Follow-up to #52.

- Animate skip button during lead in.
- Update flashlight radius during lead in.
- Check if keys are set before calling gameKeyPressed().
- Deleted mouse moved/dragged events (no longer used).
- Renamed updateGameKeyPress().
- Added "auto"/"relax" mod checks to gameKeyPressed().

Also fixed a bug where the MenuButton class wasn't properly resetting image alpha/rotation in certain cases.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han
2015-03-19 03:04:35 -04:00
parent ba20953634
commit b46c589b97
8 changed files with 180 additions and 188 deletions

View File

@@ -173,10 +173,10 @@ public class Game extends BasicGameState {
/** The last replay frame time. */
private int lastReplayTime = 0;
/** The keys from the previous replayFrame */
/** The keys from the previous replay frame. */
private int lastReplayKeys = 0;
/** The last game keys pressed. */
private int lastKeysPressed = ReplayFrame.KEY_NONE;
@@ -418,7 +418,7 @@ public class Game extends BasicGameState {
else {
// game elements
data.drawGameElements(g, false, objectIndex == 0);
// skip beginning
if (objectIndex == 0 &&
trackPosition < osu.objects[0].getTime() - SKIP_OFFSET)
@@ -519,36 +519,37 @@ public class Game extends BasicGameState {
UI.draw(g, autoMouseX, autoMouseY, Utils.isGameKeyPressed());
else
UI.draw(g);
}
@Override
public void update(GameContainer container, StateBasedGame game, int delta)
throws SlickException {
UI.update(delta);
int mouseX, mouseY;
mouseX = input.getMouseX();
mouseY = input.getMouseY();
if (isLeadIn()) { // stop updating during song lead-in
int mouseX = input.getMouseX(), mouseY = input.getMouseY();
skipButton.hoverUpdate(delta, mouseX, mouseY);
int trackPosition = MusicController.getPosition();
// stop updating during song lead-in
if (isLeadIn()) {
leadInTime -= delta;
if (!isLeadIn())
MusicController.resume();
updateFlashlightRadius(delta, trackPosition);
return;
}
//hover updates only the real mouse position
//but doesn't hover the replays
skipButton.hoverUpdate(delta, mouseX, mouseY);
int trackPosition = MusicController.getPosition();
if (!isReplay) {
// normal game update
if (!isReplay)
addReplayFrameAndRun(mouseX, mouseY, lastKeysPressed, trackPosition);
} else {
//out of frames, use previous data
if (replayIndex >= replay.frames.length){
// watching replay
else {
// out of frames, use previous data
if (replayIndex >= replay.frames.length)
updateGame(replayX, replayY, delta, MusicController.getPosition(), lastKeysPressed);
}
// update and run replay frames
while (replayIndex < replay.frames.length && trackPosition >= replay.frames[replayIndex].getTime()) {
ReplayFrame frame = replay.frames[replayIndex];
replayX = frame.getScaledX();
@@ -556,68 +557,14 @@ public class Game extends BasicGameState {
replayKeyPressed = frame.isKeyPressed();
lastKeysPressed = frame.getKeys();
runReplayFrame(frame);
replayIndex++;
}
mouseX = replayX;
mouseY = replayY;
}
// "flashlight" mod: calculate visible area radius
if (GameMod.FLASHLIGHT.isActive()) {
int width = container.getWidth(), height = container.getHeight();
boolean firstObject = (objectIndex == 0 && trackPosition < osu.objects[0].getTime());
if (isLeadIn()) {
// lead-in: expand area
