Code style cleanup from #12.

- Moved all curve-related classes into a new package.
- Added some fields and methods to Curve abstract class.
- Removed the old (no longer used) Bezier subclass.
- Changed Error throwing to ErrorHandler.error() calls.
- Formatted code.

Also fixed a crash when reaching the ranking screen with the "Auto" mod active.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han 2015-01-29 20:36:23 -05:00
parent 94d7ff37eb
commit e93fe25834
14 changed files with 741 additions and 734 deletions

View File

@ -297,11 +297,11 @@ public class GameData {
comboBurstImages = GameImage.COMBO_BURST.getImages();
else
comboBurstImages = new Image[]{ GameImage.COMBO_BURST.getImage() };
// scorebar-colour animation
Image[] scorebar = GameImage.SCOREBAR_COLOUR.getImages();
scorebarColour = (scorebar != null) ? new Animation(scorebar, 60) : null;
// default symbol images
defaultSymbols = new Image[10];
defaultSymbols[0] = GameImage.DEFAULT_0.getImage();

View File

@ -104,17 +104,26 @@ public class OsuHitObject {
public static void init(int width, int height) {
int swidth = width;
int sheight = height;
if(swidth*3>sheight*4){
swidth = sheight*4/3;
}else{
sheight = swidth*3/4;
}
xMultiplier = swidth / 640f; //(width * 1f) / MAX_X; // width * MAX_X/800f / MAX_X
yMultiplier = sheight / 480f;//(height * 1f) / MAX_Y;
xOffset = (int)(width - MAX_X * xMultiplier)/2 ;//width / 5; 800-512/2
yOffset = (int)(height - MAX_Y * yMultiplier)/2 ;//height / 5;
if (swidth * 3 > sheight * 4)
swidth = sheight * 4 / 3;
else
sheight = swidth * 3 / 4;
xMultiplier = swidth / 640f;
yMultiplier = sheight / 480f;
xOffset = (int) (width - MAX_X * xMultiplier) / 2;
yOffset = (int) (height - MAX_Y * yMultiplier) / 2;
}
/**
* Returns the X multiplier for coordinates.
*/
public static float getXMultiplier() { return xMultiplier; }
/**
* Returns the Y multiplier for coordinates.
*/
public static float getYMultiplier() { return yMultiplier; }
/**
* Constructor.
* @param line the line to be parsed
@ -287,11 +296,4 @@ public class OsuHitObject {
* @return true if new combo
*/
public boolean isNewCombo() { return (type & TYPE_NEWCOMBO) > 0; }
/**
* Returns the multiplier for coordinates
* @return
*/
public static float getMultiplier() {
return xMultiplier;
}
}

View File

@ -535,7 +535,7 @@ public class OsuParser {
// set combo info
// - new combo: get next combo index, reset combo number
// - else: maintain combo index, increase combo number
if (hitObject.isNewCombo() && !hitObject.isSpinner() || objectIndex==0) {
if ((hitObject.isNewCombo() && !hitObject.isSpinner()) || objectIndex == 0) {
comboIndex = (comboIndex + 1) % osu.combo.length;
comboNumber = 1;
}

View File

@ -18,9 +18,9 @@
package itdelatrisu.opsu.objects;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.OsuHitObject;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.MusicController;

