/* * opsu!dance - fork of opsu! with cursordance auto * Copyright (C) 2016 yugecin * * opsu!dance 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!dance 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!dance. If not, see . */ package yugecin.opsudance; import awlex.ospu.movers.factories.CenterSpiralMoverFactory; import awlex.ospu.movers.factories.SpiralMoverFactory; import awlex.ospu.polymover.factory.ArcFactory; import awlex.ospu.polymover.factory.PolyMoverFactory; import awlex.ospu.spinners.SpiralSpinner; import itdelatrisu.opsu.Options; import itdelatrisu.opsu.Utils; import itdelatrisu.opsu.audio.MusicController; import itdelatrisu.opsu.objects.Circle; import itdelatrisu.opsu.objects.DummyObject; import itdelatrisu.opsu.objects.GameObject; import itdelatrisu.opsu.objects.Slider; import itdelatrisu.opsu.objects.curves.Vec2f; import yugecin.opsudance.movers.LinearMover; import yugecin.opsudance.movers.Mover; import yugecin.opsudance.movers.QuadraticBezierMover; import yugecin.opsudance.movers.factories.*; import yugecin.opsudance.movers.slidermovers.DefaultSliderMoverController; import yugecin.opsudance.movers.slidermovers.InheritedSliderMoverController; import yugecin.opsudance.movers.slidermovers.SliderMoverController; import yugecin.opsudance.spinners.*; import java.awt.*; public class Dancer { public static MoverFactory[] moverFactories = new MoverFactory[] { new AutoMoverFactory(), new AutoEllipseMoverFactory(), new CircleMoverFactory(), new HalfCircleMoverFactory(), new HalfEllipseMoverFactory(), new HalfLowEllipseMoverFactory(), new JumpMoverFactory(), new LinearMoverFactory(), new QuartCircleMoverFactory(), new SpiralMoverFactory(), new CenterSpiralMoverFactory(), //new LinearFactory(), new ArcFactory(), new QuadraticBezierMoverFactory(), }; public static Spinner[] spinners = new Spinner[] { new RektSpinner(), new BeamSpinner(), new CircleSpinner(), new DonutSpinner(), new CubeSpinner(), new HalfCircleSpinner(), new IlluminatiSpinner(), new LessThanThreeSpinner(), new RektCircleSpinner(), new ApproachCircleSpinner(), new SpiralSpinner(), new FivePointStarSpinner(), new FivePointStarApproachSpinner(), }; public static SliderMoverController[] sliderMovers = new SliderMoverController[] { new DefaultSliderMoverController(), new InheritedSliderMoverController(), }; public static Dancer instance = new Dancer(); public static boolean multipoint = false; public static ObjectColorOverrides colorOverride = ObjectColorOverrides.NONE; public static ObjectColorOverrides colorMirrorOverride = ObjectColorOverrides.NONE; public static CursorColorOverrides cursorColorOverride = CursorColorOverrides.NONE; public static CursorColorOverrides cursorColorMirrorOverride = CursorColorOverrides.NONE; public static MoverDirection moverDirection = MoverDirection.RANDOM; private int dir; public static final GameObject d = new DummyObject(); private GameObject[] gameObjects; private int objectIndex; private MoverFactory moverFactory; private Mover mover; private Spinner spinner; public static SliderMoverController sliderMoverController; private int moverFactoryIndex; private int spinnerIndex; public float x; public float y; private boolean isCurrentLazySlider; public Dancer() { moverFactory = moverFactories[0]; spinner = spinners[0]; sliderMoverController = sliderMovers[0]; } public void reset() { isCurrentLazySlider = false; objectIndex = -1; dir = 1; for (Spinner s : spinners) { s.init(); } QuadraticBezierMover.reset(); } public int getSpinnerIndex() { return spinnerIndex; } public void setSpinnerIndex(int spinnerIndex) { if (spinnerIndex < 0 || spinnerIndex >= spinners.length) { spinnerIndex = 0; } this.spinnerIndex = spinnerIndex; spinner = spinners[spinnerIndex]; } public int getMoverFactoryIndex() { return moverFactoryIndex; } public void setMoverFactoryIndex(int moverFactoryIndex) { if (moverFactoryIndex < 0 || moverFactoryIndex >= moverFactories.length) { moverFactoryIndex = 0; } this.moverFactoryIndex = moverFactoryIndex; moverFactory = moverFactories[moverFactoryIndex]; multipoint = moverFactory instanceof MoverFactory.MultiPoint; // to prevent crashes when changing mover in storyboard, create mover now createNewMover(); } public int getPolyMoverFactoryMinBufferSize() { if (!multipoint) { return 0; } return ((PolyMoverFactory) moverFactory).getMinBufferSize(); } public void setGameObjects(GameObject[] objs) { this.gameObjects = objs; } public void setObjectIndex(int objectIndex) { this.objectIndex = objectIndex; // storyboard createNewMover(); } public void update(int time, int objectIndex) { GameObject p; if (objectIndex == 0) { p = d; } else { p = gameObjects[objectIndex - 1]; } GameObject c = gameObjects[objectIndex]; if (!multipoint) { GameObject[] e = sliderMoverController.process(p, c, time); p = e[0]; c = e[1]; } if (this.objectIndex != objectIndex || c != gameObjects[objectIndex]) { this.objectIndex = objectIndex; if (objectIndex == 0) { if (c.isSpinner()) { double[] spinnerStartPoint = spinner.getPoint(); c.start.set((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]); } } isCurrentLazySlider = false; // detect lazy sliders, should work pretty good if (c.isSlider() && Options.isLazySliders() && Utils.distance(c.start.x, c.start.y, c.end.x, c.end.y) <= Circle.diameter * 0.8f) { Slider s = (Slider) c; Vec2f mid = s.getCurve().pointAt(1f); if (s.getRepeats() == 1 || Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) { mid = s.getCurve().pointAt(0.5f); if (Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) { isCurrentLazySlider = true; } } } dir = moverDirection.getDirection(dir); if (c.isSpinner()) { double[] spinnerStartPoint = spinner.getPoint(); c.start = new Vec2f((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]); } // specific mover stuff if (p.isSlider() && sliderMoverController instanceof DefaultSliderMoverController) { Vec2f st = p.getPointAt(p.getEndTime() - 10); Vec2f en = p.getPointAt(p.getEndTime()); //double atan = Math.atan2(en.y - st.y, en.x - st.x); double distance = Utils.distance(st.x, st.y, en.x, en.y); QuadraticBezierMover.p = new Point((int) st.x, (int) st.y); QuadraticBezierMover.setPrevspeed(distance, 10); } createNewMover(); } if (time < c.getTime()) { if (!p.isSpinner() || !c.isSpinner()) { double[] point; if (multipoint) { point = ((PolyMoverFactory) moverFactory).getPointAt(time); } else { point = mover.getPointAt(time); } x = (float) point[0]; y = (float) point[1]; } } else { if (c.isSpinner()) { Spinner.PROGRESS = (double) (time - c.getTime()) / (double) (c.getEndTime() - c.getTime()); double[] point = spinner.getPoint(); x = (float) point[0]; y = (float) point[1]; c.end = new Vec2f(x, y); } else { Vec2f point = c.getPointAt(time); if (isCurrentLazySlider) { point = c.start; } x = point.x; y = point.y; } } Pippi.dance(time, c, isCurrentLazySlider); x = Utils.clamp(x, 10, Options.width - 10); y = Utils.clamp(y, 10, Options.height - 10); } private void createNewMover() { if (gameObjects == null) { return; } if (objectIndex < 0) { objectIndex = 0; } GameObject c = gameObjects[objectIndex]; if (multipoint) { PolyMoverFactory pmf = (PolyMoverFactory) moverFactory; if (pmf.isInitialized() && pmf.getLatestIndex() < objectIndex + pmf.getLatestIndex() - 1) { pmf.update(gameObjects[objectIndex + pmf.getMaxBufferSize() - 1]); } else { pmf.create(gameObjects, objectIndex - 1); } return; } GameObject p = d; if (objectIndex > 0) { p = gameObjects[objectIndex - 1]; } GameObject[] e = sliderMoverController.process(p, c, MusicController.getPosition()); p = e[0]; c = e[1]; if (mover == null || p == d) { mover = new LinearMover(d, c, dir); } else if (mover.getEnd() != c) { mover = moverFactory.create(p, c, dir); } } }