Back and Skip animation
removed minimum time before skip button is shown.
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@@ -45,6 +45,7 @@ import java.util.Stack;
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import java.util.concurrent.TimeUnit;
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import org.lwjgl.input.Keyboard;
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import org.newdawn.slick.Animation;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.GameContainer;
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import org.newdawn.slick.Graphics;
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@@ -268,7 +269,6 @@ public class Game extends BasicGameState {
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// skip beginning
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if (objectIndex == 0 &&
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firstObjectTime - SKIP_OFFSET > 5000 &&
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trackPosition < osu.objects[0].getTime() - SKIP_OFFSET)
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skipButton.draw();
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@@ -782,7 +782,6 @@ public class Game extends BasicGameState {
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int firstObjectTime = osu.objects[0].getTime();
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int trackPosition = MusicController.getPosition();
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if (objectIndex == 0 &&
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firstObjectTime - SKIP_OFFSET > 4000 &&
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trackPosition < firstObjectTime - SKIP_OFFSET) {
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if (isLeadIn()) {
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leadInTime = 0;
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@@ -810,12 +809,20 @@ public class Game extends BasicGameState {
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}
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// skip button
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Image skip = GameImage.SKIP.getImage();
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skipButton = new MenuButton(skip,
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width - (skip.getWidth() / 2f),
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height - (skip.getHeight() / 2f));
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//TODO: this is annoying perhaps we can just pass in GameImage to MenuButton?
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if (GameImage.SKIP.getImages() != null){
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Animation back = GameImage.SKIP.getAnimation(200);
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skipButton = new MenuButton(back,
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width - back.getWidth() / 2f,
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height - (back.getHeight() / 2f));
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}else{
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Image back = GameImage.SKIP.getImage();
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skipButton = new MenuButton(GameImage.SKIP.getImage(),
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width - back.getWidth() / 2f,
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height - (back.getHeight() / 2f));
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}
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skipButton.setHoverExpand(MenuButton.Expand.UP_LEFT);
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// load other images...
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((GamePauseMenu) game.getState(Opsu.STATE_GAMEPAUSEMENU)).loadImages();
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data.loadImages();
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