View File

@ -18,16 +18,16 @@
package itdelatrisu.opsu.objects;
import java.util.Iterator;
import java.util.LinkedList;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.OsuFile;
import itdelatrisu.opsu.OsuHitObject;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.MusicController;
import itdelatrisu.opsu.objects.curves.CircumscribedCircle;
import itdelatrisu.opsu.objects.curves.Curve;
import itdelatrisu.opsu.objects.curves.LinearBezier;
import itdelatrisu.opsu.states.Game;
import org.newdawn.slick.Animation;
@ -61,8 +61,8 @@ public class Slider implements HitObject {
/** The color of this slider. */
private Color color;
/** The underlying Bezier object. */
private Curve bezier;
/** The underlying Curve. */
private Curve curve;
/** The time duration of the slider, in milliseconds. */
private float sliderTime = 0f;
@ -91,679 +91,6 @@ public class Slider implements HitObject {
/** Number of ticks hit and tick intervals so far. */
private int ticksHit = 0, tickIntervals = 1;
private abstract class Curve{
/**
* Returns the point on the curve at a value t.
* @param t the t value [0, 1]
* @return the point [x, y]
*/
public abstract float[] pointAt(float t);
/**
* Draws the full Bezier curve to the graphics context.
*/
public abstract void draw();
/**
* Returns the angle of the first control point.
*/
public abstract float getEndAngle();
/**
* Returns the angle of the last control point.
*/
public abstract float getStartAngle();
}
/**
* A two dimensional vector
*/
private class Vec2f{
float x, y;
/**
* Constructor of the (nx, ny) Vector
* @param nx
* @param ny
*/
public Vec2f(float nx, float ny) {
x=nx;
y=ny;
}
/**
* Constructor of the (0,0) Vector
*/
public Vec2f() {
}
/**
* Finds the midpoint between this Vector and "o" Vector
* @param o the other Vector
* @return midpoint vector
*/
public Vec2f midPoint(Vec2f o){
return new Vec2f((x+o.x)/2, (y+o.y)/2);
}
/**
* Subtracts the "o" vector from this vector
* @param o the other Vector
* @return itself for chaining
*/
public Vec2f sub(Vec2f o){
x-=o.x;
y-=o.y;
return this;
}
/**
* Sets this Vector to the normal of this Vector
* @return itself for chaining
*/
public Vec2f nor(){
float nx = -y, ny =x;
x=nx;
y=ny;
return this;
}
/**
* Makes a new Vector that is a copy of this Vector
* @return a copy of this Vector
*/
public Vec2f cpy(){
return new Vec2f(x, y);
}
/**
* Adds nx to the x component and ny to the y component of this Vector
* @param nx
* @param ny
* @return
*/
public Vec2f add(float nx, float ny) {
x+=nx;
y+=ny;
return this;
}
/**
* Finds the length of this Vector
* @return the length of this Vector
*/
public float len() {
return (float) Math.sqrt(x*x + y*y);
}
/**
* Compares this vector to another Vector
* @param o the Other Vector
* @return true if the two Vector are numerically equal
*/
public boolean equals(Vec2f o){
return x==o.x && y==o.y;
}
}
/**
* Representation of a curve along a Circumscribed Circle of three points.
* http://en.wikipedia.org/wiki/Circumscribed_circle
*/
private class CircumscribedCircle extends Curve{
/** The center of the Circumscribed Circle */
Vec2f circleCenter;
/** The radius of the Circumscribed Circle */
float radius;
/** * The three points to create the Circumscribed Circle from */
Vec2f start ,mid ,end;
/** The three angles relative to the circle center */
float startAng,endAng,midAng;
/** The start and end angles for drawing */
float drawStartAngle,drawEndAngle;
/** Two times Pi or one full circle in radians */
final float TWO_PI = (float) (2*Math.PI);
/** Pi divided by two or a quarter of a circle in radians */
final float HALF_PI = (float) (Math.PI/2);
/** The number of steps in the curve to draw */
private float step;
/**
* Constructor
*/
public CircumscribedCircle(){
this.step = hitObject.getPixelLength() / 5;
//construct the three points
start = new Vec2f(getX(0), getY(0));
mid = new Vec2f(getX(1), getY(1));
end = new Vec2f(getX(2), getY(2));
//find the circle center
Vec2f mida = start.midPoint(mid);
Vec2f midb = end.midPoint(mid);
Vec2f nora = mid.cpy().sub(start).nor();
Vec2f norb = mid.cpy().sub(end).nor();
circleCenter = intersect(mida, nora, midb, norb);
//find the angles relative to the circle center
Vec2f startAngPoint = start.cpy().sub(circleCenter);
Vec2f midAngPoint = mid.cpy().sub(circleCenter);
Vec2f endAngPoint = end.cpy().sub(circleCenter);
startAng = (float) Math.atan2(startAngPoint.y, startAngPoint.x);
midAng = (float) Math.atan2(midAngPoint.y, midAngPoint.x);
endAng = (float) Math.atan2(endAngPoint.y, endAngPoint.x);
//find angles that passes thru midAng
if(!isIn(startAng,midAng,endAng)){
if(Math.abs(startAng+TWO_PI-endAng)<TWO_PI && isIn(startAng+(TWO_PI),midAng,endAng)){
startAng+=TWO_PI;
}else if(Math.abs(startAng-(endAng+TWO_PI))<TWO_PI && isIn(startAng,midAng,endAng+(TWO_PI))){
endAng+=TWO_PI;
}else if(Math.abs(startAng-TWO_PI-endAng)<TWO_PI && isIn(startAng-(TWO_PI),midAng,endAng)){
startAng-=TWO_PI;
}else if(Math.abs(startAng-(endAng-TWO_PI))<TWO_PI && isIn(startAng,midAng,endAng-(TWO_PI))){
endAng-=TWO_PI;
}else{
throw new Error("Cannot find Angles between midAng "+startAng+" "+midAng+" "+endAng);
}
}
//Find an angle with an arc length of pixellength along this cirlce
radius = startAngPoint.len();
float pixelLength = hitObject.getPixelLength() * OsuHitObject.getMultiplier();
float arcAng = pixelLength / radius; //len = theta * r / theta = len/r
//now use it for our new end angle
if(endAng>startAng){
endAng=startAng+arcAng;
}else{
endAng=startAng-arcAng;
}
//finds the angles to draw for repeats
drawEndAngle = (float) ((endAng+(startAng>endAng?HALF_PI:-HALF_PI)) * 180 / Math.PI);
drawStartAngle = (float) ((startAng+(startAng>endAng?-HALF_PI:HALF_PI)) * 180 / Math.PI);
}
/**
* Checks to see if "b" is between "a" and "c"
* @param a
* @param b
* @param c
* @return true if b is between a and c
*/
private boolean isIn(float a,float b,float c){
return (b>a && b<c) || (b<a && b>c);
