opsu-dance/src/itdelatrisu/opsu/states/Game.java
2016-10-01 11:53:33 +02:00

1946 lines
62 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.states;
import itdelatrisu.opsu.ErrorHandler;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.Opsu;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.ScoreData;
import itdelatrisu.opsu.Utils;
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.BeatmapParser;
import itdelatrisu.opsu.beatmap.HitObject;
import itdelatrisu.opsu.beatmap.TimingPoint;
import itdelatrisu.opsu.db.BeatmapDB;
import itdelatrisu.opsu.db.ScoreDB;
import itdelatrisu.opsu.objects.Circle;
import itdelatrisu.opsu.objects.DummyObject;
import itdelatrisu.opsu.objects.GameObject;
import itdelatrisu.opsu.objects.Slider;
import itdelatrisu.opsu.objects.Spinner;
import itdelatrisu.opsu.objects.curves.Curve;
import itdelatrisu.opsu.objects.curves.Vec2f;
import itdelatrisu.opsu.render.FrameBufferCache;
import itdelatrisu.opsu.replay.PlaybackSpeed;
import itdelatrisu.opsu.replay.Replay;
import itdelatrisu.opsu.replay.ReplayFrame;
import itdelatrisu.opsu.ui.*;
import itdelatrisu.opsu.ui.animations.AnimationEquation;
import java.io.File;
import java.util.IdentityHashMap;
import java.util.LinkedList;
import java.util.Stack;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.newdawn.slick.Animation;
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.DelayedFadeOutTransition;
import org.newdawn.slick.state.transition.EasedFadeOutTransition;
import org.newdawn.slick.state.transition.EmptyTransition;
import org.newdawn.slick.state.transition.FadeInTransition;
import yugecin.opsudance.*;
/**
* "Game" state.
*/
public class Game extends BasicGameState {
/** Game restart states. */
public enum Restart {
/** No restart. */
FALSE,
/** First time loading the song. */
NEW,
/** Manual retry. */
MANUAL,
/** Replay. */
REPLAY,
/** Health is zero: no-continue/force restart. */
LOSE
}
/** Music fade-out time, in milliseconds. */
private static final int MUSIC_FADEOUT_TIME = 2000;
/** Screen fade-out time, in milliseconds, when health hits zero. */
private static final int LOSE_FADEOUT_TIME = 500;
/** Maximum rotation, in degrees, over fade out upon death. */
private static final float MAX_ROTATION = 90f;
/** Minimum time before start of song, in milliseconds, to process skip-related actions. */
private static final int SKIP_OFFSET = 2000;
/** Tolerance in case if hit object is not snapped to the grid. */
private static final float STACK_LENIENCE = 3f;
/** Stack time window of the previous object, in ms. */
private static final int STACK_TIMEOUT = 1000;
/** Stack position offset modifier. */
private static final float STACK_OFFSET_MODIFIER = 0.05f;
/** The associated beatmap. */
private Beatmap beatmap;
/** The associated GameData object. */
private GameData data;
/** Current hit object index (in both hit object arrays). */
private int objectIndex = 0;
/** The map's game objects, indexed by objectIndex. */
private GameObject[] gameObjects;
/** Delay time, in milliseconds, before song starts. */
private int leadInTime;
/** Hit object approach time, in milliseconds. */
private int approachTime;
/** The amount of time for hit objects to fade in, in milliseconds. */
private int fadeInTime;
/** Decay time for hit objects in the "Hidden" mod, in milliseconds. */
private int hiddenDecayTime;
/** Time before the hit object time by which the objects have completely faded in the "Hidden" mod, in milliseconds. */
private int hiddenTimeDiff;
/** Time offsets for obtaining each hit result (indexed by HIT_* constants). */
private int[] hitResultOffset;
/** Current restart state. */
private Restart restart;
/** Current break index in breaks ArrayList. */
private int breakIndex;
/** Break start time (0 if not in break). */
private int breakTime = 0;
/** Whether the break sound has been played. */
private boolean breakSound;
/** Skip button (displayed at song start, when necessary). */
private MenuButton skipButton;
/** Current timing point index in timingPoints ArrayList. */
private int timingPointIndex;
/** Current beat lengths (base value and inherited value). */
private float beatLengthBase, beatLength;
/** Whether the countdown sound has been played. */
private boolean
countdownReadySound, countdown3Sound, countdown1Sound,
countdown2Sound, countdownGoSound;
/** Mouse coordinates before game paused. */
private Vec2f pausedMousePosition;
/** Track position when game paused. */
private int pauseTime = -1;
/** Value for handling hitCircleSelect pulse effect (expanding, alpha level). */
private float pausePulse;
/** Whether a checkpoint has been loaded during this game. */
private boolean checkpointLoaded = false;
/** Number of deaths, used if "Easy" mod is enabled. */
private byte deaths = 0;
/** Track position at death, used if "Easy" mod is enabled. */
private int deathTime = -1;
/** System time position at death. */
private long failTime;
/** Track time position at death. */
private int failTrackTime;
/** Rotations for game objects at death. */
private IdentityHashMap<GameObject, Float> rotations;
/** Number of retries. */
private int retries = 0;
/** Whether or not this game is a replay. */
private boolean isReplay = false;
/** The replay, if any. */
private Replay replay;
/** The current replay frame index. */
private int replayIndex = 0;
/** The replay cursor coordinates. */
private int replayX, replayY;
