/* * 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; import itdelatrisu.opsu.audio.HitSound; import itdelatrisu.opsu.audio.MusicController; import itdelatrisu.opsu.audio.SoundController; import itdelatrisu.opsu.audio.SoundEffect; import itdelatrisu.opsu.beatmap.Beatmap; import itdelatrisu.opsu.beatmap.HitObject; import itdelatrisu.opsu.downloads.Updater; import itdelatrisu.opsu.objects.curves.Curve; import itdelatrisu.opsu.objects.curves.Vec2f; import itdelatrisu.opsu.replay.Replay; import itdelatrisu.opsu.replay.ReplayFrame; import itdelatrisu.opsu.ui.Colors; import itdelatrisu.opsu.ui.Fonts; import itdelatrisu.opsu.ui.animations.AnimationEquation; import java.io.File; import java.util.Date; import java.util.HashMap; import java.util.Iterator; import java.util.concurrent.LinkedBlockingDeque; import org.newdawn.slick.Animation; import org.newdawn.slick.Color; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; /** * Holds game data and renders all related elements. */ public class GameData { /** Delta multiplier for steady HP drain. */ public static final float HP_DRAIN_MULTIPLIER = 1 / 200f; /** Time, in milliseconds, for a hit result to remain existent. */ public static final int HITRESULT_TIME = 833; /** Time, in milliseconds, for a hit result to fade. */ public static final int HITRESULT_FADE_TIME = 500; /** Time, in milliseconds, for a hit circle to fade. */ public static final int HITCIRCLE_FADE_TIME = 300; /** Duration, in milliseconds, of a combo pop effect. */ private static final int COMBO_POP_TIME = 250; /** Time, in milliseconds, for a hit error tick to fade. */ private static final int HIT_ERROR_FADE_TIME = 5000; /** Size of a hit circle at the end of the hit animation. */ private static final float HITCIRCLE_ANIM_SCALE = 1.38f; /** Size of the hit result text at the end of its animation. */ private static final float HITCIRCLE_TEXT_ANIM_SCALE = 1.28f; /** Time, in milliseconds, for the hit result text to bounce. */ private static final int HITCIRCLE_TEXT_BOUNCE_TIME = 100; /** Time, in milliseconds, for the hit result text to fade. */ private static final int HITCIRCLE_TEXT_FADE_TIME = 833; /** Letter grades. */ public enum Grade { NULL (null, null), SS (GameImage.RANKING_SS, GameImage.RANKING_SS_SMALL), SSH (GameImage.RANKING_SSH, GameImage.RANKING_SSH_SMALL), // silver S (GameImage.RANKING_S, GameImage.RANKING_S_SMALL), SH (GameImage.RANKING_SH, GameImage.RANKING_SH_SMALL), // silver A (GameImage.RANKING_A, GameImage.RANKING_A_SMALL), B (GameImage.RANKING_B, GameImage.RANKING_B_SMALL), C (GameImage.RANKING_C, GameImage.RANKING_C_SMALL), D (GameImage.RANKING_D, GameImage.RANKING_D_SMALL); /** GameImages associated with this grade (large and small sizes). */ private final GameImage large, small; /** Large-size image scaled for use in song menu. */ private Image menuImage; /** * Clears all image references. * This does NOT destroy images, so be careful of memory leaks! */ public static void clearReferences() { for (Grade grade : Grade.values()) grade.menuImage = null; } /** * Constructor. * @param large the large size image * @param small the small size image */ Grade(GameImage large, GameImage small) { this.large = large; this.small = small; } /** * Returns the large size grade image. */ public Image getLargeImage() { return large.getImage(); } /** * Returns the small size grade image. */ public Image getSmallImage() { return small.getImage(); } /** * Returns the large size grade image scaled for song menu use. */ public Image getMenuImage() { if (menuImage != null) return menuImage; Image img = getSmallImage(); if (!small.hasBeatmapSkinImage()) // save default image only this.menuImage = img; return img; } } /** Hit result types. */ public static final int HIT_MISS = 0, HIT_50 = 1, HIT_100 = 2, HIT_300 = 3, HIT_100K = 4, // 100-Katu HIT_300K = 5, // 300-Katu HIT_300G = 6, // Geki HIT_SLIDER10 = 7, HIT_SLIDER30 = 8, HIT_MAX = 9, // not a hit result HIT_SLIDER_REPEAT = 10; // not a hit result /** Hit result-related images (indexed by HIT_* constants). */ private Image[] hitResults; /** Counts of each hit result so far. */ private int[] hitResultCount; /** Total objects including slider hits/ticks (for determining Full Combo status). */ private int fullObjectCount; /** The current combo streak. */ private int combo; /** The max combo streak obtained. */ private int comboMax; /** The current combo pop timer, in milliseconds. */ private int comboPopTime; /** * Hit result types accumulated this streak (bitmask), for Katu/Geki status. * */ private byte comboEnd; /** Combo burst images. */ private Image[] comboBurstImages; /** Index of the current combo burst image. */ private int comboBurstIndex; /** Alpha level of the current combo burst image (for fade out). */ private float comboBurstAlpha; /** Current x coordinate of the combo burst image (for sliding animation). */ private float comboBurstX; /** Time offsets for obtaining each hit result (indexed by HIT_* constants). */ private int[] hitResultOffset; /** List of hit result objects associated with hit objects. */ private LinkedBlockingDeque hitResultList; /** * Class to store hit error information. * @author fluddokt */ private class HitErrorInfo { /** The correct hit time. */ private final int time; /** The coordinates of the hit. */ @SuppressWarnings("unused") private final int x, y; /** The difference between the correct and actual hit times. */ private final int timeDiff; /** * Constructor. * @param time the correct hit time * @param x the x coordinate of the hit * @param y the y coordinate of the hit * @param timeDiff the difference between the correct and actual hit times */ public HitErrorInfo(int time, int x, int y, int timeDiff) { this.time = time; this.x = x; this.y = y; this.timeDiff = timeDiff; } } /** List containing recent hit error information. */ private LinkedBlockingDeque hitErrorList; /** Hit