float progress = Math.max((float) (leadInTime - osu.audioLeadIn) / approachTime, 0f);
flashlightRadius = width - (int) ((width - (height * 2 / 3)) * progress);
} else if (firstObject) {
// before first object: shrink area
int timeDiff = osu.objects[0].getTime() - trackPosition;
flashlightRadius = width;
if (timeDiff < approachTime) {
float progress = (float) timeDiff / approachTime;
flashlightRadius -= (width - (height * 2 / 3)) * (1 - progress);
}
} else {
// gameplay: size based on combo
int targetRadius;
int combo = data.getComboStreak();
if (combo < 100)
targetRadius = height * 2 / 3;
else if (combo < 200)
targetRadius = height / 2;
else
targetRadius = height / 3;
if (osu.breaks != null && breakIndex < osu.breaks.size() && breakTime > 0) {
// breaks: expand at beginning, shrink at end
flashlightRadius = targetRadius;
int endTime = osu.breaks.get(breakIndex);
int breakLength = endTime - breakTime;
if (breakLength > approachTime * 3) {
float progress = 1f;
if (trackPosition - breakTime < approachTime)
progress = (float) (trackPosition - breakTime) / approachTime;
else if (endTime - trackPosition < approachTime)
progress = (float) (endTime - trackPosition) / approachTime;
flashlightRadius += (width - flashlightRadius) * progress;
}
} else if (flashlightRadius != targetRadius) {
// radius size change
float radiusDiff = height * delta / 2000f;
if (flashlightRadius > targetRadius) {
flashlightRadius -= radiusDiff;
if (flashlightRadius < targetRadius)
flashlightRadius = targetRadius;
} else {
flashlightRadius += radiusDiff;
if (flashlightRadius > targetRadius)
flashlightRadius = targetRadius;
}
}
}
}
// "flashlight" mod: calculate visible area radius
updateFlashlightRadius(delta, trackPosition);
// returning from pause screen: must click previous mouse position
if (pauseTime > -1) {
@@ -643,18 +590,14 @@ public class Game extends BasicGameState {
}
return;
}
data.updateDisplays(delta);
// replays
if (isReplay) {
// skip intro
if (replaySkipTime > 0 && trackPosition > replaySkipTime) {
skipIntro();
replaySkipTime = -1;
}
}
data.updateDisplays(delta);
// replays: skip intro
if (isReplay && replaySkipTime > 0 && trackPosition > replaySkipTime) {
skipIntro();
replaySkipTime = -1;
}
// pause game if focus lost
if (!container.hasFocus() && !GameMod.AUTO.isActive() && !isReplay) {
@@ -667,19 +610,17 @@ public class Game extends BasicGameState {
pauseTime = trackPosition;
game.enterState(Opsu.STATE_GAMEPAUSEMENU);
}
}
/**
* Updates the game
* @param mouseX the mouse x position
* @param mouseY
* @param delta
* Updates the game.
* @param mouseX the mouse x coordinate
* @param mouseY the mouse y coordinate
* @param delta the delta interval
* @param trackPosition the track position
* @param keysPressed the keys that are pressed
* @param keys the keys that are pressed
*/
private void updateGame(int mouseX, int mouseY, int delta, int trackPosition, int keysPressed) {
private void updateGame(int mouseX, int mouseY, int delta, int trackPosition, int keys) {
// "Easy" mod: multiple "lives"
if (GameMod.EASY.isActive() && deathTime > -1) {
if (data.getHealth() < 99f)
@@ -690,7 +631,6 @@ public class Game extends BasicGameState {
}
}
// map complete!