}
/**
* Finds the point of intersection between two parametric lines of A = a + ta*t and B = b + tb*u
* http://gamedev.stackexchange.com/questions/44720/line-intersection-from-parametric-equation
* @param a the initial position of the line A
* @param ta the direction of the line A
* @param b the initial position of the line B
* @param tb the direction of the line B
* @return the point at which the two lines interssect
*/
private Vec2f intersect(Vec2f a, Vec2f ta, Vec2f b, Vec2f tb) {
// xy = a + ta * t = b + tb * u
// t =(b + tb*u -a)/ta
//t(x) == t(y)
//(b.x + tb.x*u -a.x)/ta.x = (b.y + tb.y*u -a.y)/ta.y
// b.x*ta.y + tb.x*u*ta.y -a.x*ta.y = b.y*ta.x + tb.y*u*ta.x -a.y*ta.x
// tb.x*u*ta.y - tb.y*u*ta.x= b.y*ta.x -a.y*ta.x -b.x*ta.y +a.x*ta.y
//u *(tb.x*ta.y - tb.y*ta.x) = (b.y-a.y)ta.x +(a.x-b.x)ta.y
//u = ((b.y-a.y)ta.x +(a.x-b.x)ta.y) / (tb.x*ta.y - tb.y*ta.x);
float des = tb.x*ta.y - tb.y*ta.x;
if(Math.abs(des)<0.00001f){
throw new Error("parallel ");
}
float u = ((b.y-a.y)*ta.x + (a.x-b.x)*ta.y) / des;
return b.cpy().add(tb.x*u,tb.y*u);
}
@Override
public float[] pointAt(float t) {
float ang = lerp(startAng, endAng, t);
return new float[]{(float) (Math.cos(ang)*radius+circleCenter.x),(float) (Math.sin(ang)*radius+circleCenter.y)};
}
@Override
public void draw() {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
// draw overlay and hit circle
for(int i=0; i<step; i++){
float[] xy = pointAt(i/step);
Utils.drawCentered(hitCircleOverlay, xy[0], xy[1], Utils.COLOR_WHITE_FADE);
}
for(int i=0; i<step; i++){
float[] xy = pointAt(i/step);
Utils.drawCentered(hitCircle, xy[0], xy[1], color);
}
}
@Override
public float getEndAngle() {
return drawEndAngle;
}
@Override
public float getStartAngle() {
return drawStartAngle;
}
}
/**
* Representation of a Bezier curve, the main component of a slider.
*
* @author Alex Gheorghiu (http://html5tutorial.com/how-to-draw-n-grade-bezier-curve-with-canvas-api/)
* @author pictuga (https://github.com/pictuga/osu-web)
*/
private class Bezier {
/** The order of the Bezier curve. */
private int order;
/** The step size (used for drawing). */
private float step;
/** The curve points for drawing with step size given by 'step'. */
private float[] curveX, curveY;
/** The angles of the first and last control points. */
private float startAngle, endAngle;
/**
* Constructor.
*/
public Bezier() {
this.order = hitObject.getSliderX().length + 1;
this.step = 5 / hitObject.getPixelLength();
// calculate curve points for drawing
int N = (int) (1 / step);
this.curveX = new float[N + 1];
this.curveY = new float[N + 1];
float t = 0f;
for (int i = 0; i < N; i++, t += step) {
float[] c = pointAt(t);
curveX[i] = c[0];
curveY[i] = c[1];
}
curveX[N] = getX(order - 1);
curveY[N] = getY(order - 1);
// calculate angles (if needed)
if (hitObject.getRepeatCount() > 1) {
float[] c1 = pointAt(0f);
float[] c2 = pointAt(step);
startAngle = (float) (Math.atan2(c2[1] - c1[1], c2[0] - c1[0]) * 180 / Math.PI);
c1 = pointAt(1f);
c2 = pointAt(1f - step);
endAngle = (float) (Math.atan2(c2[1] - c1[1], c2[0] - c1[0]) * 180 / Math.PI);
}
}
/**
* Returns the x coordinate of the control point at index i.
*/
private float getX(int i) {
return (i == 0) ? hitObject.getX() : hitObject.getSliderX()[i - 1];
}
/**
* Returns the y coordinate of the control point at index i.
*/
private float getY(int i) {
return (i == 0) ? hitObject.getY() : hitObject.getSliderY()[i - 1];
}
/**
* Returns the angle of the first control point.
*/
private float getStartAngle() { return startAngle; }
/**
* Returns the angle of the last control point.
*/
private float getEndAngle() { return endAngle; }
/**
* Calculates the factorial of a number.
*/
private long factorial(int n) {
return (n <= 1 || n > 20) ? 1 : n * factorial(n - 1);
}
/**
* Calculates the Bernstein polynomial.
* @param i the index
* @param n the degree of the polynomial (i.e. number of points)
* @param t the t value [0, 1]
*/
private double bernstein(int i, int n, float t) {
return factorial(n) / (factorial(i) * factorial(n-i)) *
Math.pow(t, i) * Math.pow(1-t, n-i);
}
/**
* Returns the point on the Bezier curve at a value t.
* For curves of order greater than 4, points will be generated along
* a path of overlapping cubic (at most) Beziers.
* @param t the t value [0, 1]
* @return the point [x, y]
*/
public float[] pointAt(float t) {
float[] c = { 0f, 0f };
int n = order - 1;
if (n < 4) { // normal curve
for (int i = 0; i <= n; i++) {
c[0] += getX(i) * bernstein(i, n, t);
c[1] += getY(i) * bernstein(i, n, t);
}
} else { // split curve into path
// TODO: this is probably wrong...
int segmentCount = (n / 3) + 1;
int segment = (int) Math.floor(t * segmentCount);
int startIndex = 3 * segment;
int segmentOrder = Math.min(startIndex + 3, n) - startIndex;
float segmentT = (t * segmentCount) - segment;
for (int i = 0; i <= segmentOrder; i++) {
c[0] += getX(i + startIndex) * bernstein(i, segmentOrder, segmentT);
c[1] += getY(i + startIndex) * bernstein(i, segmentOrder, segmentT);
}
}
return c;
}
/**
* Draws the full Bezier curve to the graphics context.
*/
public void draw() {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
// draw overlay and hit circle
for (int i = curveX.length - 1; i >= 0; i--)
Utils.drawCentered(hitCircleOverlay, curveX[i], curveY[i], Utils.COLOR_WHITE_FADE);
for (int i = curveX.length - 1; i >= 0; i--)
Utils.drawCentered(hitCircle, curveX[i], curveY[i], color);
}
}
/**
* Representation of a Bezier curve with equal distant points.
* http://pomax.github.io/bezierinfo/#tracing
*/
private class LinearBezier extends Curve{
/** The angles of the first and last control points for drawing. */
private float startAngle, endAngle;
/** List of Bezier curves in the set of points */
LinkedList<Bezier2> beziers = new LinkedList<Bezier2>();
/** Points along the curve at equal distance. */
Vec2f[] curve;
/** The number of points along the curve */
int ncurve;
