Attempts to eliminate any confusion between OsuHitObject (raw, parsed hit objects) and HitObject (interface for game object types).
- Renamed "HitObject" interface to "GameObject", since these objects are specific to gameplay.
- Renamed "OsuHitObject" to "HitObject", since these objects are primarily containers for parsed data.
Sorry if the name-swapping is confusing; these should be better names in the long run.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
- Renamed "OsuFile" to "Beatmap". All related variables and methods with "osu" have also been renamed to "beatmap" (or variants of each).
- Renamed "OsuGroupNode" to "BeatmapSetNode". Avoids confusion since groups are identified by a "set ID", not a "group ID".
- Renamed "OsuGroupList" to "BeatmapSetList", for the same reason as above.
- Renamed "OsuDB" to "BeatmapDB", for the same reason as above.
- Moved classes directly related to parsed beatmaps (Beatmap, BeatmapSetList, BeatmapSetNode, OsuHitObject, and TimingPoint) into a new "beatmap" package.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
- Actually provide relevant information when an audio file can't be found.
- When loading timing points, don't reset the start index every time.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
Fixes:
- Set the modified speed again after unpausing and loading from checkpoints.
- Changed countdown delays based on current speed.
- Changed color of highlighted song info text to that in osu!.
- Made playback images unskinnable.
Code changes:
- Changed playback field in Game class to the PlaybackSpeed object instead of just the button.
- Changed PlaybackSpeed.next() to a non-static method.
- Added/edited Javadocs.
- Changed image names.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
Can watch HalfTime on half speed.
Reset pitch on leaving the game state.
Load songInfo when entering select song menu.
Playback button fades in on hover instead of expands.
Reverted spinner changes. It should be fixed separately.
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>
- Animate skip button during lead in.
- Update flashlight radius during lead in.
- Check if keys are set before calling gameKeyPressed().
- Deleted mouse moved/dragged events (no longer used).
- Renamed updateGameKeyPress().
- Added "auto"/"relax" mod checks to gameKeyPressed().
Also fixed a bug where the MenuButton class wasn't properly resetting image alpha/rotation in certain cases.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
Replay Changes:
- Saves replay frames as if its repaying, then plays the replay at exact track position. This should give out exact results as the score screen.
- Calculates MD5 for beatmap files. (doesn't currently help anything)
- Reverse Slider ball (fixes#50)
Moves the cursor between hit objects and along hit object paths (slider curves, spinner circles).
- Added 'getPointAt(trackPosition)' and 'getEndTime()' methods to HitObject interface.
- Unhide default cursor for "auto" plays.
Other changes:
- Don't save replays for unranked plays ("auto", "relax", "autopilot" mods).
- For "auto" replays, don't parse replay frames: use default "auto" behavior instead.
- Fixed cursor location data not being reset upon entering states.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
...to account for empty space around the alphamap image.
Also removed the persistent checkpoint text during gameplay (not necessary with the bar notification).
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
- Restricted view area using alpha maps and offscreen drawing. (credits: davedes)
- Added silver grades.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
- When reading replay frames, the thread will now sleep for the time difference minus 1ms if possible (to avoid so much unnecessary looping).
- Fixed a bug where the 'replay' GameData field wasn't being set in some cases.
- Move cursor to skip button location when skipping intro in a replay.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
- Hard Rock now flips hit object coordinates along the x axis, as in osu!.
- Fixed a bug where replay data wasn't being shown during breaks.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
Fixes a bug where a resolution change (by restarting through the app) wouldn't re-scale hit object coordinates. Scaled coordinates are now stored in HitObject fields.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
- Added 'info' table to score database to store the database version. Upon startup, if the stored version is less than the source version, all update queries defined in ScoreDB.getUpdateQueries() will be run.
- Created "Replays" directory to store replay files. Replay files are created after gameplay.
- Added 'replay' column to the score database to hold replay file names.
- Created a Game.loadOsuFile() method to load game data.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
- Added Replay.save() method to save replays to a file.
- Separated Replay loading from the constructor into a load() method.
- Added OsuWriter class to write replays.
- Parse replay seeds (what do they do?).
- Added Updater.getBuildDate() method to retrieve the current build date (for the replay 'version' field).
- Added osu! mode constants in OsuFile.
- Added methods to retrieve raw ReplayFrame coordinates.
- Added replay fields/methods to GameData and Game state.
- Added jponge/lzma-java dependency for LZMA compression, since it isn't implemented in Apache commons-compress...
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This drops less frames, but is still pretty bad. See #42.
- Changed some LinkedList classes to LinkedBlockingDeques and added some synchronized methods.
- Slight modifications to OpenALStreamPlayer (may or may not be slightly more accurate).
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>