if (objectIndex >= hitObjects.length || (MusicController.trackEnded() && objectIndex > 0)) {
// track ended before last object was processed: force a hit result
@@ -787,7 +727,7 @@ public class Game extends BasicGameState {
}
// update objects (loop in unlikely event of any skipped indexes)
boolean keyPressed = keysPressed != ReplayFrame.KEY_NONE;
boolean keyPressed = keys != ReplayFrame.KEY_NONE;
while (objectIndex < hitObjects.length && trackPosition > osu.objects[objectIndex].getTime()) {
// check if we've already passed the next object's start time
boolean overlap = (objectIndex + 1 < hitObjects.length &&
@@ -807,17 +747,18 @@ public class Game extends BasicGameState {
@Override
public void keyPressed(int key, char c) {
int trackPosition = MusicController.getPosition();
// game keys
int mouseX = input.getMouseX();
int mouseY = input.getMouseY();
// game keys
if (!Keyboard.isRepeatEvent()) {
int keys = 0;
int keys = ReplayFrame.KEY_NONE;
if (key == Options.getGameKeyLeft())
keys = ReplayFrame.KEY_K1;
else if (key == Options.getGameKeyRight())
keys = ReplayFrame.KEY_K2;
gameKeyPressed(keys, mouseX, mouseY, trackPosition);
if (keys != ReplayFrame.KEY_NONE)
gameKeyPressed(keys, mouseX, mouseY, trackPosition);
}
switch (key) {
@@ -942,16 +883,15 @@ public class Game extends BasicGameState {
game.enterState(Opsu.STATE_GAMEPAUSEMENU, new EmptyTransition(), new FadeInTransition(Color.black));
return;
}
int keys = 0;
// game keys
int keys = ReplayFrame.KEY_NONE;
if (button == Input.MOUSE_LEFT_BUTTON)
keys = ReplayFrame.KEY_M1;
else if (button == Input.MOUSE_RIGHT_BUTTON)
keys = ReplayFrame.KEY_M2;
gameKeyPressed(keys, x, y, MusicController.getPosition());
if (keys != ReplayFrame.KEY_NONE)
gameKeyPressed(keys, x, y, MusicController.getPosition());
}
/**
@@ -959,7 +899,7 @@ public class Game extends BasicGameState {
* @param keys the game keys pressed
* @param x the mouse x coordinate
* @param y the mouse y coordinate
* @param trackPosition the track Position
* @param trackPosition the track position
*/
private void gameKeyPressed(int keys, int x, int y, int trackPosition) {
// returning from pause screen
@@ -976,20 +916,24 @@ public class Game extends BasicGameState {
}
return;
}
// skip beginning
if (skipButton.contains(x, y)) {
if (skipIntro())
return; // successfully skipped
}
if(!isReplay && keys > 0) {
lastKeysPressed |= keys; //sets keys bits
// "auto" and "relax" mods: ignore user actions
if (GameMod.AUTO.isActive() || GameMod.RELAX.isActive())
return;
// send a game key press
if (!isReplay && keys != ReplayFrame.KEY_NONE) {
lastKeysPressed |= keys; // set keys bits
addReplayFrameAndRun(x, y, lastKeysPressed, trackPosition);
}
}
@Override
public void mouseReleased(int button, int x, int y) {
if (Options.isMouseDisabled())
@@ -998,46 +942,40 @@ public class Game extends BasicGameState {
if (button == Input.MOUSE_MIDDLE_BUTTON)
return;
int keys = 0;
int keys = ReplayFrame.KEY_NONE;
if (button == Input.MOUSE_LEFT_BUTTON)
keys = ReplayFrame.KEY_M1;
else if (button == Input.MOUSE_RIGHT_BUTTON)
keys = ReplayFrame.KEY_M2;
gameKeyReleased(keys, x, y, MusicController.getPosition());
if (keys != ReplayFrame.KEY_NONE)
gameKeyReleased(keys, x, y, MusicController.getPosition());
}
@Override
public void keyReleased(int key, char c) {
int keys = 0;
int keys = ReplayFrame.KEY_NONE;
if (key == Options.getGameKeyLeft())
keys = ReplayFrame.KEY_K1;
else if (key == Options.getGameKeyRight())
keys = ReplayFrame.KEY_K2;
gameKeyReleased(keys, input.getMouseX(), input.getMouseY(), MusicController.getPosition());
if (keys != ReplayFrame.KEY_NONE)
gameKeyReleased(keys, input.getMouseX(), input.getMouseY(), MusicController.getPosition());
}
/**
* Handles a game key Released event.
