/* * 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 . */ package itdelatrisu.opsu.states; import itdelatrisu.opsu.GameImage; import itdelatrisu.opsu.Opsu; import itdelatrisu.opsu.Options; import itdelatrisu.opsu.Utils; import itdelatrisu.opsu.audio.MusicController; import itdelatrisu.opsu.audio.SoundController; import itdelatrisu.opsu.audio.SoundEffect; import itdelatrisu.opsu.ui.MenuButton; import itdelatrisu.opsu.ui.UI; import itdelatrisu.opsu.ui.animations.AnimationEquation; import org.lwjgl.input.Keyboard; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.state.transition.FadeInTransition; import org.newdawn.slick.state.transition.FadeOutTransition; /** * "Game Pause/Fail" state. *

* Players are able to continue the game (if applicable), retry the beatmap, * or return to the song menu from this state. */ public class GamePauseMenu extends BasicGameState { /** Music fade-out time, in milliseconds. */ private static final int FADEOUT_TIME = 1000; /** Track position when the pause menu was loaded (for FADEOUT_TIME). */ private long pauseStartTime; /** "Continue", "Retry", and "Back" buttons. */ private MenuButton continueButton, retryButton, backButton; // game-related variables private GameContainer container; private StateBasedGame game; private Input input; private final int state; private Game gameState; public GamePauseMenu(int state) { this.state = state; } @Override public void init(GameContainer container, StateBasedGame game) throws SlickException { this.container = container; this.game = game; this.input = container.getInput(); this.gameState = (Game) game.getState(Opsu.STATE_GAME); } @Override public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException { // get background image GameImage bg = (gameState.getRestart() == Game.Restart.LOSE) ? GameImage.FAIL_BACKGROUND : GameImage.PAUSE_OVERLAY; // don't draw default background if button skinned and background unskinned boolean buttonsSkinned = GameImage.PAUSE_CONTINUE.hasBeatmapSkinImage() || GameImage.PAUSE_RETRY.hasBeatmapSkinImage() || GameImage.PAUSE_BACK.hasBeatmapSkinImage(); if (!buttonsSkinned || bg.hasBeatmapSkinImage()) bg.getImage().draw(); else g.setBackground(Color.black); // draw buttons if (gameState.getRestart() != Game.Restart.LOSE) continueButton.draw(); retryButton.draw(); backButton.draw(); UI.draw(g); } @Override public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { UI.update(delta); int mouseX = input.getMouseX(), mouseY = input.getMouseY(); continueButton.hoverUpdate(delta, mouseX, mouseY); retryButton.hoverUpdate(delta, mouseX, mouseY); backButton.hoverUpdate(delta, mouseX, mouseY); } @Override public int getID() { return state; } @Override public void keyPressed(int key, char c) { // game keys if (!Keyboard.isRepeatEvent()) { if (key == Options.getGameKeyLeft()) mousePressed(Input.MOUSE_LEFT_BUTTON, input.getMouseX(), input.getMouseY()); else if (key == Options.getGameKeyRight()) mousePressed(Input.MOUSE_RIGHT_BUTTON, input.getMouseX(), input.getMouseY()); } switch (key) { case Input.KEY_ESCAPE: // 'esc' will normally unpause, but will return to song menu if health is zero if (gameState.getRestart() == Game.Restart.LOSE) { SoundController.playSound(SoundEffect.MENUBACK); ((SongMenu) game.getState(Opsu.STATE_SONGMENU)).resetGameDataOnLoad(); MusicController.playAt(MusicController.getBeatmap().previewTime, true); if (UI.getCursor().isBeatmapSkinned()) UI.getCursor().reset(); game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black)); } else { SoundController.playSound(SoundEffect.MENUBACK); gameState.setRestart(Game.Restart.FALSE); game.enterState(Opsu.STATE_GAME); } break; case Input.KEY_R: // restart if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) { gameState.setRestart(Game.Restart.MANUAL); game.enterState(Opsu.STATE_GAME); } break; case Input.KEY_F7: Options.setNextFPS(container); break; case Input.KEY_F10: Options.toggleMouseDisabled(); break; case Input.KEY_F12: Utils.takeScreenShot(); break; } } @Override public void mousePressed(int button, int x, int y) { if (button == Input.MOUSE_MIDDLE_BUTTON) return; boolean loseState = (gameState.getRestart() == Game.Restart.LOSE); // if music faded out (i.e. health is zero), don't process any actions before FADEOUT_TIME if (loseState && System.currentTimeMillis() - pauseStartTime < FADEOUT_TIME) return; if (continueButton.contains(x, y) && !loseState) { SoundController.playSound(SoundEffect.MENUBACK); gameState.setRestart(Game.Restart.FALSE); game.enterState(Opsu.STATE_GAME); } else if (retryButton.contains(x, y)) { SoundController.playSound(SoundEffect.MENUHIT); gameState.setRestart(Game.Restart.MANUAL); game.enterState(Opsu.STATE_GAME); } else if (backButton.contains(x, y)) { SoundController.playSound(SoundEffect.MENUBACK); ((SongMenu) game.getState(Opsu.STATE_SONGMENU)).resetGameDataOnLoad(); if (loseState) MusicController.playAt(MusicController.getBeatmap().previewTime, true); else MusicController.resume(); if (UI.getCursor().isBeatmapSkinned()) UI.getCursor().reset(); game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black)); } } @Override public void mouseWheelMoved(int newValue) { if (Options.isMouseWheelDisabled() || Options.isMouseDisabled()) return; UI.changeVolume((newValue < 0) ? -1 : 1); } @Override public void enter(GameContainer container, StateBasedGame game) throws SlickException { UI.enter(); pauseStartTime = System.currentTimeMillis(); if (gameState.getRestart() == Game.Restart.LOSE) { MusicController.fadeOut(FADEOUT_TIME); SoundController.playSound(SoundEffect.FAIL); } else MusicController.pause(); continueButton.resetHover(); retryButton.resetHover(); backButton.resetHover(); } /** * Loads all game pause/fail menu images. */ public void loadImages() { int width = container.getWidth(); int height = container.getHeight(); // initialize buttons continueButton = new MenuButton(GameImage.PAUSE_CONTINUE.getImage(), width / 2f, height * 0.25f); retryButton = new MenuButton(GameImage.PAUSE_RETRY.getImage(), width / 2f, height * 0.5f); backButton = new MenuButton(GameImage.PAUSE_BACK.getImage(), width / 2f, height * 0.75f); final int buttonAnimationDuration = 300; continueButton.setHoverAnimationDuration(buttonAnimationDuration); retryButton.setHoverAnimationDuration(buttonAnimationDuration); backButton.setHoverAnimationDuration(buttonAnimationDuration); final AnimationEquation buttonAnimationEquation = AnimationEquation.IN_OUT_BACK; continueButton.setHoverAnimationEquation(buttonAnimationEquation); retryButton.setHoverAnimationEquation(buttonAnimationEquation); backButton.setHoverAnimationEquation(buttonAnimationEquation); continueButton.setHoverExpand(); retryButton.setHoverExpand(); backButton.setHoverExpand(); } }