/** Whether a replay key is currently pressed. */
private boolean replayKeyPressed;
/** The replay skip time, or -1 if none. */
private int replaySkipTime = -1;
/** The last replay frame time. */
private int lastReplayTime = 0;
/** The keys from the previous replay frame. */
private int lastReplayKeys = 0;
/** The last game keys pressed. */
private int lastKeysPressed = ReplayFrame.KEY_NONE;
/** The previous game mod state (before the replay). */
private int previousMods = 0;
/** The list of current replay frames (for recording replays). */
private LinkedList<ReplayFrame> replayFrames;
/** The offscreen image rendered to. */
private Image offscreen;
/** The offscreen graphics. */
private Graphics gOffscreen;
/** The current flashlight area radius. */
private int flashlightRadius;
/** The cursor coordinates using the "auto" or "relax" mods. */
private Vec2f autoMousePosition;
/** Whether or not the cursor should be pressed using the "auto" mod. */
private boolean autoMousePressed;
/** Playback speed (used in replays and "auto" mod). */
private PlaybackSpeed playbackSpeed;
/** Whether the game is currently seeking to a replay position. */
private boolean isSeeking;
/** Music position bar coordinates and dimensions (for replay seeking). */
private float musicBarX, musicBarY, musicBarWidth, musicBarHeight;
/** Music position bar background colors. */
private static final Color
MUSICBAR_NORMAL = new Color(12, 9, 10, 0.25f),
MUSICBAR_HOVER = new Color(12, 9, 10, 0.35f),
MUSICBAR_FILL = new Color(255, 255, 255, 0.75f);
// game-related variables
private GameContainer container;
private StateBasedGame game;
private Input input;
private final int state;
private final Cursor mirrorCursor;
public Game(int state) {
this.state = state;
mirrorCursor = new Cursor(true);
}
@Override
public void init(GameContainer container, StateBasedGame game)
throws SlickException {
this.container = container;
this.game = game;
input = container.getInput();
int width = container.getWidth();
int height = container.getHeight();
// create offscreen graphics
offscreen = new Image(width, height);
gOffscreen = offscreen.getGraphics();
gOffscreen.setBackground(Color.black);
// initialize music position bar location
musicBarX = width * 0.01f;
musicBarY = height * 0.05f;
musicBarWidth = Math.max(width * 0.005f, 7);
musicBarHeight = height * 0.9f;
// create the associated GameData object
data = new GameData(width, height);
}
@Override
public void render(GameContainer container, StateBasedGame game, Graphics g)
throws SlickException {
int width = container.getWidth();
int height = container.getHeight();
int trackPosition = MusicController.getPosition();
if (pauseTime > -1) // returning from pause screen
trackPosition = pauseTime;
else if (deathTime > -1) // "Easy" mod: health bar increasing
trackPosition = deathTime;
int firstObjectTime = beatmap.objects[0].getTime();
int timeDiff = firstObjectTime - trackPosition;
g.setBackground(Color.black);
// "flashlight" mod: initialize offscreen graphics
if (GameMod.FLASHLIGHT.isActive()) {
gOffscreen.clear();
Graphics.setCurrent(gOffscreen);
}
// background
if (!Dancer.removebg && GameMod.AUTO.isActive()) {
float dimLevel = Options.getBackgroundDim();
if (trackPosition < firstObjectTime) {
if (timeDiff < approachTime)
dimLevel += (1f - dimLevel) * ((float) timeDiff / approachTime);
else
dimLevel = 1f;
}
if (Options.isDefaultPlayfieldForced() || !beatmap.drawBackground(width, height, dimLevel, false)) {
Image playfield = GameImage.PLAYFIELD.getImage();
playfield.setAlpha(dimLevel);
playfield.draw();
playfield.setAlpha(1f);
}
}
if (GameMod.FLASHLIGHT.isActive())
Graphics.setCurrent(g);
// "auto" and "autopilot" mods: move cursor automatically
// TODO: this should really be in update(), not render()
autoMousePosition.set(width / 2, height / 2);
autoMousePressed = false;
if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
Vec2f autoPoint;
if (objectIndex < beatmap.objects.length) {
GameObject p;
if (objectIndex > 0) {
p = gameObjects[objectIndex - 1];
} else {
p = null;
}
Dancer d = Dancer.instance;
d.update(trackPosition, p, gameObjects[objectIndex]);
autoPoint = new Vec2f(d.x, d.y);
if (trackPosition < gameObjects[objectIndex].getTime()) {
autoMousePressed = true;
}
/*
// normal object
int objectTime = beatmap.objects[objectIndex].getTime();
if (trackPosition < objectTime) {
Vec2f startPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
int startTime = gameObjects[objectIndex - 1].getEndTime();
if (beatmap.breaks != null && breakIndex < beatmap.breaks.size()) {
// starting a break: keep cursor at previous hit object position
if (breakTime > 0 || objectTime > beatmap.breaks.get(breakIndex))
autoPoint = startPoint;
// after a break ends: move startTime to break end time
else if (breakIndex > 1) {
int lastBreakEndTime = beatmap.breaks.get(breakIndex - 1);
if (objectTime > lastBreakEndTime && startTime < lastBreakEndTime)
startTime = lastBreakEndTime;
}
}
if (autoPoint == null) {
Vec2f endPoint = gameObjects[objectIndex].getPointAt(trackPosition);
int totalTime = objectTime - startTime;
autoPoint = getPointAt(startPoint.x, startPoint.y, endPoint.x, endPoint.y, (float) (trackPosition - startTime) / totalTime);
// hit circles: show a mouse press
int offset300 = hitResultOffset[GameData.HIT_300];
if ((beatmap.objects[objectIndex].isCircle() && objectTime - trackPosition < offset300) ||