object types, used for drawing results. */ public enum HitObjectType { CIRCLE, SLIDERTICK, SLIDER_FIRST, SLIDER_LAST, SPINNER } /** Hit result helper class. */ private class HitObjectResult { /** Object start time. */ public final int time; /** Hit result. */ public final int result; /** Object coordinates. */ public final float x, y; /** Combo color. */ public final Color color; /** The type of the hit object. */ public final HitObjectType hitResultType; /** Slider curve. */ public final Curve curve; /** Whether or not to expand when animating. */ public final boolean expand; /** Whether or not to hide the hit result. */ public final boolean hideResult; /** Alpha level (for fading out). */ public float alpha = 1f; /** * Constructor. * @param time the result's starting track position * @param result the hit result (HIT_* constants) * @param x the center x coordinate * @param y the center y coordinate * @param color the color of the hit object * @param hitResultType the hit object type * @param curve the slider curve (or null if not applicable) * @param expand whether or not the hit result animation should expand (if applicable) * @param hideResult whether or not to hide the hit result (but still show the other animations) */ public HitObjectResult(int time, int result, float x, float y, Color color, HitObjectType hitResultType, Curve curve, boolean expand, boolean hideResult) { this.time = time; this.result = result; this.x = x; this.y = y; this.color = color; this.hitResultType = hitResultType; this.curve = curve; this.expand = expand; this.hideResult = hideResult; } } /** Current game score. */ private long score; /** Displayed game score (for animation, slightly behind score). */ private long scoreDisplay; /** Displayed game score percent (for animation, slightly behind score percent). */ private float scorePercentDisplay; /** Current health bar percentage. */ private float health; /** Displayed health (for animation, slightly behind health). */ private float healthDisplay; /** The difficulty multiplier used in the score formula. */ private int difficultyMultiplier = 2; /** Beatmap HPDrainRate value. (0:easy ~ 10:hard) */ @SuppressWarnings("unused") private float drainRate = 5f; /** Default text symbol images. */ private Image[] defaultSymbols; /** Score text symbol images. */ private HashMap scoreSymbols; /** Scorebar animation. */ private Animation scorebarColour; /** The associated score data. */ private ScoreData scoreData; /** The associated replay. */ private Replay replay; /** Whether this object is used for gameplay (true) or score viewing (false). */ private boolean isGameplay; /** Container dimensions. */ private int width, height; /** * Constructor for gameplay. * @param width container width * @param height container height */ public GameData(int width, int height) { this.width = width; this.height = height; this.isGameplay = true; clear(); } /** * Constructor for score viewing. * This will initialize all parameters and images needed for the * {@link #drawRankingElements(Graphics, Beatmap)} method. * @param s the ScoreData object * @param width container width * @param height container height */ public GameData(ScoreData s, int width, int height) { this.width = width; this.height = height; this.isGameplay = false; this.scoreData = s; this.score = s.score; this.comboMax = s.combo; this.fullObjectCount = (s.perfect) ? s.combo : -1; this.hitResultCount = new int[HIT_MAX]; hitResultCount[HIT_300] = s.hit300; hitResultCount[HIT_100] = s.hit100; hitResultCount[HIT_50] = s.hit50; hitResultCount[HIT_300G] = s.geki; hitResultCount[HIT_300K] = 0; hitResultCount[HIT_100K] = s.katu; hitResultCount[HIT_MISS] = s.miss; this.replay = (s.replayString == null) ? null : new Replay(new File(Options.getReplayDir(), String.format("%s.osr", s.replayString))); loadImages(); } /** * Clears all data and re-initializes object. */ public void clear() { score = 0; scoreDisplay = 0; scorePercentDisplay = 0f; health = 100f; healthDisplay = 100f; hitResultCount = new int[HIT_MAX]; drainRate = 5f; if (hitResultList != null) { for (HitObjectResult hitResult : hitResultList) { if (hitResult.curve != null) hitResult.curve.discardGeometry(); } } hitResultList = new LinkedBlockingDeque(); hitErrorList = new LinkedBlockingDeque(); fullObjectCount = 0; combo = 0; comboMax = 0; comboPopTime = COMBO_POP_TIME; comboEnd = 0; comboBurstIndex = -1; scoreData = null; } /** * Loads all game score images. */ public void loadImages() { // gameplay-specific images if (isGameplay()) { // combo burst images if (GameImage.COMBO_BURST.hasBeatmapSkinImages() || (!GameImage.COMBO_BURST.hasBeatmapSkinImage() && GameImage.COMBO_BURST.getImages() != null)) comboBurstImages = GameImage.COMBO_BURST.getImages(); else comboBurstImages = new Image[]{ GameImage.COMBO_BURST.getImage() }; // scorebar-colour animation Image[] scorebar = GameImage.SCOREBAR_COLOUR.getImages(); scorebarColour = (scorebar != null) ? new Animation(scorebar, 60) : null; // default symbol images defaultSymbols = new Image[10]; defaultSymbols[0] = GameImage.DEFAULT_0.getImage(); defaultSymbols[1] = GameImage.DEFAULT_1.getImage(); defaultSymbols[2] = GameImage.DEFAULT_2.getImage(); defaultSymbols[3] = GameImage.DEFAULT_3.getImage(); defaultSymbols[4] = GameImage.DEFAULT_4.getImage(); defaultSymbols[5] = GameImage.DEFAULT_5.getImage(); defaultSymbols[6] = GameImage.DEFAULT_6.getImage(); defaultSymbols[7] = GameImage.DEFAULT_7.getImage(); defaultSymbols[8] = GameImage.DEFAULT_8.getImage(); defaultSymbols[9] = GameImage.DEFAULT_9.getImage(); } // score symbol images scoreSymbols = new