/**
* Constructor
*/
public LinearBezier(){
//splits points into different beziers if has the same points(Red points)
int npoints = hitObject.getSliderX().length + 1; //The number of control points
LinkedList<Vec2f> points = new LinkedList<Vec2f>(); // a temporary list of points to separete different bezier curves
Vec2f lastPoi = null;
for(int i=0; i<npoints; i++){
Vec2f tpoi = new Vec2f(getX(i), getY(i));
if(lastPoi!=null && tpoi.equals(lastPoi)){
if(points.size()>=2){
beziers.add(new Bezier2(points.toArray(new Vec2f[0])));
}
points.clear();
}
points.add(tpoi);
lastPoi = tpoi;
}
if(points.size()<2){
//Ending on a red point (probably) just ignore
//throw new Error("trying to continue Beziers with less than 2 points");
}else{
beziers.add(new Bezier2(points.toArray(new Vec2f[0])));
points.clear();
}
//find the length of all beziers
//int totalDistance = 0;
//for(Bezier2 bez : beziers){
// totalDistance += bez.totalDistance();
//}
//now try to creates points the are equal distance to eachother
ncurve = (int) (hitObject.getPixelLength()/5f);
curve = new Vec2f[ncurve+1];
float distanceAt = 0;
Iterator<Bezier2> ita = beziers.iterator();
int curPoint=0;
Bezier2 curBezier=ita.next();
Vec2f lastCurve = curBezier.curve[0];
float lastDistanceAt = 0;
//length of Bezier should equal pixel length (in 640x480)
float pixelLength = hitObject.getPixelLength()*OsuHitObject.getMultiplier();
//For each distance, try to get in between the two points that is between it.
for(int i=0;i<ncurve+1;i++){
int prefDistance = (int) (i*pixelLength/ncurve);
while(distanceAt<prefDistance){
lastDistanceAt = distanceAt;
lastCurve = curBezier.curve[curPoint];
distanceAt+=curBezier.curveDis[curPoint++];
if(curPoint >= curBezier.ncurve){
if(ita.hasNext()){
curBezier = ita.next();
curPoint = 0;
}else{
curPoint = curBezier.ncurve -1;
}
}
}
Vec2f thisCurve = curBezier.curve[curPoint];
//interpolate the point between the two closest distances
if(distanceAt-lastDistanceAt > 1){
float t = (prefDistance-lastDistanceAt)/(float)(distanceAt-lastDistanceAt);
curve[i] = new Vec2f( lerp(lastCurve.x,thisCurve.x,t), lerp(lastCurve.y,thisCurve.y,t));
//System.out.println("Dis "+i+" "+prefDistance+" "+lastDistanceAt+" "+distanceAt+" "+curPoint+" "+t);
}else{
curve[i] = thisCurve;
}
}
//if (hitObject.getRepeatCount() > 1) {
Vec2f c1 = curve[0];
int cnt = 1;
Vec2f c2 = curve[cnt++];
while(c2.cpy().sub(c1).len()<1){
c2 = curve[cnt++];
}
startAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
c1 = curve[ncurve-1];
cnt= ncurve-2;
c2 = curve[cnt];
while(c2.cpy().sub(c1).len()<1){
c2 = curve[cnt--];
}
endAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
//}
//System.out.println("Total Distance: "+totalDistance+" "+distanceAt+" "+beziers.size()+" "+hitObject.getPixelLength()+" "+hitObject.xMultiplier);
}
@Override
public float[] pointAt(float t) {
float index = t * ncurve;
if((int)index>=ncurve){
Vec2f poi = curve[ncurve-1];
return new float[]{poi.x, poi.y};
}
Vec2f poi = curve[(int)index];
float t2 = index - (int)index;
Vec2f poi2 = curve[(int)index+1];
return new float[]{lerp(poi.x,poi2.x,t2),lerp(poi.y,poi2.y,t2)};
}
@Override
public void draw() {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
// draw overlay and hit circle
for (int i = curve.length - 2; i >= 0; i--)
Utils.drawCentered(hitCircleOverlay, curve[i].x, curve[i].y, Utils.COLOR_WHITE_FADE);
for (int i = curve.length - 2; i >= 0; i--)
Utils.drawCentered(hitCircle, curve[i].x, curve[i].y, color);
}
@Override
public float getEndAngle() {
return endAngle;
}
@Override
public float getStartAngle() {
return startAngle;
}
}
/**
* Representation of a Bezier curve with the distance between each point calculated.
*/
private class Bezier2{
/** The control points of the Bezier curve */
Vec2f[] points;
/** Points along the curve of the Bezier curve */
Vec2f[] curve;
/** distance between this point of the curve and the last point */
float[] curveDis;
/** The number of points along the curve */
int ncurve;
/** The total distances of this Bezier */
float totalDistance;
/*
* Constructor
*/
public Bezier2(Vec2f[] points) {
this.points = points;
//approximate by finding the length of all points(which should be the max possible length of the curve)
float approxlength = 0;
for(int i=0;i<points.length-1;i++){
approxlength+= points[i].cpy().sub(points[i+1]).len();
}
//subdivide the curve
ncurve= (int)(approxlength/4);
curve = new Vec2f[ncurve];
for(int i=0; i<ncurve; i++){
curve[i] = pointAt(i/(float)ncurve);
}
//find the distance of each point from the previous point
curveDis= new float[ncurve];
for(int i=0; i<ncurve; i++){
if(i==0)
curveDis[i] = 0;
else
curveDis[i] = curve[i].cpy().sub(curve[i-1]).len();
totalDistance+=curveDis[i];
}
//System.out.println("New Bezier2 "+points.length+" "+approxlength+" "+totalDistance());
}
/**
* Returns the total Distances of this Bezier Curve
*/
public float totalDistance(){
return totalDistance;
}
/**
* Returns the point on the Bezier curve at a value t.
* @param t the t value [0, 1]
* @return the point [x, y]
*/
public Vec2f pointAt(float t) {
Vec2f c = new Vec2f();
int n = points.length-1;
for (int i = 0; i <= n; i++) {
c.x += points[i].x * bernstein(i, n, t);
c.y += points[i].y * bernstein(i, n, t);
}
return c;
}
/**
* Calculates the factorial of a number.
*/
private long factorial(int n) {
return (n <= 1 || n > 20) ? 1 : n * factorial(n - 1);
}
/**
* Calculates the Bernstein polynomial.
* @param i the index
* @param n the degree of the polynomial (i.e. number of points)
* @param t the t value [0, 1]
*/
private double bernstein(int i, int n, float t) {
return factorial(n) / (factorial(i) * factorial(n-i)) *
Math.pow(t, i) * Math.pow(1-t, n-i);
}
}
/**
* Linear interpolation of a and b at t
* @param a
* @param b
* @param t
* @return
*/
private float lerp(float a, float b, float t){
return a*(1-t) + b*t;
}
/**
* "a recursive method to evaluate polynomials in Bernstein form or Bezier curves"