(beatmap.objects[objectIndex - 1].isCircle() && trackPosition - beatmap.objects[objectIndex - 1].getTime() < offset300))
autoMousePressed = true;
}
} else {
autoPoint = gameObjects[objectIndex].getPointAt(trackPosition);
autoMousePressed = true;
}
*/
} else {
// last object
autoPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
}
// set mouse coordinates
autoMousePosition.set(autoPoint.x, autoPoint.y);
}
// "flashlight" mod: restricted view of hit objects around cursor
if (GameMod.FLASHLIGHT.isActive()) {
// render hit objects offscreen
Graphics.setCurrent(gOffscreen);
int trackPos = (isLeadIn()) ? (leadInTime - Options.getMusicOffset()) * -1 : trackPosition;
drawHitObjects(gOffscreen, trackPos);
// restore original graphics context
gOffscreen.flush();
Graphics.setCurrent(g);
// draw alpha map around cursor
g.setDrawMode(Graphics.MODE_ALPHA_MAP);
g.clearAlphaMap();
int mouseX, mouseY;
if (pauseTime > -1 && pausedMousePosition != null) {
mouseX = (int) pausedMousePosition.x;
mouseY = (int) pausedMousePosition.y;
} else if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
mouseX = (int) autoMousePosition.x;
mouseY = (int) autoMousePosition.y;
} else if (isReplay) {
mouseX = replayX;
mouseY = replayY;
} else {
mouseX = input.getMouseX();
mouseY = input.getMouseY();
}
int alphaRadius = flashlightRadius * 256 / 215;
int alphaX = mouseX - alphaRadius / 2;
int alphaY = mouseY - alphaRadius / 2;
GameImage.ALPHA_MAP.getImage().draw(alphaX, alphaY, alphaRadius, alphaRadius);
// blend offscreen image
g.setDrawMode(Graphics.MODE_ALPHA_BLEND);
g.setClip(alphaX, alphaY, alphaRadius, alphaRadius);
g.drawImage(offscreen, 0, 0);
g.clearClip();
g.setDrawMode(Graphics.MODE_NORMAL);
}
// break periods
if (beatmap.breaks != null && breakIndex < beatmap.breaks.size() && breakTime > 0) {
int endTime = beatmap.breaks.get(breakIndex);
int breakLength = endTime - breakTime;
// letterbox effect (black bars on top/bottom)
if (beatmap.letterboxInBreaks && breakLength >= 4000) {
g.setColor(Color.black);
g.fillRect(0, 0, width, height * 0.125f);
g.fillRect(0, height * 0.875f, width, height * 0.125f);
}
if (!Dancer.hideui && GameMod.AUTO.isActive()) {
data.drawGameElements(g, true, objectIndex == 0);
}
if (breakLength >= 8000 &&
trackPosition - breakTime > 2000 &&
trackPosition - breakTime < 5000) {
// show break start
if (data.getHealth() >= 50) {
GameImage.SECTION_PASS.getImage().drawCentered(width / 2f, height / 2f);
if (!breakSound) {
SoundController.playSound(SoundEffect.SECTIONPASS);
breakSound = true;
}
} else {
GameImage.SECTION_FAIL.getImage().drawCentered(width / 2f, height / 2f);
if (!breakSound) {
SoundController.playSound(SoundEffect.SECTIONFAIL);
breakSound = true;
}
}
} else if (breakLength >= 4000) {
// show break end (flash four times for 250ms)
int endTimeDiff = endTime - trackPosition;
if (endTimeDiff < 2000 && (endTimeDiff / 250 % 2) == 1) {
Image arrow = GameImage.WARNINGARROW.getImage();
arrow.setRotation(0);
arrow.draw(width * 0.15f, height * 0.15f);
arrow.draw(width * 0.15f, height * 0.75f);
arrow = arrow.getFlippedCopy(true, false);
arrow.draw(width * 0.75f, height * 0.15f);
arrow.draw(width * 0.75f, height * 0.75f);
}
}
}
// non-break
else {
if (!GameMod.AUTO.isActive() || !Dancer.hideui) {
// game elements
data.drawGameElements(g, false, objectIndex == 0);
// skip beginning
if (objectIndex == 0 &&
trackPosition < beatmap.objects[0].getTime() - SKIP_OFFSET)
skipButton.draw();
// show retries
if (retries >= 2 && timeDiff >= -1000) {
int retryHeight = Math.max(
GameImage.SCOREBAR_BG.getImage().getHeight(),
GameImage.SCOREBAR_KI.getImage().getHeight()
);
float oldAlpha = Colors.WHITE_FADE.a;
if (timeDiff < -500)
Colors.WHITE_FADE.a = (1000 + timeDiff) / 500f;
Fonts.MEDIUM.drawString(
2 + (width / 100), retryHeight,
String.format("%d retries and counting...", retries),
Colors.WHITE_FADE
);
Colors.WHITE_FADE.a = oldAlpha;
}
if (isLeadIn())
trackPosition = (leadInTime - Options.getMusicOffset()) * -1; // render approach circles during song lead-in
// countdown
if (beatmap.countdown > 0) {
float speedModifier = GameMod.getSpeedMultiplier() * playbackSpeed.getModifier();
timeDiff = firstObjectTime - trackPosition;
if (timeDiff >= 500 * speedModifier && timeDiff < 3000 * speedModifier) {
if (timeDiff >= 1500 * speedModifier) {
GameImage.COUNTDOWN_READY.getImage().drawCentered(width / 2, height / 2);
if (!countdownReadySound) {
SoundController.playSound(SoundEffect.READY);
countdownReadySound = true;
}
}
if (timeDiff < 2000 * speedModifier) {
GameImage.COUNTDOWN_3.getImage().draw(0, 0);
if (!countdown3Sound) {
SoundController.playSound(SoundEffect.COUNT3);
countdown3Sound = true;
}
}
if (timeDiff < 1500 * speedModifier) {
GameImage.COUNTDOWN_2.getImage().draw(width - GameImage.COUNTDOWN_2.getImage().getWidth(), 0);
if (!countdown2Sound) {
SoundController.playSound(SoundEffect.COUNT2);
countdown2Sound = true;
}
}
if (timeDiff < 1000 * speedModifier) {
GameImage.COUNTDOWN_1.getImage().drawCentered(width / 2, height / 2);
if (!countdown1Sound) {
SoundController.playSound(SoundEffect.COUNT1);
countdown1Sound = true;
}
}
} else if (timeDiff >= -500 * speedModifier && timeDiff < 500 * speedModifier) {
Image go = GameImage.COUNTDOWN_GO.getImage();
go.setAlpha((timeDiff < 0) ? 1 - (timeDiff / speedModifier / -500f) : 1);
go.drawCentered(width / 2, height / 2);
if (!countdownGoSound) {
SoundController.playSound(SoundEffect.GO);
countdownGoSound = true;