HashMap(14); scoreSymbols.put('0', GameImage.SCORE_0.getImage()); scoreSymbols.put('1', GameImage.SCORE_1.getImage()); scoreSymbols.put('2', GameImage.SCORE_2.getImage()); scoreSymbols.put('3', GameImage.SCORE_3.getImage()); scoreSymbols.put('4', GameImage.SCORE_4.getImage()); scoreSymbols.put('5', GameImage.SCORE_5.getImage()); scoreSymbols.put('6', GameImage.SCORE_6.getImage()); scoreSymbols.put('7', GameImage.SCORE_7.getImage()); scoreSymbols.put('8', GameImage.SCORE_8.getImage()); scoreSymbols.put('9', GameImage.SCORE_9.getImage()); scoreSymbols.put(',', GameImage.SCORE_COMMA.getImage()); scoreSymbols.put('.', GameImage.SCORE_DOT.getImage()); scoreSymbols.put('%', GameImage.SCORE_PERCENT.getImage()); scoreSymbols.put('x', GameImage.SCORE_X.getImage()); // hit result images hitResults = new Image[HIT_MAX]; hitResults[HIT_MISS] = GameImage.HIT_MISS.getImage(); hitResults[HIT_50] = GameImage.HIT_50.getImage(); hitResults[HIT_100] = GameImage.HIT_100.getImage(); hitResults[HIT_300] = GameImage.HIT_300.getImage(); hitResults[HIT_100K] = GameImage.HIT_100K.getImage(); hitResults[HIT_300K] = GameImage.HIT_300K.getImage(); hitResults[HIT_300G] = GameImage.HIT_300G.getImage(); hitResults[HIT_SLIDER10] = GameImage.HIT_SLIDER10.getImage(); hitResults[HIT_SLIDER30] = GameImage.HIT_SLIDER30.getImage(); } /** * Returns a default text symbol image for a digit. * @param i the digit [0-9] */ public Image getDefaultSymbolImage(int i) { return defaultSymbols[i]; } /** * Returns a score text symbol image for a character. * @param c the character [0-9,.%x] */ public Image getScoreSymbolImage(char c) { return scoreSymbols.get(c); } /** * Sets the health drain rate. * @param drainRate the new drain rate [0-10] */ public void setDrainRate(float drainRate) { this.drainRate = drainRate; } /** * Sets the array of hit result offsets. * @param hitResultOffset the time offset array (of size {@link #HIT_MAX}) */ public void setHitResultOffset(int[] hitResultOffset) { this.hitResultOffset = hitResultOffset; } /** * Draws a number with defaultSymbols. * @param n the number to draw * @param x the center x coordinate * @param y the center y coordinate * @param scale the scale to apply * @param alpha the alpha level */ public void drawSymbolNumber(int n, float x, float y, float scale, float alpha) { int length = (int) (Math.log10(n) + 1); float digitWidth = getDefaultSymbolImage(0).getWidth() * scale; float cx = x + ((length - 1) * (digitWidth / 2)); for (int i = 0; i < length; i++) { Image digit = getDefaultSymbolImage(n % 10).getScaledCopy(scale); digit.setAlpha(alpha); digit.drawCentered(cx, y); cx -= digitWidth; n /= 10; } } /** * Draws a string of scoreSymbols. * @param str the string to draw * @param x the starting x coordinate * @param y the y coordinate * @param scale the scale to apply * @param alpha the alpha level * @param rightAlign align right (true) or left (false) */ public void drawSymbolString(String str, float x, float y, float scale, float alpha, boolean rightAlign) { char[] c = str.toCharArray(); float cx = x; if (rightAlign) { for (int i = c.length - 1; i >= 0; i--) { Image digit = getScoreSymbolImage(c[i]); if (scale != 1.0f) digit = digit.getScaledCopy(scale); cx -= digit.getWidth(); digit.setAlpha(alpha); digit.draw(cx, y); digit.setAlpha(1f); } } else { for (int i = 0; i < c.length; i++) { Image digit = getScoreSymbolImage(c[i]); if (scale != 1.0f) digit = digit.getScaledCopy(scale); digit.setAlpha(alpha); digit.draw(cx, y); digit.setAlpha(1f); cx += digit.getWidth(); } } } /** * Draws a string of scoreSymbols of fixed width. * @param str the string to draw * @param x the starting x coordinate * @param y the y coordinate * @param scale the scale to apply * @param fixedsize the width to use for all symbols * @param rightAlign align right (true) or left (false) */ public void drawFixedSizeSymbolString(String str, float x, float y, float scale, float fixedsize, boolean rightAlign) { char[] c = str.toCharArray(); float cx = x; if (rightAlign) { for (int i = c.length - 1; i >= 0; i--) { Image digit = getScoreSymbolImage(c[i]); if (scale != 1.0f) digit = digit.getScaledCopy(scale); cx -= fixedsize; digit.draw(cx + (fixedsize - digit.getWidth()) / 2, y); } } else { for (int i = 0; i < c.length; i++) { Image digit = getScoreSymbolImage(c[i]); if (scale != 1.0f) digit = digit.getScaledCopy(scale); digit.draw(cx + (fixedsize - digit.getWidth()) / 2, y); cx += fixedsize; } } } /** * Draws game elements: * scorebar, score, score percentage, map progress circle, * mod icons, combo count, combo burst, hit error bar, and grade. * @param g the graphics context * @param breakPeriod if true, will not draw scorebar and combo elements, and will draw grade * @param firstObject true if the first hit object's start time has not yet passed */ @SuppressWarnings("deprecation") public void drawGameElements(Graphics g, boolean breakPeriod, boolean firstObject) { boolean relaxAutoPilot = (GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive()); int margin = (int) (width * 0.008f); float uiScale = GameImage.getUIscale(); // score if (!relaxAutoPilot) drawFixedSizeSymbolString((scoreDisplay < 100000000) ? String.format("%08d", scoreDisplay) : Long.toString(scoreDisplay), width - margin, 0, 1.0f, getScoreSymbolImage('0').getWidth() - 2, true); // score percentage int symbolHeight = getScoreSymbolImage('0').getHeight(); if (!relaxAutoPilot) drawSymbolString( String.format((scorePercentDisplay < 10f) ? "0%.2f%%" : "%.2f%%", scorePercentDisplay), width - margin, symbolHeight, 0.60f, 1f, true); // map progress circle Beatmap beatmap = MusicController.getBeatmap(); int firstObjectTime = beatmap.objects[0].getTime(); int trackPosition = MusicController.getPosition(); float circleDiameter = symbolHeight * 0.60f; int circleX = (int) (width - margin - ( // max width: "100.00%" getScoreSymbolImage('1').getWidth() + getScoreSymbolImage('0').getWidth() * 4 + getScoreSymbolImage('.').getWidth() + getScoreSymbolImage('%').getWidth() ) * 0.60f - circleDiameter); if (!relaxAutoPilot) { g.setAntiAlias(true); g.setLineWidth(2f); g.setColor(Color.white); g.drawOval(circleX, symbolHeight, circleDiameter, circleDiameter); if (trackPosition > firstObjectTime) { // map progress (white) g.fillArc(circleX, symbolHeight, circleDiameter, circleDiameter, -90, -90 + (int) (360f * (trackPosition - firstObjectTime) / (beatmap.endTime - firstObjectTime)) ); } else { // lead-in time (yellow) g.setColor(Colors.YELLOW_ALPHA); g.fillArc(circleX, symbolHeight, circleDiameter, circleDiameter, -90 + (int) (360f * trackPosition / firstObjectTime), -90 ); } g.setAntiAlias(false); } // mod icons if ((firstObject && trackPosition < firstObjectTime) || GameMod.AUTO.isActive()) { int modWidth = GameMod.AUTO.getImage().getWidth(); float modX = (width * 0.98f) - modWidth; int modCount = 0; for (GameMod mod : GameMod.VALUES_REVERSED) { if (mod.isActive()) { mod.getImage().draw( modX - (modCount * (modWidth / 2f)), symbolHeight + circleDiameter + 10 ); modCount++; } } } // hit error bar if (Options.isHitErrorBarEnabled() && !hitErrorList.isEmpty()) { // fade out with last tick float hitErrorAlpha = 1f; Color white = new Color(Color.white); if (trackPosition - hitErrorList.getFirst().time > HIT_ERROR_FADE_TIME * 0.9f) hitErrorAlpha = (HIT_ERROR_FADE_TIME - (trackPosition - hitErrorList.getFirst().time)) / (HIT_ERROR_FADE_TIME * 0.1f); // draw bar float hitErrorX = width / uiScale / 2; float hitErrorY = height / uiScale - margin - 10; float barY = (hitErrorY - 3) * uiScale, barHeight = 6 * uiScale; float tickY = (hitErrorY - 10) * uiScale, tickHeight = 20 * uiScale; float oldAlphaBlack = Colors.BLACK_ALPHA.a; Colors.BLACK_ALPHA.a = hitErrorAlpha; g.setColor(Colors.BLACK_ALPHA); g.fillRect((hitErrorX - 3 - hitResultOffset[HIT_50]) * uiScale, tickY, (hitResultOffset[HIT_50] * 2) * uiScale, tickHeight); Colors.BLACK_ALPHA.a = oldAlphaBlack; Colors.LIGHT_ORANGE.a = hitErrorAlpha; g.setColor(Colors.LIGHT_ORANGE); g.fillRect((hitErrorX - 3 - hitResultOffset[HIT_50]) * uiScale, barY, (hitResultOffset[HIT_50] * 2) * uiScale, barHeight); Colors.LIGHT_ORANGE.a = 1f; Colors.LIGHT_GREEN.a = hitErrorAlpha; g.setColor(Colors.LIGHT_GREEN); g.fillRect((hitErrorX - 3 - hitResultOffset[HIT_100]) * uiScale, barY, (hitResultOffset[HIT_100] * 2) * uiScale, barHeight); Colors.LIGHT_GREEN.a = 1f; Colors.LIGHT_BLUE.a = hitErrorAlpha; g.setColor(Colors.LIGHT_BLUE); g.fillRect((hitErrorX - 3 - hitResultOffset[HIT_300]) * uiScale, barY, (hitResultOffset[HIT_300] * 2) * uiScale, barHeight); Colors.LIGHT_BLUE.a = 1f; white.a = hitErrorAlpha; g.setColor(white); g.fillRect((hitErrorX - 1.5f) * uiScale, tickY, 3 * uiScale, tickHeight); // draw ticks float tickWidth = 2 * uiScale; for (HitErrorInfo info : hitErrorList) { int time = info.time; float alpha = 1 - ((float) (trackPosition - time) / HIT_ERROR_FADE_TIME); white.a = alpha * hitErrorAlpha; g.setColor(white); g.fillRect((hitErrorX + info.timeDiff - 1) * uiScale, tickY, tickWidth, tickHeight); } } if (!breakPeriod && !relaxAutoPilot) { // scorebar float healthRatio = healthDisplay / 100f; if (firstObject) { // gradually move ki before map begins if (firstObjectTime >= 1500 && trackPosition < firstObjectTime - 500) healthRatio = (float) trackPosition / (firstObjectTime - 500); } Image scorebar = GameImage.SCOREBAR_BG.getImage(); Image colour; if (scorebarColour != null) { scorebarColour.updateNoDraw(); // TODO deprecated method colour = scorebarColour.getCurrentFrame(); } else colour = GameImage.SCOREBAR_COLOUR.getImage(); float colourX = 4 * uiScale, colourY = 15 * uiScale; Image colourCropped = colour.getSubImage(0, 0, (int) (645 * uiScale * healthRatio), colour.getHeight()); scorebar.setAlpha(1f); scorebar.draw(0, 0); colourCropped.draw(colourX, colourY); Image ki = null; if (health >= 50f) ki = GameImage.SCOREBAR_KI.getImage(); else if (health >= 25f) ki = GameImage.SCOREBAR_KI_DANGER.getImage(); else ki = GameImage.SCOREBAR_KI_DANGER2.getImage(); if (comboPopTime < COMBO_POP_TIME) ki = ki.getScaledCopy(1f + (0.45f * (1f - (float) comboPopTime / COMBO_POP_TIME))); ki.drawCentered(colourX + colourCropped.getWidth(), colourY); // combo burst if (comboBurstIndex != -1 && comboBurstAlpha > 0f) { Image comboBurst = comboBurstImages[comboBurstIndex]; comboBurst.setAlpha(comboBurstAlpha); comboBurstImages[comboBurstIndex].draw(comboBurstX, height - comboBurst.getHeight()); } // combo count if (combo > 0) { float comboPop = 1 - ((float) comboPopTime / COMBO_POP_TIME); float comboPopBack = 1 + comboPop * 0.45f; float comboPopFront = 1 + comboPop * 0.08f; String comboString = String.format("%dx", combo); if (comboPopTime != COMBO_POP_TIME) drawSymbolString(comboString, margin, height - margin - (symbolHeight * comboPopBack), comboPopBack, 0.5f, false); drawSymbolString(comboString, margin, height - margin - (symbolHeight * comboPopFront), comboPopFront, 1f, false); } } else if (!relaxAutoPilot) { // grade Grade grade = getGrade(); if (grade != Grade.NULL) { Image gradeImage = grade.getSmallImage(); float gradeScale = symbolHeight * 0.75f / gradeImage.getHeight(); gradeImage.getScaledCopy(gradeScale).draw( circleX - gradeImage.getWidth(), symbolHeight ); } } } /** * Draws ranking elements: score, results, ranking, game mods. * @param g the graphics context * @param beatmap the beatmap */ public void drawRankingElements(Graphics g, Beatmap beatmap) { // TODO Version 2 skins float rankingHeight = 75; float scoreTextScale = 1.0f; float symbolTextScale = 1.15f; float rankResultScale = 0.5f; float uiScale = GameImage.getUIscale(); // ranking panel GameImage.RANKING_PANEL.getImage().draw(0, (int) (rankingHeight * uiScale)); // score drawFixedSizeSymbolString( (score < 100000000) ? String.format("%08d", score) : Long.toString(score), 210 * uiScale, (rankingHeight + 50) * uiScale, scoreTextScale, getScoreSymbolImage('0').getWidth() * scoreTextScale - 2, false ); // result counts float resultInitialX = 130; float resultInitialY = rankingHeight + 140; float resultHitInitialX = 65; float resultHitInitialY = rankingHeight + 182; float resultOffsetX = 320; float resultOffsetY = 96; int[] rankDrawOrder = { HIT_300, HIT_300G, HIT_100, HIT_100K, HIT_50, HIT_MISS }; int[] rankResultOrder = { hitResultCount[HIT_300], hitResultCount[HIT_300G], hitResultCount[HIT_100], hitResultCount[HIT_100K] + hitResultCount[HIT_300K], hitResultCount[HIT_50], hitResultCount[HIT_MISS] }; for (int i = 0; i < rankDrawOrder.length; i += 2) { hitResults[rankDrawOrder[i]].getScaledCopy(rankResultScale).drawCentered( resultHitInitialX * uiScale, (resultHitInitialY + (resultOffsetY * (i / 2))) * uiScale); hitResults[rankDrawOrder[i+1]].getScaledCopy(rankResultScale).drawCentered( (resultHitInitialX + resultOffsetX) * uiScale, (resultHitInitialY + (resultOffsetY * (i / 2))) * uiScale); drawSymbolString(String.format("%dx", rankResultOrder[i]), resultInitialX * uiScale, (resultInitialY + (resultOffsetY * (i / 2))) * uiScale, symbolTextScale, 1f, false); drawSymbolString(String.format("%dx", rankResultOrder[i+1]), (resultInitialX + resultOffsetX) * uiScale, (resultInitialY + (resultOffsetY * (i / 2))) * uiScale, symbolTextScale, 1f, false); } // combo and accuracy float accuracyX = 295; float textY = rankingHeight + 425; float numbersY = textY + 30; drawSymbolString(String.format("%dx", comboMax), 25 * uiScale, numbersY * uiScale, symbolTextScale, 1f, false); drawSymbolString(String.format("%02.2f%%", getScorePercent()), (accuracyX + 20) * uiScale, numbersY * uiScale, symbolTextScale, 1f, false); GameImage.RANKING_MAXCOMBO.getImage().draw(10 * uiScale, textY * uiScale); GameImage.RANKING_ACCURACY.getImage().draw(accuracyX * uiScale, textY * uiScale); // full combo if (comboMax == fullObjectCount) { GameImage.RANKING_PERFECT.getImage().draw( width * 0.08f, (height * 0.99f) - GameImage.RANKING_PERFECT.getImage().getHeight() ); } // grade Grade grade = getGrade(); if (grade != Grade.NULL) grade.getLargeImage().draw(width - grade.getLargeImage().getWidth(), rankingHeight); // header Image rankingTitle = GameImage.RANKING_TITLE.getImage(); g.setColor(Colors.BLACK_ALPHA); g.fillRect(0, 0, width, 100 * uiScale); rankingTitle.draw((width * 0.97f) - rankingTitle.getWidth(), 0); float marginX = width * 0.01f, marginY = height * 0.002f; Fonts.LARGE.drawString(marginX, marginY, String.format("%s - %s [%s]", beatmap.getArtist(), beatmap.getTitle(), beatmap.version), Color.white); Fonts.MEDIUM.drawString(marginX, marginY + Fonts.LARGE.getLineHeight() - 6, String.format("Beatmap by %s", beatmap.creator), Color.white); String player = (scoreData.playerName == null) ? "" : String.format(" by %s", scoreData.playerName); Fonts.MEDIUM.drawString(marginX, marginY + Fonts.LARGE.getLineHeight() + Fonts.MEDIUM.getLineHeight() - 10, String.format("Played%s on %s.", player, scoreData.getTimeString()), Color.white); // mod icons int modWidth = GameMod.AUTO.getImage().getWidth(); float modX = (width * 0.98f) - modWidth; int modCount = 0; for (GameMod mod : GameMod.VALUES_REVERSED) { if ((mod.getBit() & scoreData.mods) > 0) { mod.getImage().draw(modX - (modCount * (modWidth / 2f)), height / 2f); modCount++; } } } /** * Draws stored hit results and removes them from the list as necessary. * @param trackPosition the current track position (in ms) */ public void drawHitResults(int trackPosition) { Iterator iter = hitResultList.iterator(); while (iter.hasNext()) { HitObjectResult hitResult = iter.next(); if (hitResult.time + HITRESULT_TIME > trackPosition) { // spinner if (hitResult.hitResultType == HitObjectType.SPINNER && hitResult.result != HIT_MISS) { Image spinnerOsu = GameImage.SPINNER_OSU.getImage(); spinnerOsu.setAlpha(hitResult.alpha); spinnerOsu.drawCentered(width / 2, height / 4); spinnerOsu.setAlpha(1f); } // hit lighting else if (Options.isHitLightingEnabled() && !hitResult.hideResult && hitResult.result != HIT_MISS && hitResult.result != HIT_SLIDER30 && hitResult.result != HIT_SLIDER10) { // TODO: add particle system Image lighting = GameImage.LIGHTING.getImage(); lighting.setAlpha(hitResult.alpha); lighting.drawCentered(hitResult.x, hitResult.y, hitResult.color); } // hit animation if (hitResult.result != HIT_MISS && ( hitResult.hitResultType == HitObjectType.CIRCLE || hitResult.hitResultType == HitObjectType.SLIDER_FIRST || hitResult.hitResultType == HitObjectType.SLIDER_LAST)) { float progress = AnimationEquation.OUT_CUBIC.calc( (float) Utils.clamp(trackPosition - hitResult.time, 0, HITCIRCLE_FADE_TIME) / HITCIRCLE_FADE_TIME); float scale = (!hitResult.expand) ? 1f : 1f + (HITCIRCLE_ANIM_SCALE - 1f) * progress; float alpha = 1f - progress; if (hitResult.result == HIT_SLIDER_REPEAT) { // repeats Image scaledRepeat = GameImage.REVERSEARROW.getImage().getScaledCopy(scale); scaledRepeat.setAlpha(alpha); float ang; if (hitResult.hitResultType == HitObjectType.SLIDER_FIRST) { ang = hitResult.curve.getStartAngle(); } else { ang = hitResult.curve.getEndAngle(); } scaledRepeat.rotate(ang); scaledRepeat.drawCentered(hitResult.x, hitResult.y, hitResult.color); } // "hidden" mod: circle and slider animations not drawn else if (!GameMod.HIDDEN.isActive()) { // slider curve if (hitResult.curve != null) { float oldWhiteAlpha = Colors.WHITE_FADE.a; float oldColorAlpha = hitResult.color.a; Colors.WHITE_FADE.a = alpha; hitResult.color.a = alpha; hitResult.curve.draw(hitResult.color); Colors.WHITE_FADE.a = oldWhiteAlpha; hitResult.color.a = oldColorAlpha; } // hit circles Image scaledHitCircle = GameImage.HITCIRCLE.getImage().getScaledCopy(scale); Image scaledHitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage().getScaledCopy(scale); scaledHitCircle.setAlpha(alpha); scaledHitCircleOverlay.setAlpha(alpha); scaledHitCircle.drawCentered(hitResult.x, hitResult.y, hitResult.color); scaledHitCircleOverlay.drawCentered(hitResult.x, hitResult.y); } } // hit result if (!hitResult.hideResult && ( hitResult.hitResultType == HitObjectType.CIRCLE || hitResult.hitResultType == HitObjectType.SPINNER || hitResult.curve != null)) { float scaleProgress = AnimationEquation.IN_OUT_BOUNCE.calc( (float) Utils.clamp(trackPosition - hitResult.time, 0, HITCIRCLE_TEXT_BOUNCE_TIME) / HITCIRCLE_TEXT_BOUNCE_TIME); float scale = 1f + (HITCIRCLE_TEXT_ANIM_SCALE - 1f) * scaleProgress; float fadeProgress = AnimationEquation.OUT_CUBIC.calc( (float) Utils.clamp((trackPosition - hitResult.time) - HITCIRCLE_FADE_TIME, 0, HITCIRCLE_TEXT_FADE_TIME) / HITCIRCLE_TEXT_FADE_TIME); float alpha = 1f - fadeProgress; Image scaledHitResult = hitResults[hitResult.result].getScaledCopy(scale); scaledHitResult.setAlpha(alpha); scaledHitResult.drawCentered(hitResult.x, hitResult.y); } hitResult.alpha = 1 - ((float) (trackPosition - hitResult.time) / HITRESULT_FADE_TIME); } else { if (hitResult.curve != null) hitResult.curve.discardGeometry(); iter.remove(); } } } /** * Changes health by a given percentage, modified by drainRate. * @param percent the health percentage */ public void changeHealth(float percent) { // TODO: drainRate formula health += percent; if (health > 100f) health = 100f; else if (health < 0f) health = 0f; } /** * Returns the current health percentage. */ public float getHealth() { return health; } /** * Returns false if health is zero. * If "No Fail" or "Auto" mods are active, this will always return true. */ public boolean isAlive() { return (health > 0f || GameMod.NO_FAIL.isActive() || GameMod.AUTO.isActive() || GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive()); } /** * Changes score by a raw value (not affected by other modifiers). * @param value the score value */ public void changeScore(int value) { score += value; } /** * Returns the raw score percentage. * @param hit300 the number of 300s * @param hit100 the number of 100s * @param hit50 the number of 50s * @param miss the number of misses * @return the score percentage */ public static float getScorePercent(int hit300, int hit100, int hit50, int miss) { float percent = 0; int objectCount = hit300 + hit100 + hit50 + miss; if (objectCount > 0) percent = (hit300 * 300 + hit100 * 100 + hit50 * 50) / (objectCount * 300f) * 100f; return percent; } /** * Returns the raw score percentage. */ private float getScorePercent() { return getScorePercent( hitResultCount[HIT_300], hitResultCount[HIT_100], hitResultCount[HIT_50], hitResultCount[HIT_MISS] ); } /** * Returns letter grade based on score data, * or Grade.NULL if no objects have been processed. * @param hit300 the number of 300s * @param hit100 the number of 100s * @param hit50 the number of 50s * @param miss the number of misses * @param silver whether or not a silver SS/S should be awarded (if applicable) * @return the current Grade */ public static Grade getGrade(int hit300, int hit100, int hit50, int miss, boolean silver) { int objectCount = hit300 + hit100 + hit50 + miss; if (objectCount < 1) // avoid division by zero return Grade.NULL; float percent = getScorePercent(hit300, hit100, hit50, miss); float hit300ratio = hit300 * 100f / objectCount; float hit50ratio = hit50 * 100f / objectCount; boolean noMiss = (miss == 0); if (percent >= 100f) return (silver) ? Grade.SSH : Grade.SS; else if (hit300ratio >= 90f && hit50ratio < 1.0f && noMiss) return (silver) ? Grade.SH : Grade.S; else if ((hit300ratio >= 80f && noMiss) || hit300ratio >= 90f) return Grade.A; else if ((hit300ratio >= 70f && noMiss) || hit300ratio >= 80f) return Grade.B; else if (hit300ratio >= 60f) return Grade.C; else return Grade.D; } /** * Returns letter grade based on score data, * or {@code Grade.NULL} if no objects have been processed. */ private Grade getGrade() { boolean silver = (scoreData == null) ? (GameMod.HIDDEN.isActive() || GameMod.FLASHLIGHT.isActive()) : (scoreData.mods & (GameMod.HIDDEN.getBit() | GameMod.FLASHLIGHT.getBit())) != 0; return getGrade( hitResultCount[HIT_300], hitResultCount[HIT_100], hitResultCount[HIT_50], hitResultCount[HIT_MISS], silver ); } /** * Updates displayed elements based on a delta value. * @param delta the delta interval since the last call */ public void updateDisplays(int delta) { // score display if (scoreDisplay < score) { scoreDisplay += (score - scoreDisplay) * delta / 50 + 1; if (scoreDisplay > score) scoreDisplay = score; } // score percent display float scorePercent = getScorePercent(); if (scorePercentDisplay != scorePercent) { if (scorePercentDisplay < scorePercent) { scorePercentDisplay += (scorePercent - scorePercentDisplay) * delta / 50f + 0.01f; if (scorePercentDisplay > scorePercent) scorePercentDisplay = scorePercent; } else { scorePercentDisplay -= (scorePercentDisplay - scorePercent) * delta / 50f + 0.01f; if (scorePercentDisplay < scorePercent) scorePercentDisplay = scorePercent; } } // health display if (healthDisplay != health) { float shift = delta / 15f; if (healthDisplay < health) { healthDisplay += shift; if (healthDisplay > health) healthDisplay = health; } else { healthDisplay -= shift; if (healthDisplay < health) healthDisplay = health; } } // combo burst if (comboBurstIndex > -1 && Options.isComboBurstEnabled()) { int leftX = 0; int rightX = width - comboBurstImages[comboBurstIndex].getWidth(); if (comboBurstX < leftX) { comboBurstX += (delta / 2f) * GameImage.getUIscale(); if (comboBurstX > leftX) comboBurstX = leftX; } else if (comboBurstX > rightX) { comboBurstX -= (delta / 2f) * GameImage.getUIscale(); if (comboBurstX < rightX) comboBurstX = rightX; } else if (comboBurstAlpha > 0f) { comboBurstAlpha -= (delta / 1200f); if (comboBurstAlpha < 0f) comboBurstAlpha = 0f; } } // combo pop comboPopTime += delta; if (comboPopTime > COMBO_POP_TIME) comboPopTime = COMBO_POP_TIME; // hit error bar if (Options.isHitErrorBarEnabled()) { int trackPosition = MusicController.getPosition(); Iterator iter = hitErrorList.iterator(); while (iter.hasNext()) { HitErrorInfo info = iter.next(); if (Math.abs(info.timeDiff) >= hitResultOffset[GameData.HIT_50] || info.time + HIT_ERROR_FADE_TIME <= trackPosition) iter.remove(); } } } /** * Returns the current combo streak. */ public int getComboStreak() { return combo; } /** * Increases the combo streak by one. */ private void incrementComboStreak() { combo++; comboPopTime = 0; if (combo > comboMax) comboMax = combo; // combo bursts (at 30, 60, 100+50x) if (Options.isComboBurstEnabled() && (combo == 30 || combo == 60 || (combo >= 100 && combo % 50 == 0))) { if (Options.getSkin().isComboBurstRandom()) comboBurstIndex = (int) (Math.random() * comboBurstImages.length); else { if (combo == 30) comboBurstIndex = 0; else comboBurstIndex = (comboBurstIndex + 1) % comboBurstImages.length; } comboBurstAlpha = 0.8f; if ((comboBurstIndex % 2) == 0) comboBurstX = width; else comboBurstX = comboBurstImages[0].getWidth() * -1; } } /** * Resets the combo streak to zero. */ private void resetComboStreak() { if (combo >= 20 && !(GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive())) SoundController.playSound(SoundEffect.COMBOBREAK); combo = 0; if (GameMod.SUDDEN_DEATH.isActive()) health = 0f; } public void sendRepeatSliderResult(int time, float x, float y, Color color, Curve curve, HitObjectType type) { hitResultList.add(new HitObjectResult(time, HIT_SLIDER_REPEAT, x, y, color, type, curve, true, true)); } /** * Handles a slider tick result. * @param time the tick start time * @param result the hit result (HIT_* constants) * @param x the x coordinate * @param y the y coordinate * @param hitObject the hit object * @param repeat the current repeat number */ public void sliderTickResult(int time, int result, float x, float y, HitObject hitObject, int repeat) { int hitValue = 0; switch (result) { case HIT_SLIDER30: hitValue = 30; changeHealth(2f); SoundController.playHitSound( hitObject.getEdgeHitSoundType(repeat), hitObject.getSampleSet(repeat), hitObject.getAdditionSampleSet(repeat)); break; case HIT_SLIDER10: hitValue = 10; changeHealth(1f); SoundController.playHitSound(HitSound.SLIDERTICK); break; case HIT_MISS: resetComboStreak(); break; default: return; } if (hitValue > 0) { // calculate score and increment combo streak score += hitValue; incrementComboStreak(); if (!Options.isPerfectHitBurstEnabled()) ; // hide perfect hit results else hitResultList.add(new HitObjectResult(time, result, x, y, null, HitObjectType.SLIDERTICK, null, false, false)); } fullObjectCount++; } /** * Returns the score for a hit based on the following score formula: *

* Score = Hit Value + Hit Value * (Combo * Difficulty * Mod) / 25 *

    *
  • Hit Value: hit result (50, 100, 300), slider ticks, spinner bonus *
  • Combo: combo before this hit - 1 (minimum 0) *
  • Difficulty: the difficulty setting (see {@link #calculateDifficultyMultiplier(float, float, float)}) *
  • Mod: mod multipliers *
* @param hitValue the hit value * @param hitObject the hit object * @return the score value * @see https://osu.ppy.sh/wiki/Score */ private int getScoreForHit(int hitValue, HitObject hitObject) { int comboMultiplier = Math.max(combo - 1, 0); if (hitObject.isSlider()) comboMultiplier++; return (hitValue + (int)(hitValue * (comboMultiplier * difficultyMultiplier * GameMod.getScoreMultiplier()) / 25)); } /** * Computes and stores the difficulty multiplier used in the score formula. * @param drainRate the raw HP drain rate value * @param circleSize the raw circle size value * @param overallDifficulty the raw overall difficulty value * @see https://osu.ppy.sh/wiki/Score#How_to_calculate_the_Difficulty_multiplier */ public void calculateDifficultyMultiplier(float drainRate, float circleSize, float overallDifficulty) { // TODO: find the actual formula (osu!wiki is wrong) // seems to be based on hit object density? (total objects / time) // 924 3x1/4 beat notes 0.14stars // 924 3x1beat 0.28stars // 912 3x1beat with 1 extra note 10 sec away 0.29stars float sum = drainRate + circleSize + overallDifficulty; // typically 2~27 if (sum <= 5f) difficultyMultiplier = 2; else if (sum <= 12f) difficultyMultiplier = 3; else if (sum <= 17f) difficultyMultiplier = 4; else if (sum <= 24f) difficultyMultiplier = 5; else //if (sum <= 30f) difficultyMultiplier = 6; //float multiplier = ((circleSize + overallDifficulty + drainRate) / 6) + 1.5f; //difficultyMultiplier = (int) multiplier; } /** * Handles a hit result and performs all associated calculations. * @param time the object start time * @param result the base hit result (HIT_* constants) * @param x the x coordinate * @param y the y coordinate * @param color the combo color * @param end true if this is the last hit object in the combo * @param hitObject the hit object * @param hitResultType the type of hit object for the result * @param repeat the current repeat number (for sliders, or 0 otherwise) * @param noIncrementCombo if the combo should not be incremented by this result * @return the actual hit result (HIT_* constants) */ private int handleHitResult(int time, int result, float x, float y, Color color, boolean end, HitObject hitObject, HitObjectType hitResultType, int repeat, boolean noIncrementCombo) { // update health, score, and combo streak based on hit result int hitValue = 0; switch (result) { case HIT_300: hitValue = 300; changeHealth(5f); break; case HIT_100: hitValue = 100; changeHealth(2f); comboEnd |= 1; break; case HIT_50: hitValue = 50; comboEnd |= 2; break; case HIT_MISS: hitValue = 0; changeHealth(-10f); comboEnd |= 2; resetComboStreak(); break; default: return HIT_MISS; } if (hitValue > 0) { SoundController.playHitSound( hitObject.getEdgeHitSoundType(repeat), hitObject.getSampleSet(repeat), hitObject.getAdditionSampleSet(repeat)); // calculate score and increment combo streak changeScore(getScoreForHit(hitValue, hitObject)); if (!noIncrementCombo) incrementComboStreak(); } hitResultCount[result]++; fullObjectCount++; // last