* http://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm
*/
private float deCasteljau (float[] a, int i, int order, float t){
if(order==0)
return a[i];
return lerp( deCasteljau(a,i,order-1,t), deCasteljau(a,i+1,order-1,t), t);
}
/**
* Returns the x coordinate of the control point at index i.
*/
private float getX(int i) {
return (i == 0) ? hitObject.getX() : hitObject.getSliderX()[i - 1];
}
/**
* Returns the y coordinate of the control point at index i.
*/
private float getY(int i) {
return (i == 0) ? hitObject.getY() : hitObject.getSliderY()[i - 1];
}
/**
* Initializes the Slider data type with images and dimensions.
* @param container the game container
@ -798,7 +125,7 @@ public class Slider implements HitObject {
* @param hitObject the associated OsuHitObject
* @param game the associated Game object
* @param data the associated GameData object
* @param color the color of this circle
* @param color the color of this slider
* @param comboEnd true if this is the last hit object in the combo
*/
public Slider(OsuHitObject hitObject, Game game, GameData data, Color color, boolean comboEnd) {
@ -807,18 +134,16 @@ public class Slider implements HitObject {
this.data = data;
this.color = color;
this.comboEnd = comboEnd;
if(hitObject.getSliderType() == 'P' && hitObject.getSliderX().length==2){
this.bezier = new CircumscribedCircle();
}else {
this.bezier = new LinearBezier();
}
if (hitObject.getSliderType() == 'P' && hitObject.getSliderX().length == 2)
this.curve = new CircumscribedCircle(hitObject, color);
else
this.curve = new LinearBezier(hitObject, color);
}
@Override
public void draw(int trackPosition, boolean currentObject, Graphics g) {
float x = hitObject.getX(), y = hitObject.getY();
float[] sliderX = hitObject.getSliderX(), sliderY = hitObject.getSliderY();
int timeDiff = hitObject.getTime() - trackPosition;
float approachScale = (timeDiff >= 0) ? 1 + (timeDiff * 2f / game.getApproachTime()) : 1f;
@ -828,14 +153,14 @@ public class Slider implements HitObject {
color.a = alpha;
Utils.COLOR_WHITE_FADE.a = alpha;
// bezier
bezier.draw();
// curve
curve.draw();
// ticks
if (currentObject && ticksT != null) {
Image tick = GameImage.SLIDER_TICK.getImage();
for (int i = 0; i < ticksT.length; i++) {
float[] c = bezier.pointAt(ticksT[i]);
float[] c = curve.pointAt(ticksT[i]);
tick.drawCentered(c[0], c[1]);
}
}
@ -844,11 +169,10 @@ public class Slider implements HitObject {
Image hitCircle = GameImage.HITCIRCLE.getImage();
// end circle
//int lastIndex = sliderX.length - 1;
float[] endPos = bezier.pointAt(1);
float[] endPos = curve.pointAt(1);
Utils.drawCentered(hitCircle, endPos[0], endPos[1], color);
Utils.drawCentered(hitCircleOverlay, endPos[0], endPos[1], Utils.COLOR_WHITE_FADE);
// start circle
Utils.drawCentered(hitCircleOverlay, x, y, Utils.COLOR_WHITE_FADE);
Utils.drawCentered(hitCircle, x, y, color);
@ -865,17 +189,18 @@ public class Slider implements HitObject {
for(int tcurRepeat = currentRepeats; tcurRepeat<=currentRepeats+1; tcurRepeat++){
if (hitObject.getRepeatCount() - 1 > tcurRepeat) {
Image arrow = GameImage.REVERSEARROW.getImage();
if(tcurRepeat != currentRepeats){
if (tcurRepeat != currentRepeats) {
float t = getT(trackPosition, true);
arrow.setAlpha((float) (t-Math.floor(t)));
}else{
arrow.setAlpha((float) (t - Math.floor(t)));
} else
arrow.setAlpha(1f);
}
if (tcurRepeat % 2 == 0) { // last circle
arrow.setRotation(bezier.getEndAngle());
if (tcurRepeat % 2 == 0) {
// last circle
arrow.setRotation(curve.getEndAngle());
arrow.drawCentered(endPos[0], endPos[1]);
} else { // first circle
arrow.setRotation(bezier.getStartAngle());
} else {
// first circle
arrow.setRotation(curve.getStartAngle());
arrow.drawCentered(x, y);
}
}
@ -885,7 +210,7 @@ public class Slider implements HitObject {
// approach circle
Utils.drawCentered(GameImage.APPROACHCIRCLE.getImage().getScaledCopy(approachScale), x, y, color);
} else {
float[] c = bezier.pointAt(getT(trackPosition, false));
float[] c = curve.pointAt(getT(trackPosition, false));
// slider ball
Utils.drawCentered(sliderBall, c[0], c[1]);
@ -901,7 +226,6 @@ public class Slider implements HitObject {
* @return the hit result (GameData.HIT_* constants)
*/
private int hitResult() {
int lastIndex = hitObject.getSliderX().length - 1;
float tickRatio = (float) ticksHit / tickIntervals;
int result;
@ -914,14 +238,14 @@ public class Slider implements HitObject {
else
result = GameData.HIT_MISS;
if (currentRepeats % 2 == 0) {// last circle
float[] lastPos = bezier.pointAt(1);
if (currentRepeats % 2 == 0) { // last circle
float[] lastPos = curve.pointAt(1);
data.hitResult(hitObject.getTime() + (int) sliderTimeTotal, result,
lastPos[0],lastPos[1],
color, comboEnd, hitObject.getHitSoundType());
}else // first circle
lastPos[0],lastPos[1], color, comboEnd, hitObject.getHitSoundType());
} else { // first circle
data.hitResult(hitObject.getTime() + (int) sliderTimeTotal, result,
hitObject.getX(), hitObject.getY(), color, comboEnd, hitObject.getHitSoundType());
}
return result;
}
@ -1020,7 +344,7 @@ public class Slider implements HitObject {
// check if cursor pressed and within end circle
else if (Utils.isGameKeyPressed()) {
float[] c = bezier.pointAt(getT(trackPosition, false));
float[] c = curve.pointAt(getT(trackPosition, false));
double distance = Math.hypot(c[0] - mouseX, c[1] - mouseY);
int followCircleRadius = GameImage.SLIDER_FOLLOWCIRCLE.getImage().getWidth() / 2;
if (distance < followCircleRadius)
@ -1057,7 +381,7 @@ public class Slider implements HitObject {
}
// holding slider...
float[] c = bezier.pointAt(getT(trackPosition, false));
float[] c = curve.pointAt(getT(trackPosition, false));
double distance = Math.hypot(c[0] - mouseX, c[1] - mouseY);
int followCircleRadius = GameImage.SLIDER_FOLLOWCIRCLE.getImage().getWidth() / 2;
if ((Utils.isGameKeyPressed() && distance < followCircleRadius) || isAutoMod) {

