Game state bug fixes and better error handling.
Error handling (related to #53): - Catch all exceptions caused by creating HitObjects and throw a more informative error with the hit object information. This also allows multiple errors to be reported, instead of crashing at the first error. - Added a fallback "DummyObject" HitObject to replace hit objects causing errors, which should allow the game to function despite any errors. - Added a toString() method to OsuHitObject (resembling the raw format). Bug fixes (caused by #52): - Game is no longer paused when focus is lost during lead-in time or during breaks. - Replay frames are no longer recorded when the game is paused. - Pulsing cursor animation now works even during lead-in time. - skipIntro() during replays now works properly. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -39,6 +39,7 @@ import itdelatrisu.opsu.audio.SoundEffect;
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import itdelatrisu.opsu.db.OsuDB;
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import itdelatrisu.opsu.db.ScoreDB;
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import itdelatrisu.opsu.objects.Circle;
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import itdelatrisu.opsu.objects.DummyObject;
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import itdelatrisu.opsu.objects.HitObject;
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import itdelatrisu.opsu.objects.Slider;
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import itdelatrisu.opsu.objects.Spinner;
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@@ -530,12 +531,45 @@ public class Game extends BasicGameState {
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skipButton.hoverUpdate(delta, mouseX, mouseY);
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int trackPosition = MusicController.getPosition();
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// returning from pause screen: must click previous mouse position
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if (pauseTime > -1) {
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// paused during lead-in or break, or "relax" or "autopilot": continue immediately
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if ((pausedMouseX < 0 && pausedMouseY < 0) ||
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(GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive())) {
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pauseTime = -1;
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if (!isLeadIn())
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MusicController.resume();
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}
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// focus lost: go back to pause screen
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else if (!container.hasFocus()) {
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game.enterState(Opsu.STATE_GAMEPAUSEMENU);
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pausePulse = 0f;
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}
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// advance pulse animation
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else {
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pausePulse += delta / 750f;
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if (pausePulse > 1f)
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pausePulse = 0f;
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}
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return;
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}
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// replays: skip intro
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if (isReplay && replaySkipTime > -1 && trackPosition >= replaySkipTime) {
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if (skipIntro())
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trackPosition = MusicController.getPosition();
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}
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// "flashlight" mod: calculate visible area radius
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updateFlashlightRadius(delta, trackPosition);
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// stop updating during song lead-in
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if (isLeadIn()) {
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leadInTime -= delta;
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if (!isLeadIn())
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MusicController.resume();
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updateFlashlightRadius(delta, trackPosition);
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return;
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}
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@@ -563,53 +597,7 @@ public class Game extends BasicGameState {
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mouseY = replayY;
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}
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// "flashlight" mod: calculate visible area radius
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updateFlashlightRadius(delta, trackPosition);
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// returning from pause screen: must click previous mouse position
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if (pauseTime > -1) {
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// paused during lead-in or break, or "relax" or "autopilot": continue immediately
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if ((pausedMouseX < 0 && pausedMouseY < 0) ||
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(GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive())) {
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pauseTime = -1;
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if (!isLeadIn())
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MusicController.resume();
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}
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// focus lost: go back to pause screen
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else if (!container.hasFocus()) {
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game.enterState(Opsu.STATE_GAMEPAUSEMENU);
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pausePulse = 0f;
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}
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// advance pulse animation
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else {
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pausePulse += delta / 750f;
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if (pausePulse > 1f)
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pausePulse = 0f;
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}
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return;
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}
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data.updateDisplays(delta);
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// replays: skip intro
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if (isReplay && replaySkipTime > 0 && trackPosition > replaySkipTime) {
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skipIntro();
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replaySkipTime = -1;
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}
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// pause game if focus lost
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if (!container.hasFocus() && !GameMod.AUTO.isActive() && !isReplay) {
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if (pauseTime < 0) {
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pausedMouseX = mouseX;
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pausedMouseY = mouseY;
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pausePulse = 0f;
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}
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if (MusicController.isPlaying() || isLeadIn())
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pauseTime = trackPosition;
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game.enterState(Opsu.STATE_GAMEPAUSEMENU);
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}
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}
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/**
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@@ -706,6 +694,18 @@ public class Game extends BasicGameState {
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}
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}
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// pause game if focus lost
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if (!container.hasFocus() && !GameMod.AUTO.isActive() && !isReplay) {
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if (pauseTime < 0) {
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pausedMouseX = mouseX;
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pausedMouseY = mouseY;
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pausePulse = 0f;
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}
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if (MusicController.isPlaying() || isLeadIn())
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pauseTime = trackPosition;
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game.enterState(Opsu.STATE_GAMEPAUSEMENU);
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}
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// drain health
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data.changeHealth(delta * -1 * GameData.HP_DRAIN_MULTIPLIER);
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if (!data.isAlive()) {
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@@ -970,7 +970,7 @@ public class Game extends BasicGameState {
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* @param trackPosition the track position
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*/
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private void gameKeyReleased(int keys, int x, int y, int trackPosition) {
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if (!isReplay && keys != ReplayFrame.KEY_NONE) {
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if (!isReplay && keys != ReplayFrame.KEY_NONE && !isLeadIn() && pauseTime == -1) {
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lastKeysPressed &= ~keys; // clear keys bits
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addReplayFrameAndRun(x, y, lastKeysPressed, trackPosition);
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}
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@@ -1026,12 +1026,21 @@ public class Game extends BasicGameState {
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comboEnd = true;
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Color color = osu.combo[hitObject.getComboIndex()];
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if (hitObject.isCircle())
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hitObjects[i] = new Circle(hitObject, this, data, color, comboEnd);
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else if (hitObject.isSlider())
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hitObjects[i] = new Slider(hitObject, this, data, color, comboEnd);
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else if (hitObject.isSpinner())
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hitObjects[i] = new Spinner(hitObject, this, data);
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try {
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if (hitObject.isCircle())
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hitObjects[i] = new Circle(hitObject, this, data, color, comboEnd);
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else if (hitObject.isSlider())
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hitObjects[i] = new Slider(hitObject, this, data, color, comboEnd);
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else if (hitObject.isSpinner())
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hitObjects[i] = new Spinner(hitObject, this, data);
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} catch (Exception e) {
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// try to handle the error gracefully: substitute in a dummy HitObject
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ErrorHandler.error(String.format("Failed to create %s at index %d:\n%s",
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hitObject.getTypeName(), i, hitObject.toString()), e, true);
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hitObjects[i] = new DummyObject(hitObject);
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continue;
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}
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}
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// load the first timingPoint
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@@ -1063,7 +1072,7 @@ public class Game extends BasicGameState {
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for (replayIndex = 0; replayIndex < replay.frames.length; replayIndex++) {
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ReplayFrame frame = replay.frames[replayIndex];
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if (frame.getY() < 0) { // skip time (?)
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if (frame.getTime() > 0)
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if (frame.getTime() >= 0 && replayIndex > 0)
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replaySkipTime = frame.getTime();
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} else if (frame.getTime() == 0) {
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replayX = frame.getScaledX();
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