}
}
}
} else {
// skip beginning
if (objectIndex == 0 &&
trackPosition < beatmap.objects[0].getTime() - SKIP_OFFSET)
skipButton.draw();
}
// draw hit objects
if (!GameMod.FLASHLIGHT.isActive())
drawHitObjects(g, trackPosition);
}
if (!Dancer.hideui && GameMod.AUTO.isActive())
GameImage.UNRANKED.getImage().drawCentered(width / 2, height * 0.077f);
// draw replay speed button
if (isReplay || (!Dancer.hideui && GameMod.AUTO.isActive()))
playbackSpeed.getButton().draw();
// draw music position bar (for replay seeking)
if (isReplay && Options.isReplaySeekingEnabled()) {
int mouseX = input.getMouseX(), mouseY = input.getMouseY();
g.setColor((musicPositionBarContains(mouseX, mouseY)) ? MUSICBAR_HOVER : MUSICBAR_NORMAL);
g.fillRoundRect(musicBarX, musicBarY, musicBarWidth, musicBarHeight, 4);
if (!isLeadIn()) {
g.setColor(MUSICBAR_FILL);
float musicBarPosition = Math.min((float) trackPosition / beatmap.endTime, 1f);
g.fillRoundRect(musicBarX, musicBarY, musicBarWidth, musicBarHeight * musicBarPosition, 4);
}
}
// returning from pause screen
if (pauseTime > -1 && pausedMousePosition != null) {
// darken the screen
g.setColor(Colors.BLACK_ALPHA);
g.fillRect(0, 0, width, height);
// draw glowing hit select circle and pulse effect
int circleDiameter = GameImage.HITCIRCLE.getImage().getWidth();
Image cursorCircle = GameImage.HITCIRCLE_SELECT.getImage().getScaledCopy(circleDiameter, circleDiameter);
cursorCircle.setAlpha(1.0f);
cursorCircle.drawCentered(pausedMousePosition.x, pausedMousePosition.y);
Image cursorCirclePulse = cursorCircle.getScaledCopy(1f + pausePulse);
cursorCirclePulse.setAlpha(1f - pausePulse);
cursorCirclePulse.drawCentered(pausedMousePosition.x, pausedMousePosition.y);
}
if (isReplay)
UI.draw(g, replayX, replayY, replayKeyPressed);
else if (GameMod.AUTO.isActive()) {
UI.draw(g, (int) autoMousePosition.x, (int) autoMousePosition.y, autoMousePressed);
if (Dancer.mirror && GameMod.AUTO.isActive()) {
double dx = autoMousePosition.x - Options.width / 2d;
double dy = autoMousePosition.y - Options.height / 2d;
double d = Math.sqrt(dx * dx + dy * dy);
double a = Math.atan2(dy, dx) + Math.PI;
mirrorCursor.draw((int) (Math.cos(a) * d + Options.width / 2), (int) (Math.sin(a) * d + Options.height / 2), autoMousePressed);
}
}
else if (GameMod.AUTOPILOT.isActive())
UI.draw(g, (int) autoMousePosition.x, (int) autoMousePosition.y, Utils.isGameKeyPressed());
else
UI.draw(g);
}
@Override
public void update(GameContainer container, StateBasedGame game, int delta)
throws SlickException {
UI.update(delta);
Pippi.update(delta);
int mouseX = input.getMouseX(), mouseY = input.getMouseY();
skipButton.hoverUpdate(delta, mouseX, mouseY);
if (isReplay || GameMod.AUTO.isActive())
playbackSpeed.getButton().hoverUpdate(delta, mouseX, mouseY);
int trackPosition = MusicController.getPosition();
// returning from pause screen: must click previous mouse position
if (pauseTime > -1) {
// paused during lead-in or break, or "relax" or "autopilot": continue immediately
if (pausedMousePosition == null || (GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive())) {
pauseTime = -1;
if (!isLeadIn())
MusicController.resume();
}
// focus lost: go back to pause screen
else if (!container.hasFocus()) {
game.enterState(Opsu.STATE_GAMEPAUSEMENU);
pausePulse = 0f;
}
// advance pulse animation
else {
pausePulse += delta / 750f;
if (pausePulse > 1f)
pausePulse = 0f;
}
return;
}
// replays: skip intro
if (isReplay && replaySkipTime > -1 && trackPosition >= replaySkipTime) {
if (skipIntro())
trackPosition = MusicController.getPosition();
}
// "flashlight" mod: calculate visible area radius
updateFlashlightRadius(delta, trackPosition);
// stop updating during song lead-in
if (isLeadIn()) {
leadInTime -= delta;
if (!isLeadIn())
MusicController.resume();
return;
}
// "Easy" mod: multiple "lives"
if (GameMod.EASY.isActive() && deathTime > -1) {
if (data.getHealth() < 99f) {
data.changeHealth(delta / 10f);
data.updateDisplays(delta);
return;
}
MusicController.resume();
deathTime = -1;
}
// normal game update
if (!isReplay)
addReplayFrameAndRun(mouseX, mouseY, lastKeysPressed, trackPosition);
// watching replay
else {
// out of frames, use previous data
if (replayIndex >= replay.frames.length)
updateGame(replayX, replayY, delta, MusicController.getPosition(), lastKeysPressed);
// seeking to a position earlier than original track position
if (isSeeking && replayIndex - 1 >= 1 && replayIndex < replay.frames.length &&
trackPosition < replay.frames[replayIndex - 1].getTime()) {
replayIndex = 0;
while (objectIndex >= 0) {
gameObjects[objectIndex].reset();
objectIndex--;
}
// reset game data
resetGameData();
// load the first timingPoint
if (!beatmap.timingPoints.isEmpty()) {
TimingPoint timingPoint = beatmap.timingPoints.get(0);
if (!timingPoint.isInherited()) {
setBeatLength(timingPoint, true);
timingPointIndex++;
}
}
}
// update and run replay frames
while (replayIndex < replay.frames.length && trackPosition >= replay.frames[replayIndex].getTime()) {
ReplayFrame frame = replay.frames[replayIndex];
replayX = frame.getScaledX();
replayY = frame.getScaledY();
replayKeyPressed = frame.isKeyPressed();
lastKeysPressed = frame.getKeys();
runReplayFrame(frame);
replayIndex++;
}
mouseX = replayX;
mouseY = replayY;
// unmute sounds
if (isSeeking) {
isSeeking = false;
SoundController.mute(false);
}
}
data.updateDisplays(delta);
}
/**
* Updates the game.