element in combo: check for Geki/Katu if (end) { if (comboEnd == 0) { result = HIT_300G; changeHealth(15f); hitResultCount[result]++; } else if ((comboEnd & 2) == 0) { if (result == HIT_100) { result = HIT_100K; changeHealth(10f); hitResultCount[result]++; } else if (result == HIT_300) { result = HIT_300K; changeHealth(10f); hitResultCount[result]++; } } comboEnd = 0; } return result; } /** * Handles a hit result. * @param time the object start time * @param result the hit result (HIT_* constants) * @param x the x coordinate * @param y the y coordinate * @param color the combo color * @param end true if this is the last hit object in the combo * @param hitObject the hit object * @param hitResultType the type of hit object for the result * @param expand whether or not the hit result animation should expand (if applicable) * @param repeat the current repeat number (for sliders, or 0 otherwise) * @param curve the slider curve (or null if not applicable) * @param sliderHeldToEnd whether or not the slider was held to the end (if applicable) */ public void hitResult(int time, int result, float x, float y, Color color, boolean end, HitObject hitObject, HitObjectType hitResultType, boolean expand, int repeat, Curve curve, boolean sliderHeldToEnd) { int hitResult = handleHitResult(time, result, x, y, color, end, hitObject, hitResultType, repeat, (curve != null && !sliderHeldToEnd)); if (hitResult == HIT_MISS && (GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive())) return; // "relax" and "autopilot" mods: hide misses boolean hideResult = (hitResult == HIT_300 || hitResult == HIT_300G || hitResult == HIT_300K) && !Options.isPerfectHitBurstEnabled(); hitResultList.add(new HitObjectResult(time, hitResult, x, y, color, hitResultType, curve, expand, hideResult)); // sliders: add the other curve endpoint for the hit animation if (curve != null) { boolean isFirst = (hitResultType == HitObjectType.SLIDER_FIRST); Vec2f p = curve.pointAt((isFirst) ? 1f : 0f); HitObjectType type = (isFirst) ? HitObjectType.SLIDER_LAST : HitObjectType.SLIDER_FIRST; hitResultList.add(new HitObjectResult(time, hitResult, p.x, p.y, color, type, null, expand, hideResult)); } } /** * Returns a ScoreData object encapsulating all game data. * If score data already exists, the existing object will be returned * (i.e. this will not overwrite existing data). * @param beatmap the beatmap * @return the ScoreData object * @see #getCurrentScoreData(Beatmap, boolean) */ public ScoreData getScoreData(Beatmap beatmap) { if (scoreData == null) scoreData = getCurrentScoreData(beatmap, false); return scoreData; } /** * Returns a ScoreData object encapsulating all current game data. * @param beatmap the beatmap * @param slidingScore if true, use the display score (might not be actual score) * @return the ScoreData object * @see #getScoreData(Beatmap) */ public ScoreData getCurrentScoreData(Beatmap beatmap, boolean slidingScore) { ScoreData sd = new ScoreData(); sd.timestamp = System.currentTimeMillis() / 1000L; sd.MID = beatmap.beatmapID; sd.MSID = beatmap.beatmapSetID; sd.title = beatmap.title; sd.artist = beatmap.artist; sd.creator = beatmap.creator; sd.version = beatmap.version; sd.hit300 = hitResultCount[HIT_300]; sd.hit100 = hitResultCount[HIT_100]; sd.hit50 = hitResultCount[HIT_50]; sd.geki = hitResultCount[HIT_300G]; sd.katu = hitResultCount[HIT_300K] + hitResultCount[HIT_100K]; sd.miss = hitResultCount[HIT_MISS]; sd.score = slidingScore ? scoreDisplay : score; sd.combo = comboMax; sd.perfect = (comboMax == fullObjectCount); sd.mods = GameMod.getModState(); sd.replayString = (replay == null) ? null : replay.getReplayFilename(); sd.playerName = null; // TODO return sd; } /** * Returns a Replay object encapsulating all game data. * If a replay already exists and frames is null, the existing object will be returned. * @param frames the replay frames * @param beatmap the associated beatmap * @return the Replay object, or null if none exists and frames is null */ public Replay getReplay(ReplayFrame[] frames, Beatmap beatmap) { if (replay != null && frames == null) return replay; if (frames == null) return null; replay = new Replay(); replay.mode = Beatmap.MODE_OSU; replay.version = Updater.get().getBuildDate(); replay.beatmapHash = (beatmap == null) ? "" : beatmap.md5Hash; replay.playerName = ""; // TODO replay.replayHash = Long.toString(System.currentTimeMillis()); // TODO replay.hit300 = (short) hitResultCount[HIT_300]; replay.hit100 = (short) hitResultCount[HIT_100]; replay.hit50 = (short) hitResultCount[HIT_50]; replay.geki = (short) hitResultCount[HIT_300G]; replay.katu = (short) (hitResultCount[HIT_300K] + hitResultCount[HIT_100K]); replay.miss = (short) hitResultCount[HIT_MISS]; replay.score = (int) score; replay.combo = (short) comboMax; replay.perfect = (comboMax == fullObjectCount); replay.mods = GameMod.getModState(); replay.lifeFrames = null; // TODO replay.timestamp = new Date(); replay.frames = frames; replay.seed = 0; // TODO replay.loaded = true; return replay; } /** * Sets the replay object. * @param replay the replay */ public void setReplay(Replay replay) { this.replay = replay; } /** * Returns whether or not this object is used for gameplay. * @return true if gameplay, false if score viewing */ public boolean isGameplay() { return isGameplay; } /** * Sets whether or not this object is used for gameplay. * @param gameplay true if gameplay, false if score viewing */ public void setGameplay(boolean gameplay) { this.isGameplay = gameplay; } /** * Adds the hit into the list of hit error information. * @param time the correct hit time * @param x the x coordinate of the hit * @param y the y coordinate of the hit * @param timeDiff the difference between the correct and actual hit times */ public void addHitError(int time, int x, int y, int timeDiff) { hitErrorList.addFirst(new HitErrorInfo(time, x, y, timeDiff)); } }