Add falling game objects on fail

This commit is contained in:
MatteoS
2015-11-18 22:26:03 +01:00
parent d85de23cec
commit 3e285e05fc
3 changed files with 83 additions and 47 deletions

View File

@@ -56,6 +56,7 @@ import itdelatrisu.opsu.ui.animations.AnimationEquation;
import java.io.File;
import java.util.LinkedList;
import java.util.Stack;
import java.util.IdentityHashMap;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
@@ -90,6 +91,12 @@ public class Game extends BasicGameState {
LOSE
}
/** Music fade-out time, in milliseconds. */
private static final int FADEOUT_TIME = 2000;
/** Maximal rotation over fade out, in degrees */
private static final float MAX_ROTATION = 90.0f;
/** Minimum time before start of song, in milliseconds, to process skip-related actions. */
private static final int SKIP_OFFSET = 2000;
@@ -176,6 +183,12 @@ public class Game extends BasicGameState {
/** Track position at death, used if "Easy" mod is enabled. */
private int deathTime = -1;
/** System time position at death. */
private long failTime;
private int failTrackTime;
private IdentityHashMap<GameObject, Float> rotations;
/** Number of retries. */
private int retries = 0;
@@ -650,6 +663,7 @@ public class Game extends BasicGameState {
deathTime = -1;
}
// normal game update
if (!isReplay)
addReplayFrameAndRun(mouseX, mouseY, lastKeysPressed, trackPosition);
@@ -793,7 +807,7 @@ public class Game extends BasicGameState {
}
if (MusicController.isPlaying() || isLeadIn())
pauseTime = trackPosition;
game.enterState(Opsu.STATE_GAMEPAUSEMENU);
game.enterState(Opsu.STATE_GAMEPAUSEMENU, new EmptyTransition(), new FadeInTransition(Color.black));
}
// drain health
@@ -809,25 +823,38 @@ public class Game extends BasicGameState {
}
}
// game over, force a restart
if (!isReplay) {
restart = Restart.LOSE;
game.enterState(Opsu.STATE_GAMEPAUSEMENU);
if (restart != Restart.LOSE) {
restart = Restart.LOSE;
failTime = System.currentTimeMillis();
failTrackTime = MusicController.getPosition();
MusicController.fadeOut(FADEOUT_TIME);
MusicController.pitchFadeOut(FADEOUT_TIME);
rotations = new IdentityHashMap<GameObject, Float>();
SoundController.playSound(SoundEffect.FAIL);
//fade to pause menu
game.enterState(Opsu.STATE_GAMEPAUSEMENU, new FadeOutTransition(Color.black, FADEOUT_TIME), new FadeInTransition(Color.black));
}
}
}
// update objects (loop in unlikely event of any skipped indexes)
boolean keyPressed = keys != ReplayFrame.KEY_NONE;
while (objectIndex < gameObjects.length && trackPosition > beatmap.objects[objectIndex].getTime()) {
// check if we've already passed the next object's start time
boolean overlap = (objectIndex + 1 < gameObjects.length &&
trackPosition > beatmap.objects[objectIndex + 1].getTime() - hitResultOffset[GameData.HIT_50]);
//don't process hit results when already lost
if (restart != Restart.LOSE) {
// update objects (loop in unlikely event of any skipped indexes)
boolean keyPressed = keys != ReplayFrame.KEY_NONE;
while (objectIndex < gameObjects.length && trackPosition > beatmap.objects[objectIndex].getTime()) {
// check if we've already passed the next object's start time
boolean overlap = (objectIndex + 1 < gameObjects.length &&
trackPosition > beatmap.objects[objectIndex + 1].getTime() - hitResultOffset[GameData.HIT_50]);
// update hit object and check completion status
if (gameObjects[objectIndex].update(overlap, delta, mouseX, mouseY, keyPressed, trackPosition))
objectIndex++; // done, so increment object index
else
break;
// update hit object and check completion status
if (gameObjects[objectIndex].update(overlap, delta, mouseX, mouseY, keyPressed, trackPosition))
objectIndex++; // done, so increment object index
else
break;
}
}
}
@@ -1276,6 +1303,10 @@ public class Game extends BasicGameState {
trackPosition < beatmap.objects[objectIndex].getTime() && !beatmap.objects[objectIndex - 1].isSpinner())
lastObjectIndex = objectIndex - 1;
if (restart == Restart.LOSE) {
trackPosition = failTrackTime + (int)(System.currentTimeMillis() - failTime);
}
// draw hit objects in reverse order, or else overlapping objects are unreadable
Stack<Integer> stack = new Stack<Integer>();
for (int index = objectIndex; index < gameObjects.length && beatmap.objects[index].getTime() < trackPosition + approachTime; index++) {
@@ -1340,8 +1371,38 @@ public class Game extends BasicGameState {
lastObjectIndex = index;
}
while (!stack.isEmpty())
gameObjects[stack.pop()].draw(g, trackPosition);
while (!stack.isEmpty()){
if (restart == Restart.LOSE){
int ix = stack.pop();
GameObject obj = gameObjects[ix];
// the time the object began falling
int objTime = Math.max( beatmap.objects[ix].getTime() - approachTime, failTrackTime );
float dt = (trackPosition - objTime)/(float)(FADEOUT_TIME);
// would the object already be visible?
if (dt > 0) {
float rotSpeed;
//generate rotation speeds for each objects
if (rotations.containsKey(obj)){
rotSpeed = rotations.get(obj);
} else {
rotSpeed = (float)(2.0f*(Math.random()-0.5f)*MAX_ROTATION);
rotations.put(obj, rotSpeed);
}
g.pushTransform();
g.translate(0, dt*dt * container.getHeight());
Vec2f rotationCenter = obj.getPointAt(beatmap.objects[ix].getTime());
g.rotate(rotationCenter.x, rotationCenter.y, rotSpeed * dt);
gameObjects[ix].draw(g, trackPosition);
g.popTransform();
}
} else {
gameObjects[stack.pop()].draw(g, trackPosition);
}
}
// draw OsuHitObjectResult objects
data.drawHitResults(trackPosition);