hide sliderticks that the ball already passed

This commit is contained in:
yugecin 2016-12-04 22:16:25 +01:00
parent 8171cfdec6
commit 766e3657c7

View File

@ -252,20 +252,9 @@ public class Slider extends GameObject {
// ticks
if (ticksT != null) {
float tickScale = 0.5f + 0.5f * AnimationEquation.OUT_BACK.calc(decorationsAlpha);
Image tick = GameImage.SLIDER_TICK.getImage().getScaledCopy(tickScale);
for (int i = 0; i < ticksT.length; i++) {
Vec2f c = curve.pointAt(ticksT[i]);
Colors.WHITE_FADE.a = Math.min(curveAlpha, decorationsAlpha);
g.pushTransform();
if (mirror) {
g.rotate(c.x, c.y, -180f);
}
tick.drawCentered(c.x, c.y, Colors.WHITE_FADE);
g.popTransform();
drawSliderTicks(g, trackPosition, curveAlpha, decorationsAlpha, mirror);
Colors.WHITE_FADE.a = alpha;
}
}
g.pushTransform();
if (mirror) {
@ -375,6 +364,38 @@ public class Slider extends GameObject {
color = orig;
}
private void drawSliderTicks(Graphics g, int trackPosition, float curveAlpha, float decorationsAlpha, boolean mirror) {
float tickScale = 0.5f + 0.5f * AnimationEquation.OUT_BACK.calc(decorationsAlpha);
Image tick = GameImage.SLIDER_TICK.getImage().getScaledCopy(tickScale);
// calculate which ticks need to be drawn (don't draw if sliderball crossed it)
int min = 0;
int max = ticksT.length;
if (trackPosition > getTime()) {
for (int i = 0; i < ticksT.length; ) {
if (((trackPosition - getTime()) % sliderTime) / sliderTime < ticksT[i]) {
break;
}
min = ++i;
}
}
if (currentRepeats % 2 == 1) {
max -= min;
min = 0;
}
for (int i = min; i < max; i++) {
Vec2f c = curve.pointAt(ticksT[i]);
Colors.WHITE_FADE.a = Math.min(curveAlpha, decorationsAlpha);
g.pushTransform();
if (mirror) {
g.rotate(c.x, c.y, -180f);
}
tick.drawCentered(c.x, c.y, Colors.WHITE_FADE);
g.popTransform();
}
}
private boolean drawSliderTrack(int trackPosition, float snakingSliderProgress) {
float curveIntervalTo = Options.isSliderSnaking() ? snakingSliderProgress : 1f;
float curveIntervalFrom = 0f;