Very slightly tweaked slider rendering.
Increased color alpha level, and don't fade the begin/end circles. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -148,12 +148,10 @@ public class Slider implements HitObject {
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float scale = timeDiff / (float) game.getApproachTime();
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float approachScale = 1 + scale * 3;
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float x = hitObject.getX(), y = hitObject.getY();
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float alpha = Utils.clamp(1 - scale, 0, 1);
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float oldAlpha = color.a;
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float oldAlphaFade = Utils.COLOR_WHITE_FADE.a;
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float alpha = (1 - scale);
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color.a = Utils.clamp(alpha * 0.5f, 0, 1);
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alpha = Utils.clamp(alpha, 0, 1);
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color.a = alpha;
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Utils.COLOR_WHITE_FADE.a = alpha;
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// curve
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@@ -171,6 +169,7 @@ public class Slider implements HitObject {
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Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
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Image hitCircle = GameImage.HITCIRCLE.getImage();
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color.a = alpha;
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Utils.COLOR_WHITE_FADE.a = 1f;
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// end circle
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float[] endPos = curve.pointAt(1);
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@@ -187,7 +186,6 @@ public class Slider implements HitObject {
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hitCircle.getWidth() * 0.40f / data.getDefaultSymbolImage(0).getHeight());
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color.a = oldAlpha;
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Utils.COLOR_WHITE_FADE.a = oldAlphaFade;
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// repeats
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for(int tcurRepeat = currentRepeats; tcurRepeat<=currentRepeats+1; tcurRepeat++){
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