Merge pull request #210 from yugecin/slider-improvements
Slider improvements (hidden, followcircle, ticks, reversearrow)
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3dad0c93a9
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@ -901,20 +901,19 @@ public class GameData {
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float scale = (!hitResult.expand) ? 1f : 1f + (HITCIRCLE_ANIM_SCALE - 1f) * progress;
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float alpha = 1f - progress;
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// slider curve
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if (hitResult.curve != null) {
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float oldWhiteAlpha = Colors.WHITE_FADE.a;
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float oldColorAlpha = hitResult.color.a;
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Colors.WHITE_FADE.a = alpha;
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hitResult.color.a = alpha;
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hitResult.curve.draw(hitResult.color);
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Colors.WHITE_FADE.a = oldWhiteAlpha;
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hitResult.color.a = oldColorAlpha;
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}
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if (!GameMod.HIDDEN.isActive()) {
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// slider curve
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if (hitResult.curve != null) {
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float oldWhiteAlpha = Colors.WHITE_FADE.a;
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float oldColorAlpha = hitResult.color.a;
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Colors.WHITE_FADE.a = alpha;
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hitResult.color.a = alpha;
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hitResult.curve.draw(hitResult.color);
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Colors.WHITE_FADE.a = oldWhiteAlpha;
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hitResult.color.a = oldColorAlpha;
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}
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// hit circles
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if (!(hitResult.hitResultType == HitObjectType.CIRCLE && GameMod.HIDDEN.isActive())) {
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// "hidden" mod: expanding animation for only circles not drawn
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// hit circles
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Image scaledHitCircle = GameImage.HITCIRCLE.getImage().getScaledCopy(scale);
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Image scaledHitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage().getScaledCopy(scale);
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scaledHitCircle.setAlpha(alpha);
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@ -104,6 +104,12 @@ public class Slider implements GameObject {
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/** Number of ticks hit and tick intervals so far. */
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private int ticksHit = 0, tickIntervals = 1;
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/** The current tick expanded time */
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private int tickExpand = 0;
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/** The duration of the tick expand */
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private final int TICKEXPANDTIME = 200;
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/** Container dimensions. */
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private static int containerWidth, containerHeight;
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@ -188,9 +194,14 @@ public class Slider implements GameObject {
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Image hitCircle = GameImage.HITCIRCLE.getImage();
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Vec2f endPos = curve.pointAt(1);
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float oldWHITE_FADEalpha = Colors.WHITE_FADE.a;
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float sliderAlpha = 1f;
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if (GameMod.HIDDEN.isActive() && trackPosition > hitObject.getTime()) {
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Colors.WHITE_FADE.a = color.a = sliderAlpha = Math.max(0f, 1f - ((float) (trackPosition - hitObject.getTime()) / (getEndTime() - hitObject.getTime())) * 1.05f);
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}
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float curveInterval = Options.isSliderSnaking() ? alpha : 1f;
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curve.draw(color,curveInterval);
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color.a = alpha;
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// end circle
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Vec2f endCircPos = curve.pointAt(curveInterval);
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@ -202,17 +213,14 @@ public class Slider implements GameObject {
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if (!overlayAboveNumber)
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hitCircleOverlay.drawCentered(x, y, Colors.WHITE_FADE);
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color.a = alpha;
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// ticks
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if (ticksT != null) {
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float tickScale = 0.5f + 0.5f * AnimationEquation.OUT_BACK.calc(decorationsAlpha);
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Image tick = GameImage.SLIDER_TICK.getImage().getScaledCopy(tickScale);
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for (int i = 0; i < ticksT.length; i++) {
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Vec2f c = curve.pointAt(ticksT[i]);
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Colors.WHITE_FADE.a = decorationsAlpha;
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tick.drawCentered(c.x, c.y, Colors.WHITE_FADE);
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Colors.WHITE_FADE.a = alpha;
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}
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drawSliderTicks(g, trackPosition, sliderAlpha, decorationsAlpha);
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Colors.WHITE_FADE.a = oldWHITE_FADEalpha;
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}
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if (GameMod.HIDDEN.isActive()) {
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final int hiddenDecayTime = game.getHiddenDecayTime();
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final int hiddenTimeDiff = game.getHiddenTimeDiff();
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@ -226,14 +234,20 @@ public class Slider implements GameObject {
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else
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data.drawSymbolNumber(hitObject.getComboNumber(), x, y,
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hitCircle.getWidth() * 0.40f / data.getDefaultSymbolImage(0).getHeight(), alpha);
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if (overlayAboveNumber)
