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

@@ -47,16 +47,6 @@ import org.newdawn.slick.state.transition.FadeOutTransition;
* or return to the song menu from this state.
*/
public class GamePauseMenu extends BasicGameState {
/** Music fade-out time, in milliseconds. */
private static final int FADEOUT_TIME = 2000;
/** Additional delay time to block state changes during music fade-out, in milliseconds.
This prevents music playback issues when the track hasn't completely finished fading out. */
private static final int FADEOUT_EXTRA_DELAY = 100;
/** Track position when the pause menu was loaded (for FADEOUT_TIME). */
private long pauseStartTime;
/** "Continue", "Retry", and "Back" buttons. */
private MenuButton continueButton, retryButton, backButton;
@@ -131,12 +121,9 @@ public class GamePauseMenu extends BasicGameState {
// if music faded out (i.e. health is zero), don't process any state changes before FADEOUT_TIME
boolean loseState = (gameState.getRestart() == Game.Restart.LOSE);
boolean loseBlockDelay = (loseState && System.currentTimeMillis() - pauseStartTime < FADEOUT_TIME + FADEOUT_EXTRA_DELAY);
switch (key) {
case Input.KEY_ESCAPE:
if (loseBlockDelay)
break;
// 'esc' will normally unpause, but will return to song menu if health is zero
if (loseState) {
SoundController.playSound(SoundEffect.MENUBACK);
@@ -152,8 +139,6 @@ public class GamePauseMenu extends BasicGameState {
}
break;
case Input.KEY_R:
if (loseBlockDelay)
break;
// restart
if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
gameState.setRestart(Game.Restart.MANUAL);
@@ -179,9 +164,6 @@ public class GamePauseMenu extends BasicGameState {
boolean loseState = (gameState.getRestart() == Game.Restart.LOSE);
// if music faded out (i.e. health is zero), don't process any actions before FADEOUT_TIME
if (loseState && System.currentTimeMillis() - pauseStartTime < FADEOUT_TIME + FADEOUT_EXTRA_DELAY)
return;
if (continueButton.contains(x, y) && !loseState) {
SoundController.playSound(SoundEffect.MENUBACK);
@@ -200,6 +182,7 @@ public class GamePauseMenu extends BasicGameState {
MusicController.resume();
if (UI.getCursor().isBeatmapSkinned())
UI.getCursor().reset();
MusicController.setPitch(1.0f);
game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
}
}
@@ -216,24 +199,12 @@ public class GamePauseMenu extends BasicGameState {
public void enter(GameContainer container, StateBasedGame game)
throws SlickException {
UI.enter();
pauseStartTime = System.currentTimeMillis();
if (gameState.getRestart() == Game.Restart.LOSE) {
MusicController.fadeOut(FADEOUT_TIME);
MusicController.pitchFadeOut(FADEOUT_TIME);
SoundController.playSound(SoundEffect.FAIL);
} else
MusicController.pause();
MusicController.pause();
continueButton.resetHover();
retryButton.resetHover();
backButton.resetHover();
}
@Override
public void leave(GameContainer container, StateBasedGame game)
throws SlickException {
// reset pitch fade out
MusicController.pitchFadeOut(0);
}
/**
* Loads all game pause/fail menu images.