCopy(approachScale).drawCentered(x, y, color);
} else {
// Since update() might not have run before drawing during a replay, the
// slider time may not have been calculated, which causes NAN numbers and flicker.
if (sliderTime == 0)
return;
float[] c = curve.pointAt(getT(trackPosition, false));
float[] c2 = curve.pointAt(getT(trackPosition, false) + 0.01f);
if(!GameMod.HIDDEN.isActive()){
float[] c = curve.pointAt(getT(trackPosition, false));
float[] c2 = curve.pointAt(getT(trackPosition, false) + 0.01f);
float t = getT(trackPosition, false);
// float dis = hitObject.getPixelLength() * HitObject.getXMultiplier() * (t - (int) t);
// Image sliderBallFrame = sliderBallImages[(int) (dis / (diameter * Math.PI) * 30) % sliderBallImages.length];
Image sliderBallFrame = sliderBallImages[(int) (t * sliderTime * 60 / 1000) % sliderBallImages.length];
float angle = (float) (Math.atan2(c2[1] - c[1], c2[0] - c[0]) * 180 / Math.PI);
sliderBallFrame.setRotation(angle);
sliderBallFrame.drawCentered(c[0], c[1]);
float t = getT(trackPosition, false);
// float dis = hitObject.getPixelLength() * HitObject.getXMultiplier() * (t - (int) t);
// Image sliderBallFrame = sliderBallImages[(int) (dis / (diameter * Math.PI) * 30) % sliderBallImages.length];
Image sliderBallFrame = sliderBallImages[(int) (t * sliderTime * 60 / 1000) % sliderBallImages.length];
float angle = (float) (Math.atan2(c2[1] - c[1], c2[0] - c[0]) * 180 / Math.PI);
sliderBallFrame.setRotation(angle);
sliderBallFrame.drawCentered(c[0], c[1]);
// follow circle
if (followCircleActive) {
GameImage.SLIDER_FOLLOWCIRCLE.getImage().drawCentered(c[0], c[1]);
// follow circle
if (followCircleActive)
GameImage.SLIDER_FOLLOWCIRCLE.getImage().drawCentered(c[0], c[1]);
// "flashlight" mod: dim the screen
if (GameMod.FLASHLIGHT.isActive()) {
float oldAlphaBlack = Utils.COLOR_BLACK_ALPHA.a;
Utils.COLOR_BLACK_ALPHA.a = 0.75f;
g.setColor(Utils.COLOR_BLACK_ALPHA);
g.fillRect(0, 0, containerWidth, containerHeight);
Utils.COLOR_BLACK_ALPHA.a = oldAlphaBlack;
}
}
// "flashlight" mod: dim the screen
if (followCircleActive && GameMod.FLASHLIGHT.isActive()) {
float oldAlphaBlack = Utils.COLOR_BLACK_ALPHA.a;
Utils.COLOR_BLACK_ALPHA.a = 0.75f;
g.setColor(Utils.COLOR_BLACK_ALPHA);
g.fillRect(0, 0, containerWidth, containerHeight);
Utils.COLOR_BLACK_ALPHA.a = oldAlphaBlack;
}
}

View File

@ -117,6 +117,9 @@ public class Game extends BasicGameState {
/** Hit object approach time, in milliseconds. */
private int approachTime;
/** Decay of elements in hidden mod, in milliseconds. */
private int decayTime = 800;
/** Time offsets for obtaining each hit result (indexed by HIT_* constants). */
private int[] hitResultOffset;
@ -1329,7 +1332,8 @@ public class Game extends BasicGameState {
gameObjects[stack.pop()].draw(g, trackPosition);
// draw OsuHitObjectResult objects
data.drawHitResults(trackPosition);
if(!GameMod.HIDDEN.isActive())
data.drawHitResults(trackPosition);
}
/**
@ -1515,6 +1519,12 @@ public class Game extends BasicGameState {
*/
public int getApproachTime() { return approachTime; }
/**
* Returns the object decay time in hidden mod, in milliseconds.
*/
public int getDecayTime() { return decayTime; }
/**
* Returns an array of hit result offset times, in milliseconds (indexed by GameData.HIT_* constants).
*/