/* * 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.GameData; import itdelatrisu.opsu.GameImage; import itdelatrisu.opsu.MenuButton; import itdelatrisu.opsu.Opsu; import itdelatrisu.opsu.Options; import itdelatrisu.opsu.OsuFile; import itdelatrisu.opsu.UI; import itdelatrisu.opsu.Utils; import itdelatrisu.opsu.audio.MusicController; import itdelatrisu.opsu.audio.SoundController; import itdelatrisu.opsu.audio.SoundEffect; import itdelatrisu.opsu.replay.Replay; import org.lwjgl.opengl.Display; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; 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 Ranking" (score card) state. * */ public class GameRanking extends BasicGameState { /** Associated GameData object. */ private GameData data; /** "Retry" and "Replay" buttons. */ private MenuButton retryButton, replayButton; /** Button coordinates. */ private float retryY, replayY; // game-related variables private GameContainer container; private StateBasedGame game; private int state; private Input input; public GameRanking(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(); int width = container.getWidth(); int height = container.getHeight(); // buttons Image retry = GameImage.PAUSE_RETRY.getImage(); Image replay = GameImage.PAUSE_REPLAY.getImage(); replayY = (height * 0.985f) - replay.getHeight() / 2f; retryY = replayY - (replay.getHeight() / 2f) - (retry.getHeight() / 1.975f); retryButton = new MenuButton(retry, width - (retry.getWidth() / 2f), retryY); replayButton = new MenuButton(replay, width - (replay.getWidth() / 2f), replayY); retryButton.setHoverFade(); replayButton.setHoverFade(); } @Override public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException { int width = container.getWidth(); int height = container.getHeight(); OsuFile osu = MusicController.getOsuFile(); // background if (!osu.drawBG(width, height, 0.7f, true)) GameImage.PLAYFIELD.getImage().draw(0,0); // ranking screen elements data.drawRankingElements(g, osu); // buttons replayButton.draw(); if (data.isGameplay()) retryButton.draw(); UI.getBackButton().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(); replayButton.hoverUpdate(delta, mouseX, mouseY); if (data.isGameplay()) retryButton.hoverUpdate(delta, mouseX, mouseY); else MusicController.loopTrackIfEnded(true); UI.getBackButton().hoverUpdate(delta, mouseX, mouseY); } @Override public int getID() { return state; } @Override public void keyPressed(int key, char c) { switch (key) { case Input.KEY_ESCAPE: returnToSongMenu(); 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) { // check mouse button if (button == Input.MOUSE_MIDDLE_BUTTON) return; // back to menu if (UI.getBackButton().contains(x, y)) { returnToSongMenu(); return; } // replay boolean returnToGame = false; if (replayButton.contains(x, y)) { Replay r = data.getReplay(null); if (r != null) { r.load(); ((Game) game.getState(Opsu.STATE_GAME)).setReplay(r); ((Game) game.getState(Opsu.STATE_GAME)).setRestart(Game.Restart.REPLAY); returnToGame = true; } } // retry else if (data.isGameplay() && retryButton.contains(x, y)) { ((Game) game.getState(Opsu.STATE_GAME)).setReplay(null); ((Game) game.getState(Opsu.STATE_GAME)).setRestart(Game.Restart.MANUAL); returnToGame = true; } if (returnToGame) { OsuFile osu = MusicController.getOsuFile(); Display.setTitle(String.format("%s - %s", game.getTitle(), osu.toString())); SoundController.playSound(SoundEffect.MENUHIT); game.enterState(Opsu.STATE_GAME, new FadeOutTransition(Color.black), new FadeInTransition(Color.black)); return; } } @Override public void enter(GameContainer container, StateBasedGame game) throws SlickException { UI.enter(); Display.setTitle(game.getTitle()); if (!data.isGameplay()) { if (!MusicController.isTrackDimmed()) MusicController.toggleTrackDimmed(0.5f); replayButton.setY(retryY); } else { SoundController.playSound(SoundEffect.APPLAUSE); retryButton.resetHover(); replayButton.setY(replayY); } replayButton.resetHover(); } @Override public void leave(GameContainer container, StateBasedGame game) throws SlickException { this.data = null; } /** * Returns to the song menu. */ private void returnToSongMenu() { SoundController.playSound(SoundEffect.MENUBACK); if (data.isGameplay()) { SongMenu songMenu = (SongMenu) game.getState(Opsu.STATE_SONGMENU); songMenu.resetGameDataOnLoad(); songMenu.resetTrackOnLoad(); } UI.resetCursor(); game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black)); } /** * Sets the associated GameData object. * @param data the GameData */ public void setGameData(GameData data) { this.data = data; } /** * Returns the current GameData object (usually null unless state active). */ public GameData getGameData() { return data; } }