Completely reworked how the spinner spins
Added a “weight” to the spinner to make the RPM more like osu! May need to tweak constants to make the spinner feel more natural.
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548e389724
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@ -39,7 +39,10 @@ import org.newdawn.slick.Image;
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public class Spinner implements HitObject {
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public class Spinner implements HitObject {
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/** The rate at which the spinner slows down in rotations/second^2. */
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/** The rate at which the spinner slows down in rotations/second^2. */
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private static final float angularDrag = 20f;
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private static final float ANGULAR_DRAG = 12f;
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/** The maximum rate at which the spinner can speed up in rotations/second^2. */
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private static final float MAX_ANGULAR_INCREASE = 26f;
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/** Container dimensions. */
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/** Container dimensions. */
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private static int width, height;
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private static int width, height;
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@ -51,7 +54,7 @@ public class Spinner implements HitObject {
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private GameData data;
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private GameData data;
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/** The last rotation angle. */
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/** The last rotation angle. */
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private float lastAngle = -1f;
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private float lastAngle = 0f;
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/** The current number of rotations. */
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/** The current number of rotations. */
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private float rotations = 0f;
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private float rotations = 0f;
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@ -62,6 +65,13 @@ public class Spinner implements HitObject {
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/** The current angular velocity of the spinner in rotations/second. */
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/** The current angular velocity of the spinner in rotations/second. */
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private float angularVelocity;
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private float angularVelocity;
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private float cv;
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private float mv;
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private int limitUpdate = 0;
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/** True if the mouse cursor is pressed. */
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private boolean isSpinning;
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/**
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/**
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* Initializes the Spinner data type with images and dimensions.
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* Initializes the Spinner data type with images and dimensions.
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* @param container the game container
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* @param container the game container
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@ -128,8 +138,14 @@ public class Spinner implements HitObject {
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}
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}
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// rotations per minute
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// rotations per minute
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g.setColor(new Color(0,0,0));
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g.setColor(new Color(255,255,255));
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g.drawString(String.format("RPM: %d", Math.round(angularVelocity * 60)), 100, 100);
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g.drawString(String.format("RPM: %d", Math.abs(Math.round(angularVelocity * 60))), 100, 100);
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// debug stuff
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g.drawString("key down: " + Utils.isGameKeyPressed(), 200, 100);
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g.drawString("momentum velocity: " + mv, 100, 200);
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g.drawString("cursor velocity: " + cv, 100, 300);
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g.drawString("angular velocity: " + angularVelocity, 100, 400);
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}
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}
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/**
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/**
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@ -183,28 +199,62 @@ public class Spinner implements HitObject {
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return false;
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return false;
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}
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}
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// not spinning: spinner slows down
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// game button is released
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if (!Utils.isGameKeyPressed()) {
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if (isSpinning && !Utils.isGameKeyPressed()) {
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lastAngle = -1f;
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isSpinning = false;
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angularVelocity = Math.max(0, angularVelocity - angularDrag * delta / 1000);
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}
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rotate(angularVelocity * (float)Math.PI * 2 * delta / 1000);
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float angle = (float) Math.atan2(mouseY - (height / 2), mouseX - (width / 2));
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// set initial angle to current mouse position to skip first click
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if (!isSpinning && Utils.isGameKeyPressed()) {
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lastAngle = angle;
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isSpinning = true;
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return false;
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return false;
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}
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}
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// scale angle from [-pi, +pi] to [0, +pi]
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float angleDiff = angle - lastAngle;
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float angle = (float) Math.atan2(mouseY - (height / 2), mouseX - (width / 2));
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if (angle < 0f)
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// make angleDiff the smallest angle change possible
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angle += Math.PI;
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// (i.e. 1/4 rotation instead of 3/4 rotation)
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if (angleDiff < -Math.PI) {
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angleDiff = (float) (angleDiff + Math.PI*2);
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} else if (angleDiff > Math.PI) {
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angleDiff = (float) (angleDiff - Math.PI*2);
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}
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// spin caused by the cursor
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float cursorVelocity = 0;
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if (isSpinning)
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cursorVelocity = (float)(angleDiff / (Math.PI*2) / delta * 1000);
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// spin from the momentum of the spinner
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float momentumVelocity = (angularVelocity > 0) ?
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Math.max(0, angularVelocity - ANGULAR_DRAG * delta / 1000) :
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Math.min(0, angularVelocity + ANGULAR_DRAG * delta / 1000);
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//debug stuff
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cv = cursorVelocity;
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mv = momentumVelocity;
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//sets the new angular velocity of the spinner
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if (momentumVelocity > 0 && cursorVelocity < 0 ||
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momentumVelocity < 0 && cursorVelocity > 0) {
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angularVelocity = momentumVelocity + cursorVelocity;
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} else if (Math.abs(cursorVelocity) > Math.abs(momentumVelocity)) {
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// limit the increase in angular velocity
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if (momentumVelocity > 0) {
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angularVelocity = Math.min(cursorVelocity,
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angularVelocity + MAX_ANGULAR_INCREASE * delta / 1000);
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} else {
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angularVelocity = Math.max(cursorVelocity,
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angularVelocity - MAX_ANGULAR_INCREASE * delta / 1000);
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}
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} else {
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angularVelocity = momentumVelocity;
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}
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if (lastAngle >= 0f) { // skip initial clicks
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float angleDiff = Math.abs(lastAngle - angle);
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if (angleDiff < Math.PI / 2) { // skip huge angle changes...
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angularVelocity = (float)Math.max(angularVelocity - angularDrag * delta / 1000,
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angleDiff / (Math.PI * 2) / ((float)delta / 1000));
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data.changeHealth(delta * GameData.HP_DRAIN_MULTIPLIER);
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data.changeHealth(delta * GameData.HP_DRAIN_MULTIPLIER);
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rotate(angularVelocity * (float)Math.PI*2 * delta / 1000);
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rotate(angularVelocity * (float)Math.PI*2 * delta / 1000);
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}
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}
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lastAngle = angle;
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lastAngle = angle;
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return false;
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return false;
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@ -215,6 +265,7 @@ public class Spinner implements HitObject {
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* @param angle the angle to rotate (in radians)
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* @param angle the angle to rotate (in radians)
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*/
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*/
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private void rotate(float angle) {
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private void rotate(float angle) {
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angle = Math.abs(angle);
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float newRotations = rotations + (angle / (float) (2 * Math.PI));
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float newRotations = rotations + (angle / (float) (2 * Math.PI));
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// added one whole rotation...
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// added one whole rotation...
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