use the same fade for reversearrows as circles
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@ -269,29 +269,28 @@ public class Slider implements GameObject {
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// repeats
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if (curveInterval == 1.0f) {
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for (int tcurRepeat = currentRepeats; tcurRepeat <= currentRepeats + 1; tcurRepeat++) {
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if (hitObject.getRepeatCount() - 1 > tcurRepeat) {
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Image arrow = GameImage.REVERSEARROW.getImage();
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// bouncing animation
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//arrow = arrow.getScaledCopy((float) (1 + 0.2d * ((trackPosition + sliderTime * tcurRepeat) % 292) / 292));
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float colorLuminance = 0.299f*color.r + 0.587f*color.g + 0.114f*color.b;
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Color arrowColor = colorLuminance < 0.8f ? Color.white : Color.black;
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if (tcurRepeat != currentRepeats) {
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if (sliderTime == 0)
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continue;
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float t = Math.max(getT(trackPosition, true), 0);
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arrow.setAlpha((float) (t - Math.floor(t)));
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} else
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arrow.setAlpha(Options.isSliderSnaking() ? decorationsAlpha : 1f);
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if (tcurRepeat % 2 == 0) {
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// last circle
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arrow.setRotation(curve.getEndAngle());
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arrow.drawCentered(endPos.x, endPos.y, arrowColor);
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} else {
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// first circle
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arrow.setRotation(curve.getStartAngle());
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arrow.drawCentered(x, y, arrowColor);
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for (int tcurRepeat = currentRepeats; tcurRepeat <= currentRepeats + 1 && tcurRepeat < repeats - 1; tcurRepeat++) {
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Image arrow = GameImage.REVERSEARROW.getImage();
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// bouncing animation
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//arrow = arrow.getScaledCopy((float) (1 + 0.2d * ((trackPosition + sliderTime * tcurRepeat) % 292) / 292));
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float colorLuminance = 0.299f*color.r + 0.587f*color.g + 0.114f*color.b;
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Color arrowColor = colorLuminance < 0.8f ? Color.white : Color.black;
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if (tcurRepeat == 0) {
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arrow.setAlpha(Options.isSliderSnaking() ? decorationsAlpha : 1f);
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} else {
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if (!sliderClickedInitial) {
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continue;
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}
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arrow.setAlpha(getCircleAlphaAfterRepeat(trackPosition, tcurRepeat % 2 == 0));
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}
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if (tcurRepeat % 2 == 0) {
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// last circle
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arrow.setRotation(curve.getEndAngle());
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arrow.drawCentered(endPos.x, endPos.y, arrowColor);
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} else {
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// first circle
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arrow.setRotation(curve.getStartAngle());
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arrow.drawCentered(x, y, arrowColor);
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}
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}
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}
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