Skin options: HitCircleOverlayAboveNumber, LayeredHitSounds.

Also includes a cursor fix: beatmap-skinned cursors are now always treated like new-style cursors (as in osu!), and no longer render cursormiddle unless also skinned.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han
2015-05-25 05:33:12 -04:00
parent b804a4d154
commit c1b38b2306
4 changed files with 34 additions and 16 deletions

View File

@@ -22,6 +22,7 @@ import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.GameData.HitObjectType;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.beatmap.HitObject;
import itdelatrisu.opsu.states.Game;
@@ -99,9 +100,13 @@ public class Circle implements GameObject {
if (timeDiff >= 0)
GameImage.APPROACHCIRCLE.getImage().getScaledCopy(approachScale).drawCentered(x, y, color);
GameImage.HITCIRCLE.getImage().drawCentered(x, y, color);
GameImage.HITCIRCLE_OVERLAY.getImage().drawCentered(x, y, Utils.COLOR_WHITE_FADE);
boolean overlayAboveNumber = Options.getSkin().isHitCircleOverlayAboveNumber();
if (!overlayAboveNumber)
GameImage.HITCIRCLE_OVERLAY.getImage().drawCentered(x, y, Utils.COLOR_WHITE_FADE);
data.drawSymbolNumber(hitObject.getComboNumber(), x, y,
GameImage.HITCIRCLE.getImage().getWidth() * 0.40f / data.getDefaultSymbolImage(0).getHeight(), alpha);
if (overlayAboveNumber)
GameImage.HITCIRCLE_OVERLAY.getImage().drawCentered(x, y, Utils.COLOR_WHITE_FADE);
Utils.COLOR_WHITE_FADE.a = oldAlpha;
}