* @param mouseX the mouse x coordinate
* @param mouseY the mouse y coordinate
* @param delta the delta interval
* @param trackPosition the track position
* @param keys the keys that are pressed
*/
private void updateGame(int mouseX, int mouseY, int delta, int trackPosition, int keys) {
// map complete!
if (objectIndex >= gameObjects.length || (MusicController.trackEnded() && objectIndex > 0)) {
// track ended before last object was processed: force a hit result
if (MusicController.trackEnded() && objectIndex < gameObjects.length)
gameObjects[objectIndex].update(true, delta, mouseX, mouseY, false, trackPosition);
// if checkpoint used, skip ranking screen
if (checkpointLoaded)
game.closeRequested();
// go to ranking screen
else {
boolean unranked = (GameMod.AUTO.isActive() || GameMod.RELAX.isActive() || GameMod.AUTOPILOT.isActive());
((GameRanking) game.getState(Opsu.STATE_GAMERANKING)).setGameData(data);
if (isReplay)
data.setReplay(replay);
else if (replayFrames != null) {
// finalize replay frames with start/skip frames
if (!replayFrames.isEmpty())
replayFrames.getFirst().setTimeDiff(replaySkipTime * -1);
replayFrames.addFirst(ReplayFrame.getStartFrame(replaySkipTime));
replayFrames.addFirst(ReplayFrame.getStartFrame(0));
Replay r = data.getReplay(replayFrames.toArray(new ReplayFrame[replayFrames.size()]), beatmap);
if (r != null && !unranked)
r.save();
}
ScoreData score = data.getScoreData(beatmap);
data.setGameplay(!isReplay);
// add score to database
if (!unranked && !isReplay)
ScoreDB.addScore(score);
game.enterState(Opsu.STATE_GAMERANKING, new EasedFadeOutTransition(), new FadeInTransition());
}
return;
}
GameObject g = gameObjects[objectIndex];
if (g.isCircle() || g.isSlider() && g.getTime() <= trackPosition) {
Cursor.lastObjColor = g.getColor();
Cursor.lastMirroredObjColor = g.getMirroredColor();
}
// timing points
if (timingPointIndex < beatmap.timingPoints.size()) {
TimingPoint timingPoint = beatmap.timingPoints.get(timingPointIndex);
if (trackPosition >= timingPoint.getTime()) {
setBeatLength(timingPoint, true);
timingPointIndex++;
}
}
// song beginning
if (objectIndex == 0 && trackPosition < beatmap.objects[0].getTime())
return; // nothing to do here
// break periods
if (beatmap.breaks != null && breakIndex < beatmap.breaks.size()) {
int breakValue = beatmap.breaks.get(breakIndex);
if (breakTime > 0) { // in a break period
if (trackPosition < breakValue)
return;
else {
// break is over
breakTime = 0;
breakIndex++;
}
} else if (trackPosition >= breakValue) {
// start a break
breakTime = breakValue;
breakSound = false;
breakIndex++;
return;
}
}
// pause game if focus lost
if (!container.hasFocus() && !GameMod.AUTO.isActive() && !isReplay) {
if (pauseTime < 0) {
pausedMousePosition = new Vec2f(mouseX, mouseY);
pausePulse = 0f;
}
if (MusicController.isPlaying() || isLeadIn())
pauseTime = trackPosition;
game.enterState(Opsu.STATE_GAMEPAUSEMENU, new EmptyTransition(), new FadeInTransition());
}
// drain health
data.changeHealth(delta * -1 * GameData.HP_DRAIN_MULTIPLIER);
if (!data.isAlive()) {
// "Easy" mod
if (GameMod.EASY.isActive() && !GameMod.SUDDEN_DEATH.isActive()) {
deaths++;
if (deaths < 3) {
deathTime = trackPosition;
MusicController.pause();
return;
}
}
// game over, force a restart
if (!isReplay) {
if (restart != Restart.LOSE) {
restart = Restart.LOSE;
failTime = System.currentTimeMillis();
failTrackTime = MusicController.getPosition();
MusicController.fadeOut(MUSIC_FADEOUT_TIME);
MusicController.pitchFadeOut(MUSIC_FADEOUT_TIME);
rotations = new IdentityHashMap<GameObject, Float>();
SoundController.playSound(SoundEffect.FAIL);
// fade to pause menu
game.enterState(Opsu.STATE_GAMEPAUSEMENU,
new DelayedFadeOutTransition(Color.black, MUSIC_FADEOUT_TIME, MUSIC_FADEOUT_TIME - LOSE_FADEOUT_TIME),
new FadeInTransition());
}
}
}
// don't process hit results when already lost
if (restart != Restart.LOSE) {
// update objects (loop in unlikely event of any skipped indexes)
boolean keyPressed = keys != ReplayFrame.KEY_NONE;
while (objectIndex < gameObjects.length && trackPosition > beatmap.objects[objectIndex].getTime()) {
// check if we've already passed the next object's start time
boolean overlap = (objectIndex + 1 < gameObjects.length &&
trackPosition > beatmap.objects[objectIndex + 1].getTime() - hitResultOffset[GameData.HIT_50]);
// update hit object and check completion status
if (gameObjects[objectIndex].update(overlap, delta, mouseX, mouseY, keyPressed, trackPosition))
objectIndex++; // done, so increment object index
else
break;
}
}
}
@Override
public int getID() { return state; }
@Override
public void keyPressed(int key, char c) {
int trackPosition = MusicController.getPosition();
int mouseX = input.getMouseX();
int mouseY = input.getMouseY();
// game keys
if (!Keyboard.isRepeatEvent()) {
int keys = ReplayFrame.KEY_NONE;
if (key == Options.getGameKeyLeft())
keys = ReplayFrame.KEY_K1;
else if (key == Options.getGameKeyRight())
keys = ReplayFrame.KEY_K2;
if (keys != ReplayFrame.KEY_NONE)
gameKeyPressed(keys, mouseX, mouseY, trackPosition);
}
switch (key) {
case Input.KEY_ESCAPE:
// "auto" mod or watching replay: go back to song menu
if (GameMod.AUTO.isActive() || isReplay) {
game.closeRequested();
break;
}
// pause game
if (pauseTime < 0 && breakTime <= 0 && trackPosition >= beatmap.objects[0].getTime()) {
pausedMousePosition = new Vec2f(mouseX, mouseY);
pausePulse = 0f;
}
