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src/itdelatrisu/opsu/states/GamePauseMenu.java
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src/itdelatrisu/opsu/states/GamePauseMenu.java
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/*
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* opsu! - an open-source osu! client
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* Copyright (C) 2014 Jeffrey Han
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*
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* opsu! is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* opsu! is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
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*/
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package itdelatrisu.opsu.states;
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import itdelatrisu.opsu.GUIMenuButton;
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import itdelatrisu.opsu.MusicController;
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import itdelatrisu.opsu.Opsu;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.GameContainer;
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import org.newdawn.slick.Graphics;
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import org.newdawn.slick.Image;
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import org.newdawn.slick.Input;
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import org.newdawn.slick.SlickException;
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import org.newdawn.slick.state.BasicGameState;
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import org.newdawn.slick.state.StateBasedGame;
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import org.newdawn.slick.state.transition.FadeInTransition;
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import org.newdawn.slick.state.transition.FadeOutTransition;
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/**
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* "Game Paused" state.
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* <ul>
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* <li>[Continue] - unpause game (return to game state)
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* <li>[Retry] - restart game (return to game state)
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* <li>[Back] - return to song menu state
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* </ul>
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*/
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public class GamePauseMenu extends BasicGameState {
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/**
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* Music fade-out time, in milliseconds.
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*/
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private static final int FADEOUT_TIME = 1000;
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/**
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* Track position when the pause menu was loaded (for FADEOUT_TIME).
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*/
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private long pauseStartTime;
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/**
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* "Continue", "Retry", and "Back" buttons.
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*/
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private GUIMenuButton continueButton, retryButton, backButton;
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/**
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* Background image for pause menu (optional).
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*/
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private Image backgroundImage;
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/**
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* Background image for fail menu (optional).
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*/
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private Image failImage;
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// game-related variables
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private StateBasedGame game;
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private int state;
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public GamePauseMenu(int state) {
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this.state = state;
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}
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@Override
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public void init(GameContainer container, StateBasedGame game)
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throws SlickException {
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this.game = game;
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int width = container.getWidth();
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int height = container.getHeight();
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// initialize buttons
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continueButton = new GUIMenuButton(new Image("pause-continue.png"), width / 2f, height * 0.25f);
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retryButton = new GUIMenuButton(new Image("pause-retry.png"), width / 2f, height * 0.5f);
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backButton = new GUIMenuButton(new Image("pause-back.png"), width / 2f, height * 0.75f);
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// pause background image
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try {
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backgroundImage = new Image("pause-overlay.png").getScaledCopy(width, height);
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backgroundImage.setAlpha(0.7f);
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} catch (Exception e) {
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// optional
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}
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// fail image
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try {
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failImage = new Image("fail-background.png").getScaledCopy(width, height);
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failImage.setAlpha(0.7f);
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} catch (Exception e) {
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// optional
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}
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}
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@Override
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public void render(GameContainer container, StateBasedGame game, Graphics g)
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throws SlickException {
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// background
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if (backgroundImage != null && Game.getRestart() != Game.RESTART_LOSE)
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backgroundImage.draw();
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else if (failImage != null && Game.getRestart() == Game.RESTART_LOSE)
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failImage.draw();
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else
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g.setBackground(Color.black);
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Options.drawFPS();
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// draw buttons
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if (Game.getRestart() != Game.RESTART_LOSE)
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continueButton.draw();
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retryButton.draw();
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backButton.draw();
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}
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@Override
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public void update(GameContainer container, StateBasedGame game, int delta)
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throws SlickException {
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// empty
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}
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@Override
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public int getID() { return state; }
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@Override
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public void keyPressed(int key, char c) {
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switch (key) {
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case Input.KEY_ESCAPE:
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// 'esc' will normally unpause, but will return to song menu if health is zero
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if (Game.getRestart() == Game.RESTART_LOSE) {
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MusicController.stop();
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MusicController.playAt(Game.getOsuFile().previewTime, true);
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
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} else
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unPause(Game.RESTART_FALSE);
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break;
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case Input.KEY_F12:
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Options.takeScreenShot();
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break;
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}
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}
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@Override
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public void mousePressed(int button, int x, int y) {
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// check mouse button
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if (button != Input.MOUSE_LEFT_BUTTON)
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return;
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boolean loseState = (Game.getRestart() == Game.RESTART_LOSE);
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// if music faded out (i.e. health is zero), don't process any actions before FADEOUT_TIME
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if (loseState && System.currentTimeMillis() - pauseStartTime < FADEOUT_TIME)
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return;
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if (continueButton.contains(x, y) && !loseState)
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unPause(Game.RESTART_FALSE);
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else if (retryButton.contains(x, y)) {
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unPause(Game.RESTART_MANUAL);
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} else if (backButton.contains(x, y)) {
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MusicController.pause(); // lose state
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MusicController.playAt(Game.getOsuFile().previewTime, true);
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
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}
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}
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@Override
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public void enter(GameContainer container, StateBasedGame game)
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throws SlickException {
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pauseStartTime = System.currentTimeMillis();
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if (Game.getRestart() == Game.RESTART_LOSE)
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MusicController.fadeOut(FADEOUT_TIME);
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else
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MusicController.pause();
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}
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/**
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* Unpause and return to the Game state.
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*/
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private void unPause(byte restart) {
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Game.setRestart(restart);
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game.enterState(Opsu.STATE_GAME);
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}
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}
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