* Handles a game key released event.
* @param keys the game keys released
* @param x the mouse x coordinate
* @param y the mouse y coordinate
* @param trackPosition the track Position
* @param trackPosition the track position
*/
private void gameKeyReleased(int keys, int x, int y, int trackPosition) {
if (!isReplay && keys > 0) {
lastKeysPressed &= ~keys; //clears keys bits
if (!isReplay && keys != ReplayFrame.KEY_NONE) {
lastKeysPressed &= ~keys; // clear keys bits
addReplayFrameAndRun(x, y, lastKeysPressed, trackPosition);
}
}
@Override
public void mouseMoved(int oldx, int oldy, int newx, int newy) {
}
@Override
public void mouseDragged(int oldx, int oldy, int newx, int newy) {
}
@Override
public void mouseWheelMoved(int newValue) {
if (Options.isMouseWheelDisabled() || Options.isMouseDisabled())
@@ -1111,7 +1049,6 @@ public class Game extends BasicGameState {
if (GameMod.AUTO.isActive() || isReplay)
UI.showCursor();
lastReplayTime = 0;
// load replay frames
if (isReplay) {
// load mods
@@ -1287,6 +1224,7 @@ public class Game extends BasicGameState {
deaths = 0;
deathTime = -1;
replayFrames = null;
lastReplayTime = 0;
autoMouseX = 0;
autoMouseY = 0;
autoMousePressed = false;
@@ -1440,7 +1378,6 @@ public class Game extends BasicGameState {
*/
public float getTimingPointMultiplier() { return beatLength / beatLengthBase; }
/**
* Sets a replay to view, or resets the replay if null.
* @param replay the replay
@@ -1458,52 +1395,53 @@ public class Game extends BasicGameState {
this.replay = replay;
}
}
/**
* Adds a replay frame to the list if able and runs it.
* Adds a replay frame to the list, if possible, and runs it.
* @param x the cursor x coordinate
* @param y the cursor y coordinate
* @param keys the keys pressed
* @param time the time of the replay Frame
*/
public synchronized void addReplayFrameAndRun(int x, int y, int keys, int time){
// "auto" and "autopilot" mods: use automatic cursor coordinates
if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
x = autoMouseX;
y = autoMouseY;
}
ReplayFrame frame = addReplayFrame(x, y, keys, time);
if(frame != null)
if (frame != null)
runReplayFrame(frame);
}
/**
* Runs a replay Frame
* Runs a replay frame.
* @param frame the frame to run
*/
private void runReplayFrame(ReplayFrame frame){
int keys = frame.getKeys();
int replayX = frame.getScaledX();
int replayY = frame.getScaledY();
int deltaKeys = (keys & ~lastReplayKeys ); //keys that turned on
if (deltaKeys > 0) { // send a key press
updateGameKeyPress(deltaKeys, replayX, replayY, frame.getTime());
} else if(keys != lastReplayKeys){
} else {
int deltaKeys = (keys & ~lastReplayKeys); // keys that turned on
if (deltaKeys != ReplayFrame.KEY_NONE) // send a key press
sendGameKeyPress(deltaKeys, replayX, replayY, frame.getTime());
else if (keys != lastReplayKeys)
; // do nothing
else
updateGame(replayX, replayY, frame.getTimeDiff(), frame.getTime(), keys);
}
lastReplayKeys = keys;
}
/**
* Updates the games mouse pressed
* @param mouseX the mouse x position
* @param mouseY
* Sends a game key press and updates the hit objects.