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if (overlayAboveNumber) {
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oldWHITE_FADEalpha = Colors.WHITE_FADE.a;
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Colors.WHITE_FADE.a = sliderAlpha;
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hitCircleOverlay.drawCentered(x, y, Colors.WHITE_FADE);
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Colors.WHITE_FADE.a = oldWHITE_FADEalpha;
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}
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// repeats
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if (curveInterval == 1.0f) {
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for (int tcurRepeat = currentRepeats; tcurRepeat <= currentRepeats + 1; tcurRepeat++) {
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if (hitObject.getRepeatCount() - 1 > tcurRepeat) {
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Image arrow = GameImage.REVERSEARROW.getImage();
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arrow = arrow.getScaledCopy((float) (1 + 0.2d * ((trackPosition + sliderTime * tcurRepeat) % 292) / 292));
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float colorLuminance = 0.299f*color.r + 0.587f*color.g + 0.114f*color.b;
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Color arrowColor = colorLuminance < 0.8f ? Color.white : Color.black;
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if (tcurRepeat != currentRepeats) {
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@ -283,7 +297,7 @@ public class Slider implements GameObject {
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// follow circle
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if (followCircleActive) {
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GameImage.SLIDER_FOLLOWCIRCLE.getImage().drawCentered(c.x, c.y);
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GameImage.SLIDER_FOLLOWCIRCLE.getImage().getScaledCopy(1f + (tickExpand / (float) TICKEXPANDTIME) * 0.1f).drawCentered(c.x, c.y);
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// "flashlight" mod: dim the screen
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if (GameMod.FLASHLIGHT.isActive()) {
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@ -299,6 +313,33 @@ public class Slider implements GameObject {
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Colors.WHITE_FADE.a = oldAlpha;
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}
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private void drawSliderTicks(Graphics g, int trackPosition, float curveAlpha, float decorationsAlpha) {
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float tickScale = 0.5f + 0.5f * AnimationEquation.OUT_BACK.calc(decorationsAlpha);
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Image tick = GameImage.SLIDER_TICK.getImage().getScaledCopy(tickScale);
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// calculate which ticks need to be drawn (don't draw if sliderball crossed it)
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int min = 0;
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int max = ticksT.length;
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if (trackPosition > hitObject.getTime()) {
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for (int i = 0; i < ticksT.length; ) {
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if (((trackPosition - hitObject.getTime()) % sliderTime) / sliderTime < ticksT[i]) {
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break;
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}
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min = ++i;
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}
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}
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if (currentRepeats % 2 == 1) {
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max -= min;
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min = 0;
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}
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for (int i = min; i < max; i++) {
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Vec2f c = curve.pointAt(ticksT[i]);
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Colors.WHITE_FADE.a = Math.min(curveAlpha, decorationsAlpha);
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tick.drawCentered(c.x, c.y, Colors.WHITE_FADE);
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}
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}
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/**
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* Calculates the slider hit result.
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* @return the hit result (GameData.HIT_* constants)
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@ -443,9 +484,17 @@ public class Slider implements GameObject {
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mousePressed(mouseX, mouseY, trackPosition);
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}
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if (tickExpand > 0) {
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tickExpand -= delta;
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if (tickExpand < 0) {
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tickExpand = 0;
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}
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}
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// end of slider
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if (trackPosition > hitObject.getTime() + sliderTimeTotal) {
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tickIntervals++;
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tickExpand = TICKEXPANDTIME;
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// check if cursor pressed and within end circle
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if (keyPressed || GameMod.RELAX.isActive()) {
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@ -474,8 +523,9 @@ public class Slider implements GameObject {
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float t = getT(trackPosition, true);
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if (Math.floor(t) > currentRepeats) {
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currentRepeats++;
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tickIntervals++;
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tickExpand = TICKEXPANDTIME;
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isNewRepeat = true;
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tickIndex = 0;
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}
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}
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@ -488,6 +538,7 @@ public class Slider implements GameObject {
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if (t - Math.floor(t) >= ticksT[tickIndex]) {
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tickIntervals++;
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tickIndex = (tickIndex + 1) % ticksT.length;
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tickExpand = TICKEXPANDTIME;
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isNewTick = true;
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}
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}
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