if (MusicController.isPlaying() || isLeadIn())
pauseTime = trackPosition;
game.enterState(Opsu.STATE_GAMEPAUSEMENU, new EmptyTransition(), new FadeInTransition());
break;
case Input.KEY_SPACE:
// skip intro
skipIntro();
break;
case Input.KEY_R:
// restart
if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
try {
if (trackPosition < beatmap.objects[0].getTime())
retries--; // don't count this retry (cancel out later increment)
restart = Restart.MANUAL;
enter(container, game);
skipIntro();
} catch (SlickException e) {
ErrorHandler.error("Failed to restart game.", e, false);
}
}
break;
case Input.KEY_S:
// save checkpoint
if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
if (isLeadIn())
break;
int position = (pauseTime > -1) ? pauseTime : trackPosition;
if (Options.setCheckpoint(position / 1000)) {
SoundController.playSound(SoundEffect.MENUCLICK);
UI.sendBarNotification("Checkpoint saved.");
}
}
break;
case Input.KEY_L:
// load checkpoint
if (input.isKeyDown(Input.KEY_RCONTROL) || input.isKeyDown(Input.KEY_LCONTROL)) {
int checkpoint = Options.getCheckpoint();
if (checkpoint == 0 || checkpoint > beatmap.endTime)
break; // invalid checkpoint
try {
restart = Restart.MANUAL;
enter(container, game);
checkpointLoaded = true;
if (isLeadIn()) {
leadInTime = 0;
MusicController.resume();
}
SoundController.playSound(SoundEffect.MENUHIT);
UI.sendBarNotification("Checkpoint loaded.");
// skip to checkpoint
MusicController.setPosition(checkpoint);
MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
while (objectIndex < gameObjects.length &&
beatmap.objects[objectIndex++].getTime() <= checkpoint)
;
objectIndex--;
lastReplayTime = beatmap.objects[objectIndex].getTime();
} catch (SlickException e) {
ErrorHandler.error("Failed to load checkpoint.", e, false);
}
}
break;
case Input.KEY_F:
// change playback speed
if (isReplay || GameMod.AUTO.isActive()) {
playbackSpeed = playbackSpeed.next();
MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
}
break;
case Input.KEY_UP:
UI.changeVolume(1);
break;
case Input.KEY_DOWN:
UI.changeVolume(-1);
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) {
// watching replay
if (isReplay || GameMod.AUTO.isActive()) {
if (button == Input.MOUSE_MIDDLE_BUTTON)
return;
// skip button
if (skipButton.contains(x, y))
skipIntro();
// playback speed button
else if (playbackSpeed.getButton().contains(x, y)) {
playbackSpeed = playbackSpeed.next();
MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
}
// replay seeking
else if (Options.isReplaySeekingEnabled() && !GameMod.AUTO.isActive() && musicPositionBarContains(x, y)) {
SoundController.mute(true); // mute sounds while seeking
float pos = (y - musicBarY) / musicBarHeight * beatmap.endTime;
MusicController.setPosition((int) pos);
isSeeking = true;
}
return;
}
if (Options.isMouseDisabled())
return;
// mouse wheel: pause the game
if (button == Input.MOUSE_MIDDLE_BUTTON && !Options.isMouseWheelDisabled()) {
int trackPosition = MusicController.getPosition();
if (pauseTime < 0 && breakTime <= 0 && trackPosition >= beatmap.objects[0].getTime()) {
pausedMousePosition = new Vec2f(x, y);
pausePulse = 0f;
}
if (MusicController.isPlaying() || isLeadIn())
pauseTime = trackPosition;
game.enterState(Opsu.STATE_GAMEPAUSEMENU, new EmptyTransition(), new FadeInTransition());
return;
}
// game keys
int keys = ReplayFrame.KEY_NONE;
if (button == Input.MOUSE_LEFT_BUTTON)
keys = ReplayFrame.KEY_M1;
else if (button == Input.MOUSE_RIGHT_BUTTON)
keys = ReplayFrame.KEY_M2;
if (keys != ReplayFrame.KEY_NONE)
gameKeyPressed(keys, x, y, MusicController.getPosition());
}
/**
* Handles a game key pressed event.
* @param keys the game keys pressed
* @param x the mouse x coordinate
* @param y the mouse y coordinate
* @param trackPosition the track position
*/
private void gameKeyPressed(int keys, int x, int y, int trackPosition) {
// returning from pause screen
if (pauseTime > -1) {
double distance = Math.hypot(pausedMousePosition.x - x, pausedMousePosition.y - y);
int circleRadius = GameImage.HITCIRCLE.getImage().getWidth() / 2;
if (distance < circleRadius) {
// unpause the game
pauseTime = -1;
pausedMousePosition = null;
if (!isLeadIn())
MusicController.resume();
}
return;
}
// skip beginning
if (skipButton.contains(x, y)) {
if (skipIntro())
return; // successfully skipped
}
// "auto" and "relax" mods: ignore user actions
if (GameMod.AUTO.isActive() || GameMod.RELAX.isActive())
return;
// send a game key press
if (!isReplay && keys != ReplayFrame.KEY_NONE) {
lastKeysPressed |= keys; // set keys bits
addReplayFrameAndRun(x, y, lastKeysPressed, trackPosition);
}
}
@Override
public void mouseReleased(int button, int x, int y) {
if (Options.isMouseDisabled())
return;
if (button == Input.MOUSE_MIDDLE_BUTTON)
return;
int keys = ReplayFrame.KEY_NONE;
if (button == Input.MOUSE_LEFT_BUTTON)
keys = ReplayFrame.KEY_M1;
else if (button == Input.MOUSE_RIGHT_BUTTON)
keys = ReplayFrame.KEY_M2;
if (keys != ReplayFrame.KEY_NONE)
gameKeyReleased(keys, x, y, MusicController.getPosition());
}
@Override
public void keyReleased(int key, char c) {
int keys = ReplayFrame.KEY_NONE;
if (key == Options.getGameKeyLeft())
keys = ReplayFrame.KEY_K1;
else if (key == Options.getGameKeyRight())
keys = ReplayFrame.KEY_K2;
if (keys != ReplayFrame.KEY_NONE)
gameKeyReleased(keys, input.getMouseX(), input.getMouseY(), MusicController.getPosition());
}
/**
* Handles a game key released event.