View File

@ -18,9 +18,9 @@
package itdelatrisu.opsu.objects;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.OsuHitObject;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.MusicController;

View File

@ -0,0 +1,121 @@
/*
* opsu! - an open-source osu! client
* Copyright (C) 2014, 2015 Jeffrey Han
*
* opsu! is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* opsu! is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.objects.curves;
/**
* Representation of a Bezier curve with the distance between each point calculated.
*/
public class Bezier2 {
/** The control points of the Bezier curve. */
private Vec2f[] points;
/** Points along the curve of the Bezier curve. */
private Vec2f[] curve;
/** Distances between a point of the curve and the last point. */
private float[] curveDis;
/** The number of points along the curve. */
private int ncurve;
/** The total distances of this Bezier. */
private float totalDistance;
/**
* Constructor.
* @param points the control points
*/
public Bezier2(Vec2f[] points) {
this.points = points;
// approximate by finding the length of all points
// (which should be the max possible length of the curve)
float approxlength = 0;
for (int i = 0; i < points.length - 1; i++)
approxlength += points[i].cpy().sub(points[i + 1]).len();
// subdivide the curve
this.ncurve = (int) (approxlength / 4);
this.curve = new Vec2f[ncurve];
for (int i = 0; i < ncurve; i++)
curve[i] = pointAt(i / (float) ncurve);
// find the distance of each point from the previous point
this.curveDis = new float[ncurve];
this.totalDistance = 0;
for (int i = 0; i < ncurve; i++) {
curveDis[i] = (i == 0) ? 0 : curve[i].cpy().sub(curve[i - 1]).len();
totalDistance += curveDis[i];
}
// System.out.println("New Bezier2 "+points.length+" "+approxlength+" "+totalDistance());
}
/**
* Returns the point on the Bezier curve at a value t.
* @param t the t value [0, 1]
* @return the point [x, y]
*/
public Vec2f pointAt(float t) {
Vec2f c = new Vec2f();
int n = points.length - 1;
for (int i = 0; i <= n; i++) {
c.x += points[i].x * bernstein(i, n, t);
c.y += points[i].y * bernstein(i, n, t);
}
return c;
}
/**
* Returns the points along the curve of the Bezier curve.
*/
public Vec2f[] getCurve() { return curve; }
/**
* Returns the distances between a point of the curve and the last point.
*/
public float[] getCurveDistances() { return curveDis; }
/**
* Returns the number of points along the curve.
*/
public int points() { return ncurve; }
/**
* Returns the total distances of this Bezier curve.
*/
public float totalDistance() { return totalDistance; }
/**
* Calculates the factorial of a number.
*/
private static long factorial(int n) {
return (n <= 1 || n > 20) ? 1 : n * factorial(n - 1);
}
/**
* Calculates the Bernstein polynomial.
* @param i the index
* @param n the degree of the polynomial (i.e. number of points)
* @param t the t value [0, 1]
*/
private static double bernstein(int i, int n, float t) {
return factorial(n) / (factorial(i) * factorial(n - i)) *
Math.pow(t, i) * Math.pow(1 - t, n - i);
}
}

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@ -0,0 +1,188 @@
/*
* opsu! - an open-source osu! client
* Copyright (C) 2014, 2015 Jeffrey Han
*
* opsu! is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* opsu! is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.objects.curves;
import itdelatrisu.opsu.ErrorHandler;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.OsuHitObject;
import itdelatrisu.opsu.Utils;
import org.newdawn.slick.Color;
import org.newdawn.slick.Image;
/**
* Representation of a curve along a Circumscribed Circle of three points.
* http://en.wikipedia.org/wiki/Circumscribed_circle
*/
public class CircumscribedCircle extends Curve {
/** PI constants. */
private static final float
TWO_PI = (float) (Math.PI * 2),
HALF_PI = (float) (Math.PI / 2);
/** The center of the Circumscribed Circle. */
private Vec2f circleCenter;
/** The radius of the Circumscribed Circle. */
private float radius;
/** The three points to create the Circumscribed Circle from. */
private Vec2f start, mid, end;
/** The three angles relative to the circle center. */
private float startAng, endAng, midAng;
/** The start and end angles for drawing. */
private float drawStartAngle, drawEndAngle;
/** The number of steps in the curve to draw. */
private float step;
/**
* Constructor.
* @param hitObject the associated OsuHitObject
* @param color the color of this curve
*/
public CircumscribedCircle(OsuHitObject hitObject, Color color) {
super(hitObject, color);
this.step = hitObject.getPixelLength() / 5f;
// construct the three points
this.start = new Vec2f(getX(0), getY(0));
this.mid = new Vec2f(getX(1), getY(1));
this.end = new Vec2f(getX(2), getY(2));
// find the circle center
Vec2f mida = start.midPoint(mid);
Vec2f midb = end.midPoint(mid);
Vec2f nora = mid.cpy().sub(start).nor();
Vec2f norb = mid.cpy().sub(end).nor();
this.circleCenter = intersect(mida, nora, midb, norb);
if (circleCenter == null)
return;
// find the angles relative to the circle center
Vec2f startAngPoint = start.cpy().sub(circleCenter);
Vec2f midAngPoint = mid.cpy().sub(circleCenter);
Vec2f endAngPoint = end.cpy().sub(circleCenter);
this.startAng = (float) Math.atan2(startAngPoint.y, startAngPoint.x);
this.midAng = (float) Math.atan2(midAngPoint.y, midAngPoint.x);
this.endAng = (float) Math.atan2(endAngPoint.y, endAngPoint.x);
// find the angles that pass through midAng
if (!isIn(startAng, midAng, endAng)) {
if (Math.abs(startAng + TWO_PI - endAng) < TWO_PI && isIn(startAng + (TWO_PI), midAng, endAng))
startAng += TWO_PI;
else if (Math.abs(startAng - (endAng + TWO_PI)) < TWO_PI && isIn(startAng, midAng, endAng + (TWO_PI)))
endAng += TWO_PI;
else if (Math.abs(startAng - TWO_PI - endAng) < TWO_PI && isIn(startAng - (TWO_PI), midAng, endAng))
startAng -= TWO_PI;
else if (Math.abs(startAng - (endAng - TWO_PI)) < TWO_PI && isIn(startAng, midAng, endAng - (TWO_PI)))
endAng -= TWO_PI;
else {
ErrorHandler.error(
String.format("Cannot find angles between midAng (%.3f %.3f %.3f).",
startAng, midAng, endAng), null, true
);
return;
}
}
// find an angle with an arc length of pixelLength along this circle
this.radius = startAngPoint.len();
float pixelLength = hitObject.getPixelLength() * OsuHitObject.getXMultiplier();
float arcAng = pixelLength / radius; // len = theta * r / theta = len / r
// now use it for our new end angle
this.endAng = (endAng > startAng) ? startAng + arcAng : startAng - arcAng;
// finds the angles to draw for repeats
this.drawEndAngle = (float) ((endAng + (startAng > endAng ? HALF_PI : -HALF_PI)) * 180 / Math.PI);
this.drawStartAngle = (float) ((startAng + (startAng > endAng ? -HALF_PI : HALF_PI)) * 180 / Math.PI);
}
/**
* Checks to see if "b" is between "a" and "c"
* @return true if b is between a and c
*/
private boolean isIn(float a, float b, float c) {
return (b > a && b < c) || (b < a && b > c);
}
/**
* Finds the point of intersection between the two parametric lines
* {@code A = a + ta*t} and {@code B = b + tb*u}.
* http://gamedev.stackexchange.com/questions/44720/
* @param a the initial position of the line A
* @param ta the direction of the line A
* @param b the initial position of the line B
* @param tb the direction of the line B
* @return the point at which the two lines intersect
*/
private Vec2f intersect(Vec2f a, Vec2f ta, Vec2f b, Vec2f tb) {
// xy = a + ta * t = b + tb * u
// t =(b + tb*u -a)/ta
//t(x) == t(y)
//(b.x + tb.x*u -a.x)/ta.x = (b.y + tb.y*u -a.y)/ta.y
// b.x*ta.y + tb.x*u*ta.y -a.x*ta.y = b.y*ta.x + tb.y*u*ta.x -a.y*ta.x
// tb.x*u*ta.y - tb.y*u*ta.x= b.y*ta.x -a.y*ta.x -b.x*ta.y +a.x*ta.y
//u *(tb.x*ta.y - tb.y*ta.x) = (b.y-a.y)ta.x +(a.x-b.x)ta.y
//u = ((b.y-a.y)ta.x +(a.x-b.x)ta.y) / (tb.x*ta.y - tb.y*ta.x);
float des = tb.x * ta.y - tb.y * ta.x;
if (Math.abs(des) < 0.00001f) {
ErrorHandler.error("Vectors are parallel.", null, true);
return null;
}
float u = ((b.y - a.y) * ta.x + (a.x - b.x) * ta.y) / des;
return b.cpy().add(tb.x * u, tb.y * u);
}
@Override
public float[] pointAt(float t) {
float ang = lerp(startAng, endAng, t);
return new float[] {
(float) (Math.cos(ang) * radius + circleCenter.x),
(float) (Math.sin(ang) * radius + circleCenter.y)
};
}
@Override
public void draw() {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
for (int i = 0; i < step; i++) {
float[] xy = pointAt(i / step);
Utils.drawCentered(hitCircleOverlay, xy[0], xy[1], Utils.COLOR_WHITE_FADE);
}
for (int i = 0; i < step; i++) {
float[] xy = pointAt(i / step);
Utils.drawCentered(hitCircle, xy[0], xy[1], color);
}
}
@Override
public float getEndAngle() { return drawEndAngle; }
@Override
public float getStartAngle() { return drawStartAngle; }
}

