Minor updates and code improvements.
- MusicController.getPosition() now returns time even when track is paused. (e.g. song progress bar in main menu won't reset when paused) - Force unpause track when entering the song menu. - Rewrote Game.RESTART_* constants as enums. - Cleaned up logo play/exit button scaling. - MainMenu.previous is now non-static. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -85,13 +85,13 @@ public class GamePauseMenu extends BasicGameState {
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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 (gameState.getRestart() != Game.RESTART_LOSE)
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if (gameState.getRestart() != Game.Restart.LOSE)
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GameImage.PAUSE_OVERLAY.getImage().draw();
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else
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GameImage.FAIL_BACKGROUND.getImage().draw();
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// draw buttons
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if (gameState.getRestart() != Game.RESTART_LOSE)
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if (gameState.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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@@ -126,21 +126,21 @@ public class GamePauseMenu extends BasicGameState {
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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 (gameState.getRestart() == Game.RESTART_LOSE) {
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if (gameState.getRestart() == Game.Restart.LOSE) {
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MusicController.stop();
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MusicController.playAt(MusicController.getOsuFile().previewTime, true);
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SoundController.playSound(SoundEffect.MENUBACK);
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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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SoundController.playSound(SoundEffect.MENUBACK);
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gameState.setRestart(Game.RESTART_FALSE);
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gameState.setRestart(Game.Restart.FALSE);
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game.enterState(Opsu.STATE_GAME);
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}
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break;
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case Input.KEY_R:
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// restart
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if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
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gameState.setRestart(Game.RESTART_MANUAL);
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gameState.setRestart(Game.Restart.MANUAL);
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game.enterState(Opsu.STATE_GAME);
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}
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break;
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@@ -155,7 +155,7 @@ public class GamePauseMenu extends BasicGameState {
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if (button == Input.MOUSE_MIDDLE_BUTTON)
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return;
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boolean loseState = (gameState.getRestart() == Game.RESTART_LOSE);
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boolean loseState = (gameState.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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@@ -163,11 +163,11 @@ public class GamePauseMenu extends BasicGameState {
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if (continueButton.contains(x, y) && !loseState) {
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SoundController.playSound(SoundEffect.MENUBACK);
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gameState.setRestart(Game.RESTART_FALSE);
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gameState.setRestart(Game.Restart.FALSE);
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game.enterState(Opsu.STATE_GAME);
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} else if (retryButton.contains(x, y)) {
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SoundController.playSound(SoundEffect.MENUHIT);
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gameState.setRestart(Game.RESTART_MANUAL);
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gameState.setRestart(Game.Restart.MANUAL);
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game.enterState(Opsu.STATE_GAME);
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} else if (backButton.contains(x, y)) {
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MusicController.pause(); // lose state
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@@ -181,7 +181,7 @@ public class GamePauseMenu extends BasicGameState {
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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 (gameState.getRestart() == Game.RESTART_LOSE) {
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if (gameState.getRestart() == Game.Restart.LOSE) {
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MusicController.fadeOut(FADEOUT_TIME);
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SoundController.playSound(SoundEffect.FAIL);
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} else
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