* @param keys the game keys released
* @param x the mouse x coordinate
* @param y the mouse y coordinate
* @param trackPosition the track position
*/
private void gameKeyReleased(int keys, int x, int y, int trackPosition) {
if (!isReplay && keys != ReplayFrame.KEY_NONE && !isLeadIn() && pauseTime == -1) {
lastKeysPressed &= ~keys; // clear keys bits
addReplayFrameAndRun(x, y, lastKeysPressed, trackPosition);
}
}
@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();
if (beatmap == null || beatmap.objects == null)
throw new RuntimeException("Running game with no beatmap loaded.");
Dancer.instance.reset();
Pippi.reset();
MoverDirection.reset(beatmap.getTitle());
// free all previously cached hitobject to framebuffer mappings if some still exist
FrameBufferCache.getInstance().freeMap();
// grab the mouse (not working for touchscreen)
// container.setMouseGrabbed(true);
// restart the game
if (restart != Restart.FALSE) {
// load mods
if (isReplay) {
previousMods = GameMod.getModState();
GameMod.loadModState(replay.mods);
}
data.setGameplay(true);
// check restart state
if (restart == Restart.NEW) {
// new game
loadImages();
setMapModifiers();
retries = 0;
} else if (restart == Restart.MANUAL) {
// retry
retries++;
} else if (restart == Restart.REPLAY)
retries = 0;
gameObjects = new GameObject[beatmap.objects.length];
playbackSpeed = PlaybackSpeed.NORMAL;
// reset game data
resetGameData();
// load the first timingPoint for stacking
if (!beatmap.timingPoints.isEmpty()) {
TimingPoint timingPoint = beatmap.timingPoints.get(0);
if (!timingPoint.isInherited()) {
setBeatLength(timingPoint, true);
timingPointIndex++;
}
}
// initialize object maps
CursorColorOverrides.comboColors = ObjectColorOverrides.comboColors = beatmap.getComboColors();
ObjectColorOverrides.hue = 0f;
for (int i = 0; i < beatmap.objects.length; i++) {
HitObject hitObject = beatmap.objects[i];
// is this the last note in the combo?
boolean comboEnd = false;
if (i + 1 >= beatmap.objects.length || beatmap.objects[i + 1].isNewCombo())
comboEnd = true;
// pass beatLength to hit objects
int hitObjectTime = hitObject.getTime();
while (timingPointIndex < beatmap.timingPoints.size()) {
TimingPoint timingPoint = beatmap.timingPoints.get(timingPointIndex);
if (timingPoint.getTime() > hitObjectTime)
break;
setBeatLength(timingPoint, false);
timingPointIndex++;
}
try {
if (hitObject.isCircle())
gameObjects[i] = new Circle(hitObject, this, data, hitObject.getComboIndex(), comboEnd);
else if (hitObject.isSlider())
gameObjects[i] = new Slider(hitObject, this, data, hitObject.getComboIndex(), comboEnd);
else if (hitObject.isSpinner())
gameObjects[i] = new Spinner(hitObject, this, data);
} catch (Exception e) {
// try to handle the error gracefully: substitute in a dummy GameObject
ErrorHandler.error(String.format("Failed to create %s at index %d:\n%s",
hitObject.getTypeName(), i, hitObject.toString()), e, true);
gameObjects[i] = new DummyObject(hitObject);
}
}
// stack calculations
calculateStacks();
// load the first timingPoint
timingPointIndex = 0;
beatLengthBase = beatLength = 1;
if (!beatmap.timingPoints.isEmpty()) {
TimingPoint timingPoint = beatmap.timingPoints.get(0);
if (!timingPoint.isInherited()) {
setBeatLength(timingPoint, true);
timingPointIndex++;
}
}
// unhide cursor for "auto" mod and replays
if (GameMod.AUTO.isActive() || isReplay)
UI.getCursor().show();
// load replay frames
if (isReplay) {
// load initial data
replayX = container.getWidth() / 2;
replayY = container.getHeight() / 2;
replayKeyPressed = false;
replaySkipTime = -1;
for (replayIndex = 0; replayIndex < replay.frames.length; replayIndex++) {
ReplayFrame frame = replay.frames[replayIndex];
if (frame.getY() < 0) { // skip time (?)
if (frame.getTime() >= 0 && replayIndex > 0)
replaySkipTime = frame.getTime();
} else if (frame.getTime() == 0) {
replayX = frame.getScaledX();
replayY = frame.getScaledY();
replayKeyPressed = frame.isKeyPressed();
} else
break;
}
}
// initialize replay-recording structures
else {
lastKeysPressed = ReplayFrame.KEY_NONE;
replaySkipTime = -1;
replayFrames = new LinkedList<ReplayFrame>();
replayFrames.add(new ReplayFrame(0, 0, input.getMouseX(), input.getMouseY(), 0));
}
for (int i = 0; i < gameObjects.length; i++) {
gameObjects[i].updateStartEndPositions(beatmap.objects[i].getTime());
}
leadInTime = beatmap.audioLeadIn + approachTime;
restart = Restart.FALSE;
// needs to play before setting position to resume without lag later
MusicController.play(false);
MusicController.setPosition(0);
MusicController.setPitch(GameMod.getSpeedMultiplier());
MusicController.pause();
SoundController.mute(false);
}
skipButton.resetHover();
if (isReplay || GameMod.AUTO.isActive())
playbackSpeed.getButton().resetHover();
MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
}
@Override
public void leave(GameContainer container, StateBasedGame game)
throws SlickException {
// container.setMouseGrabbed(false);
Cursor.lastObjColor = Color.white;
Cursor.lastMirroredObjColor = Color.white;
// re-hide cursor
if (GameMod.AUTO.isActive() || isReplay)
UI.getCursor().hide();
// replays
if (isReplay)
GameMod.loadModState(previousMods);
}
/**
* Draws hit objects, hit results, and follow points.