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@ -0,0 +1,97 @@
/*
* opsu! - an open-source osu! client
* Copyright (C) 2014, 2015 Jeffrey Han
*
* opsu! is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* opsu! is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.objects.curves;
import itdelatrisu.opsu.OsuHitObject;
import org.newdawn.slick.Color;
/**
* Representation of a curve.
*/
public abstract class Curve {
/** The associated OsuHitObject. */
protected OsuHitObject hitObject;
/** The color of this curve. */
protected Color color;
/**
* Constructor.
* @param hitObject the associated OsuHitObject
* @param color the color of this curve
*/
protected Curve(OsuHitObject hitObject, Color color) {
this.hitObject = hitObject;
this.color = color;
}
/**
* Returns the point on the curve at a value t.
* @param t the t value [0, 1]
* @return the point [x, y]
*/
public abstract float[] pointAt(float t);
/**
* Draws the full curve to the graphics context.
*/
public abstract void draw();
/**
* Returns the angle of the first control point.
*/
public abstract float getEndAngle();
/**
* Returns the angle of the last control point.
*/
public abstract float getStartAngle();
/**
* Returns the x coordinate of the control point at index i.
*/
protected float getX(int i) {
return (i == 0) ? hitObject.getX() : hitObject.getSliderX()[i - 1];
}
/**
* Returns the y coordinate of the control point at index i.
*/
protected float getY(int i) {
return (i == 0) ? hitObject.getY() : hitObject.getSliderY()[i - 1];
}
/**
* Linear interpolation of a and b at t.
*/
protected float lerp(float a, float b, float t) {
return a * (1 - t) + b * t;
}
/**
* A recursive method to evaluate polynomials in Bernstein form or Bezier curves.
* http://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm
*/
protected float deCasteljau(float[] a, int i, int order, float t) {
if (order == 0)
return a[i];
return lerp(deCasteljau(a, i, order - 1, t), deCasteljau(a, i + 1, order - 1, t), t);
}
}