* @param trackPosition the track position
* @param keysPressed the keys that are pressed
* @param x the cursor x coordinate
* @param y the cursor y coordinate
* @param keys the keys that are pressed
*/
private void updateGameKeyPress(int keys, int x, int y, int trackPosition) {
if (objectIndex >= hitObjects.length) // nothing left to do here
private void sendGameKeyPress(int keys, int x, int y, int trackPosition) {
if (objectIndex >= hitObjects.length) // nothing to do here
return;
OsuHitObject hitObject = osu.objects[objectIndex];
@@ -1515,26 +1453,25 @@ public class Game extends BasicGameState {
// sliders
else if (hitObject.isSlider())
hitObjects[objectIndex].mousePressed(x, y, trackPosition);
}
/**
* Adds a replay frame to the list if able.
* Adds a replay frame to the list, if possible.
* @param x the cursor x coordinate
* @param y the cursor y coordinate
* @param keys the keys pressed
* @param time the time of the replay Frame
* @return a Replay Frame representing the data
* @param time the time of the replay frame
* @return a ReplayFrame representing the data
*/
private ReplayFrame addReplayFrame(int x, int y, int keys, int time) {
int timeDiff = time - lastReplayTime;
lastReplayTime = time;
int cx = (int) ((x - OsuHitObject.getXOffset()) / OsuHitObject.getXMultiplier());
int cy = (int) ((y - OsuHitObject.getYOffset()) / OsuHitObject.getYMultiplier());
ReplayFrame tFrame = new ReplayFrame(timeDiff, time, cx, cy, keys);
if(replayFrames != null)
replayFrames.add(tFrame);
return tFrame;
ReplayFrame frame = new ReplayFrame(timeDiff, time, cx, cy, keys);
if (replayFrames != null)
replayFrames.add(frame);
return frame;
}
/**
@@ -1556,4 +1493,66 @@ public class Game extends BasicGameState {
xy[1] = startY + (endY - startY) * t;
return xy;
}
/**
* Updates the current visible area radius (if the "flashlight" mod is enabled).
* @param delta the delta interval
* @param trackPosition the track position
*/
private void updateFlashlightRadius(int delta, int trackPosition) {
if (!GameMod.FLASHLIGHT.isActive())
return;
int width = container.getWidth(), height = container.getHeight();
boolean firstObject = (objectIndex == 0 && trackPosition < osu.objects[0].getTime());
if (isLeadIn()) {
// lead-in: expand area
float progress = Math.max((float) (leadInTime - osu.audioLeadIn) / approachTime, 0f);
flashlightRadius = width - (int) ((width - (height * 2 / 3)) * progress);
} else if (firstObject) {
// before first object: shrink area
int timeDiff = osu.objects[0].getTime() - trackPosition;
flashlightRadius = width;
if (timeDiff < approachTime) {
float progress = (float) timeDiff / approachTime;
flashlightRadius -= (width - (height * 2 / 3)) * (1 - progress);
}
} else {
// gameplay: size based on combo
int targetRadius;
int combo = data.getComboStreak();
if (combo < 100)
targetRadius = height * 2 / 3;
else if (combo < 200)
targetRadius = height / 2;
else
targetRadius = height / 3;
if (osu.breaks != null && breakIndex < osu.breaks.size() && breakTime > 0) {
// breaks: expand at beginning, shrink at end
flashlightRadius = targetRadius;
int endTime = osu.breaks.get(breakIndex);
int breakLength = endTime - breakTime;
if (breakLength > approachTime * 3) {
float progress = 1f;
if (trackPosition - breakTime < approachTime)
progress = (float) (trackPosition - breakTime) / approachTime;
else if (endTime - trackPosition < approachTime)
progress = (float) (endTime - trackPosition) / approachTime;
flashlightRadius += (width - flashlightRadius) * progress;
}
} else if (flashlightRadius != targetRadius) {
// radius size change
float radiusDiff = height * delta / 2000f;
if (flashlightRadius > targetRadius) {
flashlightRadius -= radiusDiff;
if (flashlightRadius < targetRadius)
flashlightRadius = targetRadius;
} else {
flashlightRadius += radiusDiff;
if (flashlightRadius > targetRadius)
flashlightRadius = targetRadius;
}
}
}
}
}