Implemented follow points.

Added new followpoint image from "Vocaloid Project Skin" by noClue.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han 2015-03-18 22:20:37 -04:00
parent c14b4b4822
commit 40933cfa86
4 changed files with 61 additions and 3 deletions

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@ -15,6 +15,7 @@ The images included in opsu! belong to their respective authors.
* Misaki Louize - "Yukino II" * Misaki Louize - "Yukino II"
* Alic1a - "AL's IA -Blue-" * Alic1a - "AL's IA -Blue-"
* Xiaounlimited - "Nexus Ivory" * Xiaounlimited - "Nexus Ivory"
* noClue - "Vocaloid Project Skin [LIGHT]"
* pictuga - "osu! web" * pictuga - "osu! web"
* sherrie__fay * sherrie__fay
* kouyang * kouyang

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@ -75,6 +75,7 @@ public enum GameImage {
}, },
HITCIRCLE_SELECT ("hitcircleselect", "png"), HITCIRCLE_SELECT ("hitcircleselect", "png"),
UNRANKED ("play-unranked", "png"), UNRANKED ("play-unranked", "png"),
FOLLOWPOINT ("followpoint", "png"),
PLAYFIELD ("playfield", "png|jpg", false, false) { PLAYFIELD ("playfield", "png|jpg", false, false) {
@Override @Override
protected Image process_sub(Image img, int w, int h) { protected Image process_sub(Image img, int w, int h) {

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@ -1178,15 +1178,71 @@ public class Game extends BasicGameState {
} }
/** /**
* Draws hit objects and hit results. * Draws hit objects, hit results, and follow points.
* @param g the graphics context * @param g the graphics context
* @param trackPosition the track position * @param trackPosition the track position
*/ */
private void drawHitObjects(Graphics g, int trackPosition) { private void drawHitObjects(Graphics g, int trackPosition) {
// include previous object in follow points
int lastObjectIndex = -1;
if (objectIndex > 0 && objectIndex < osu.objects.length &&
trackPosition < osu.objects[objectIndex].getTime() && !osu.objects[objectIndex - 1].isSpinner())
lastObjectIndex = objectIndex - 1;
// draw hit objects in reverse order, or else overlapping objects are unreadable // draw hit objects in reverse order, or else overlapping objects are unreadable
Stack<Integer> stack = new Stack<Integer>(); Stack<Integer> stack = new Stack<Integer>();
for (int i = objectIndex; i < hitObjects.length && osu.objects[i].getTime() < trackPosition + approachTime; i++) for (int index = objectIndex; index < hitObjects.length && osu.objects[index].getTime() < trackPosition + approachTime; index++) {
stack.add(i); stack.add(index);
// draw follow points
if (osu.objects[index].isSpinner()) {
lastObjectIndex = -1;
continue;
}
if (lastObjectIndex != -1 && !osu.objects[index].isNewCombo()) {
// calculate points
final int followPointInterval = container.getHeight() / 14;
int lastObjectEndTime = hitObjects[lastObjectIndex].getEndTime() + 1;
int objectStartTime = osu.objects[index].getTime();
float[] startXY = hitObjects[lastObjectIndex].getPointAt(lastObjectEndTime);
float[] endXY = hitObjects[index].getPointAt(objectStartTime);
float xDiff = endXY[0] - startXY[0];
float yDiff = endXY[1] - startXY[1];
float dist = (float) Math.hypot(xDiff, yDiff);
int numPoints = (int) ((dist - GameImage.HITCIRCLE.getImage().getWidth()) / followPointInterval);
if (numPoints > 0) {
// set the image angle
Image followPoint = GameImage.FOLLOWPOINT.getImage();
float angle = (float) Math.toDegrees(Math.atan2(yDiff, xDiff));
followPoint.setRotation(angle);
// draw points
float progress = 0f;
if (lastObjectIndex < objectIndex)
progress = (float) (trackPosition - lastObjectEndTime) / (objectStartTime - lastObjectEndTime);
float step = 1f / (numPoints + 1);
float t = step;
for (int i = 0; i < numPoints; i++) {
float x = startXY[0] + xDiff * t;
float y = startXY[1] + yDiff * t;
float nextT = t + step;
if (lastObjectIndex < objectIndex) { // fade the previous trail
if (progress < nextT) {
if (progress > t)
followPoint.setAlpha(1f - ((progress - t + step) / (step * 2f)));
else if (progress > t - step)
followPoint.setAlpha(1f - ((progress - (t - step)) / (step * 2f)));
followPoint.draw(x, y);
followPoint.setAlpha(1f);
}
} else
followPoint.draw(x, y);
t = nextT;
}
}
}
lastObjectIndex = index;
}
while (!stack.isEmpty()) while (!stack.isEmpty())
hitObjects[stack.pop()].draw(g, trackPosition); hitObjects[stack.pop()].draw(g, trackPosition);