opsu-dance/src/itdelatrisu/opsu/states/GamePauseMenu.java
Jeffrey Han 06f8dae037 Reduced unnecessary reloading of default images. (follow-up 16afcaf)
- GameImage now stores both a default image and skin image, returning the skin image whenever available.
- Default images are loaded once on startup, instead of before every game.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
2014-07-04 19:59:57 -04:00

199 lines
6.0 KiB
Java

/*
* opsu! - an open-source osu! client
* Copyright (C) 2014 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 <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.states;
import itdelatrisu.opsu.GUIMenuButton;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.MusicController;
import itdelatrisu.opsu.Opsu;
import itdelatrisu.opsu.SoundController;
import itdelatrisu.opsu.Utils;
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.
* <ul>
* <li>[Continue] - unpause game (return to game state)
* <li>[Retry] - restart game (return to game state)
* <li>[Back] - return to song menu state
* </ul>
*/
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 GUIMenuButton continueButton, retryButton, backButton;
// game-related variables
private StateBasedGame game;
private GameContainer container;
private int state;
public GamePauseMenu(int state) {
this.state = state;
}
@Override
public void init(GameContainer container, StateBasedGame game)
throws SlickException {
this.container = container;
this.game = game;
}
@Override
public void render(GameContainer container, StateBasedGame game, Graphics g)
throws SlickException {
// background
if (Game.getRestart() != Game.RESTART_LOSE)
GameImage.PAUSE_OVERLAY.getImage().draw();
else
GameImage.FAIL_BACKGROUND.getImage().draw();
// draw buttons
if (Game.getRestart() != Game.RESTART_LOSE)
continueButton.draw();
retryButton.draw();
backButton.draw();
Utils.drawFPS();
Utils.drawCursor();
}
@Override
public void update(GameContainer container, StateBasedGame game, int delta)
throws SlickException {
// empty
}
@Override
public int getID() { return state; }
@Override
public void keyPressed(int key, char c) {
switch (key) {
case Input.KEY_ESCAPE:
// 'esc' will normally unpause, but will return to song menu if health is zero
if (Game.getRestart() == Game.RESTART_LOSE) {
MusicController.stop();
MusicController.playAt(MusicController.getOsuFile().previewTime, true);
SoundController.playSound(SoundController.SOUND_MENUBACK);
game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
} else
unPause(Game.RESTART_FALSE);
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_LEFT_BUTTON)
return;
boolean loseState = (Game.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)
unPause(Game.RESTART_FALSE);
else if (retryButton.contains(x, y)) {
unPause(Game.RESTART_MANUAL);
} else if (backButton.contains(x, y)) {
MusicController.pause(); // lose state
MusicController.playAt(MusicController.getOsuFile().previewTime, true);
SoundController.playSound(SoundController.SOUND_MENUBACK);
game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
}
}
@Override
public void enter(GameContainer container, StateBasedGame game)
throws SlickException {
pauseStartTime = System.currentTimeMillis();
if (Game.getRestart() == Game.RESTART_LOSE) {
MusicController.fadeOut(FADEOUT_TIME);
SoundController.playSound(SoundController.SOUND_FAIL);
} else
MusicController.pause();
}
/**
* Unpause and return to the Game state.
*/
private void unPause(byte restart) {
if (restart == Game.RESTART_MANUAL)
SoundController.playSound(SoundController.SOUND_MENUHIT);
else
SoundController.playSound(SoundController.SOUND_MENUBACK);
Game.setRestart(restart);
game.enterState(Opsu.STATE_GAME);
}
/**
* Loads all game pause/fail menu images.
*/
public void loadImages() {
int width = container.getWidth();
int height = container.getHeight();
// initialize buttons
continueButton = new GUIMenuButton(GameImage.PAUSE_CONTINUE.getImage(), width / 2f, height * 0.25f);
retryButton = new GUIMenuButton(GameImage.PAUSE_RETRY.getImage(), width / 2f, height * 0.5f);
backButton = new GUIMenuButton(GameImage.PAUSE_BACK.getImage(), width / 2f, height * 0.75f);
// pause background image
if (!GameImage.PAUSE_OVERLAY.isScaled()) {
GameImage.PAUSE_OVERLAY.setImage(GameImage.PAUSE_OVERLAY.getImage().getScaledCopy(width, height));
GameImage.PAUSE_OVERLAY.getImage().setAlpha(0.7f);
GameImage.PAUSE_OVERLAY.setScaled();
}
// fail image
if (!GameImage.FAIL_BACKGROUND.isScaled()) {
GameImage.FAIL_BACKGROUND.setImage(GameImage.FAIL_BACKGROUND.getImage().getScaledCopy(width, height));
GameImage.FAIL_BACKGROUND.getImage().setAlpha(0.7f);
GameImage.FAIL_BACKGROUND.setScaled();
}
}
}