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@ -0,0 +1,175 @@
/*
* opsu! - an open-source osu! client
* Copyright (C) 2014, 2015 Jeffrey Han
*
* opsu! is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* opsu! is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.objects.curves;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.OsuHitObject;
import itdelatrisu.opsu.Utils;
import java.util.Iterator;
import java.util.LinkedList;
import org.newdawn.slick.Color;
import org.newdawn.slick.Image;
/**
* Representation of a Bezier curve with equidistant points.
* http://pomax.github.io/bezierinfo/#tracing
*/
public class LinearBezier extends Curve {
/** The angles of the first and last control points for drawing. */
private float startAngle, endAngle;
/** List of Bezier curves in the set of points. */
private LinkedList<Bezier2> beziers = new LinkedList<Bezier2>();
/** Points along the curve at equal distance. */
private Vec2f[] curve;
/** The number of points along the curve. */
private int ncurve;
/**
* Constructor.
* @param hitObject the associated OsuHitObject
* @param color the color of this curve
*/
public LinearBezier(OsuHitObject hitObject, Color color) {
super(hitObject, color);
// splits points into different Beziers if has the same points (red points)
int controlPoints = hitObject.getSliderX().length + 1;
LinkedList<Vec2f> points = new LinkedList<Vec2f>(); // temporary list of points to separate different Bezier curves
Vec2f lastPoi = null;
for (int i = 0; i < controlPoints; i++) {
Vec2f tpoi = new Vec2f(getX(i), getY(i));
if (lastPoi != null && tpoi.equals(lastPoi)) {
if (points.size() >= 2)
beziers.add(new Bezier2(points.toArray(new Vec2f[0])));
points.clear();
}
points.add(tpoi);
lastPoi = tpoi;
}
if (points.size() < 2) {
// trying to continue Bezier with less than 2 points
// probably ending on a red point, just ignore it
} else {
beziers.add(new Bezier2(points.toArray(new Vec2f[0])));
points.clear();
}
// find the length of all beziers
// int totalDistance = 0;
// for (Bezier2 bez : beziers) {
// totalDistance += bez.totalDistance();
// }
// now try to creates points the are equidistant to each other
this.ncurve = (int) (hitObject.getPixelLength() / 5f);
this.curve = new Vec2f[ncurve + 1];
float distanceAt = 0;
Iterator<Bezier2> iter = beziers.iterator();
int curPoint = 0;
Bezier2 curBezier = iter.next();
Vec2f lastCurve = curBezier.getCurve()[0];
float lastDistanceAt = 0;
// length of Bezier should equal pixel length (in 640x480)
float pixelLength = hitObject.getPixelLength() * OsuHitObject.getXMultiplier();
// for each distance, try to get in between the two points that are between it
for (int i = 0; i < ncurve + 1; i++) {
int prefDistance = (int) (i * pixelLength / ncurve);
while (distanceAt < prefDistance) {
lastDistanceAt = distanceAt;
lastCurve = curBezier.getCurve()[curPoint];
distanceAt += curBezier.getCurveDistances()[curPoint++];
if (curPoint >= curBezier.points()) {
if (iter.hasNext()) {
curBezier = iter.next();
curPoint = 0;
} else
curPoint = curBezier.points() - 1;
}
}
Vec2f thisCurve = curBezier.getCurve()[curPoint];
// interpolate the point between the two closest distances
if (distanceAt - lastDistanceAt > 1) {
float t = (prefDistance - lastDistanceAt) / (distanceAt - lastDistanceAt);
curve[i] = new Vec2f(lerp(lastCurve.x, thisCurve.x, t), lerp(lastCurve.y, thisCurve.y, t));
// System.out.println("Dis "+i+" "+prefDistance+" "+lastDistanceAt+" "+distanceAt+" "+curPoint+" "+t);
} else
curve[i] = thisCurve;
}
// if (hitObject.getRepeatCount() > 1) {
Vec2f c1 = curve[0];
int cnt = 1;
Vec2f c2 = curve[cnt++];
while (c2.cpy().sub(c1).len() < 1)
c2 = curve[cnt++];
this.startAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
c1 = curve[ncurve - 1];
cnt = ncurve - 2;
c2 = curve[cnt];
while (c2.cpy().sub(c1).len() < 1)
c2 = curve[cnt--];
this.endAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
// }
// System.out.println("Total Distance: "+totalDistance+" "+distanceAt+" "+beziers.size()+" "+hitObject.getPixelLength()+" "+OsuHitObject.getXMultiplier());
}
@Override
public float[] pointAt(float t) {
float indexF = t * ncurve;
int index = (int) indexF;
if (index >= ncurve) {
Vec2f poi = curve[ncurve - 1];
return new float[] { poi.x, poi.y };
} else {
Vec2f poi = curve[index];
Vec2f poi2 = curve[index + 1];
float t2 = indexF - index;
return new float[] {
lerp(poi.x, poi2.x, t2),
lerp(poi.y, poi2.y, t2)
};
}
}
@Override
public void draw() {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
for (int i = curve.length - 2; i >= 0; i--)
Utils.drawCentered(hitCircleOverlay, curve[i].x, curve[i].y, Utils.COLOR_WHITE_FADE);
for (int i = curve.length - 2; i >= 0; i--)
Utils.drawCentered(hitCircle, curve[i].x, curve[i].y, color);
}
@Override
public float getEndAngle() { return endAngle; }
@Override
public float getStartAngle() { return startAngle; }
}

View File

@ -0,0 +1,98 @@
/*
* opsu! - an open-source osu! client
* Copyright (C) 2014, 2015 Jeffrey Han
*
* opsu! is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* opsu! is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.objects.curves;
/**
* A two-dimensional floating-point vector.
*/
public class Vec2f {
/** Vector coordinates. */
public float x, y;
/**
* Constructor of the (nx, ny) vector.
*/
public Vec2f(float nx, float ny) {
x = nx;
y = ny;
}
/**
* Constructor of the (0,0) vector.
*/
public Vec2f() {}
/**
* Finds the midpoint between this vector and another vector.
* @param o the other vector
* @return a midpoint vector
*/
public Vec2f midPoint(Vec2f o) {
return new Vec2f((x + o.x) / 2, (y + o.y) / 2);
}
/**
* Subtracts a vector from this vector.
* @param o the other vector
* @return itself (for chaining)
*/
public Vec2f sub(Vec2f o) {
x -= o.x;
y -= o.y;
return this;
}
/**
* Sets this vector to the normal of this vector.
* @return itself (for chaining)
*/
public Vec2f nor() {
float nx = -y, ny = x;
x = nx;
y = ny;
return this;
}
/**
* Returns a copy of this vector.
*/
public Vec2f cpy() { return new Vec2f(x, y); }
/**
* Adds nx to the x component and ny to the y component of this vector.
* @return itself (for chaining)
*/
public Vec2f add(float nx, float ny) {
x += nx;
y += ny;
return this;
}
/**
* Returns the length of this vector.
*/
public float len() { return (float) Math.sqrt(x * x + y * y); }
/**
* Compares this vector to another vector.
* @param o the other vector
* @return true if the two vectors are numerically equal
*/
public boolean equals(Vec2f o) { return (x == o.x && y == o.y); }
}

View File

@ -19,9 +19,9 @@
package itdelatrisu.opsu.states;
import itdelatrisu.opsu.ErrorHandler;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.MenuButton;
import itdelatrisu.opsu.Opsu;
import itdelatrisu.opsu.Options;
@ -29,6 +29,7 @@ import itdelatrisu.opsu.OsuFile;
import itdelatrisu.opsu.OsuHitObject;
import itdelatrisu.opsu.OsuTimingPoint;
import itdelatrisu.opsu.ScoreDB;
import itdelatrisu.opsu.ScoreData;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.HitSound;
import itdelatrisu.opsu.audio.MusicController;
@ -421,8 +422,9 @@ public class Game extends BasicGameState {
game.closeRequested();
else { // go to ranking screen
((GameRanking) game.getState(Opsu.STATE_GAMERANKING)).setGameData(data);
ScoreData score = data.getScoreData(osu);
if (!GameMod.AUTO.isActive())
ScoreDB.addScore(data.getScoreData(osu));
ScoreDB.addScore(score);
game.enterState(Opsu.STATE_GAMERANKING, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
}
return;

View File

@ -30,8 +30,8 @@ import itdelatrisu.opsu.OsuGroupList;
import itdelatrisu.opsu.OsuGroupNode;
import itdelatrisu.opsu.OsuParser;
import itdelatrisu.opsu.OszUnpacker;
import itdelatrisu.opsu.ScoreData;
import itdelatrisu.opsu.ScoreDB;
import itdelatrisu.opsu.ScoreData;
import itdelatrisu.opsu.SongSort;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.HitSound;

View File

@ -148,7 +148,7 @@ public class Splash extends BasicGameState {
// close program
if (++escapeCount >= 3)
container.exit();
// stop parsing OsuFiles by sending interrupt to OsuParser
else if (thread != null)
thread.interrupt();