* @param g the graphics context
* @param trackPosition the track position
*/
private void drawHitObjects(Graphics g, int trackPosition) {
// include previous object in follow points
int lastObjectIndex = -1;
if (objectIndex > 0 && objectIndex < beatmap.objects.length &&
trackPosition < beatmap.objects[objectIndex].getTime() && !beatmap.objects[objectIndex - 1].isSpinner())
lastObjectIndex = objectIndex - 1;
boolean loseState = (restart == Restart.LOSE);
if (loseState)
trackPosition = failTrackTime + (int) (System.currentTimeMillis() - failTime);
// get hit objects in reverse order, or else overlapping objects are unreadable
Stack<Integer> stack = new Stack<Integer>();
for (int index = objectIndex; index < gameObjects.length && beatmap.objects[index].getTime() < trackPosition + approachTime; index++) {
stack.add(index);
// draw follow points
if (!Options.isFollowPointEnabled() || loseState)
continue;
if (beatmap.objects[index].isSpinner()) {
lastObjectIndex = -1;
continue;
}
if (lastObjectIndex != -1 && !beatmap.objects[index].isNewCombo()) {
// calculate points
final int followPointInterval = container.getHeight() / 14;
int lastObjectEndTime = gameObjects[lastObjectIndex].getEndTime() + 1;
int objectStartTime = beatmap.objects[index].getTime();
Vec2f startPoint = gameObjects[lastObjectIndex].getPointAt(lastObjectEndTime);
Vec2f endPoint = gameObjects[index].getPointAt(objectStartTime);
float xDiff = endPoint.x - startPoint.x;
float yDiff = endPoint.y - startPoint.y;
float dist = (float) Math.hypot(xDiff, yDiff);
int numPoints = (int) ((dist - GameImage.HITCIRCLE.getImage().getWidth()) / followPointInterval);
if (numPoints > 0) {
// set the image angle
Image followPoint = GameImage.FOLLOWPOINT.getImage();
float angle = (float) Math.toDegrees(Math.atan2(yDiff, xDiff));
followPoint.setRotation(angle);
// draw points
float progress = 0f, alpha = 1f;
if (lastObjectIndex < objectIndex)
progress = (float) (trackPosition - lastObjectEndTime) / (objectStartTime - lastObjectEndTime);
else {
alpha = Utils.clamp((1f - ((objectStartTime - trackPosition) / (float) approachTime)) * 2f, 0, 1);
followPoint.setAlpha(alpha);
}
float step = 1f / (numPoints + 1);
float t = step;
for (int i = 0; i < numPoints; i++) {
float x = startPoint.x + xDiff * t;
float y = startPoint.y + yDiff * t;
float nextT = t + step;
if (lastObjectIndex < objectIndex) { // fade the previous trail
if (progress < nextT) {
if (progress > t)
followPoint.setAlpha(1f - ((progress - t + step) / (step * 2f)));
else if (progress > t - step)
followPoint.setAlpha(1f - ((progress - (t - step)) / (step * 2f)));
else
followPoint.setAlpha(1f);
followPoint.drawCentered(x, y);
}
} else
followPoint.drawCentered(x, y);
t = nextT;
}
followPoint.setAlpha(1f);
}
}
lastObjectIndex = index;
}
// draw hit objects
while (!stack.isEmpty()){
int idx = stack.pop();
GameObject gameObj = gameObjects[idx];
// normal case
if (!loseState) {
if (!Dancer.hideobjects) {
gameObj.draw(g, trackPosition, false);
if (Dancer.mirror && GameMod.AUTO.isActive()) {
g.pushTransform();
g.rotate(Options.width / 2f, Options.height / 2f, 180f);
gameObj.draw(g, trackPosition, true);
g.popTransform();
}
}
}
// death: make objects "fall" off the screen
else {
// time the object began falling
int objTime = Math.max(beatmap.objects[idx].getTime() - approachTime, failTrackTime);
float dt = (trackPosition - objTime) / (float) (MUSIC_FADEOUT_TIME);
// would the object already be visible?
if (dt <= 0)
continue;
// generate rotation speeds for each objects
final float rotSpeed;
if (rotations.containsKey(gameObj)) {
rotSpeed = rotations.get(gameObj);
} else {
rotSpeed = (float) (2.0f * (Math.random() - 0.5f) * MAX_ROTATION);
rotations.put(gameObj, rotSpeed);
}
g.pushTransform();
// translate and rotate the object
g.translate(0, dt * dt * container.getHeight());
Vec2f rotationCenter = gameObj.getPointAt(beatmap.objects[idx].getTime());
g.rotate(rotationCenter.x, rotationCenter.y, rotSpeed * dt);
gameObj.draw(g, trackPosition, false);
g.popTransform();
}
}
// draw result objects
if (!Dancer.hideobjects) {
data.drawHitResults(trackPosition);
}
}
/**
* Loads all required data from a beatmap.
* @param beatmap the beatmap to load
*/
public void loadBeatmap(Beatmap beatmap) {
this.beatmap = beatmap;
Display.setTitle(String.format("%s - %s", game.getTitle(), beatmap.toString()));
if (beatmap.timingPoints == null)
BeatmapDB.load(beatmap, BeatmapDB.LOAD_ARRAY);
BeatmapParser.parseHitObjects(beatmap);
HitSound.setDefaultSampleSet(beatmap.sampleSet);
}
/**
* Resets all game data and structures.
*/
public void resetGameData() {
data.clear();
objectIndex = 0;
breakIndex = 0;
breakTime = 0;
breakSound = false;
timingPointIndex = 0;
beatLengthBase = beatLength = 1;
pauseTime = -1;
pausedMousePosition = null;
countdownReadySound = false;
countdown3Sound = false;
countdown1Sound = false;
countdown2Sound = false;
countdownGoSound = false;
checkpointLoaded = false;
deaths = 0;
deathTime = -1;
replayFrames = null;
lastReplayTime = 0;
autoMousePosition = new Vec2f();
autoMousePressed = false;
flashlightRadius = container.getHeight() * 2 / 3;
System.gc();
}
/**
* Skips the beginning of a track.
* @return {@code true} if skipped, {@code false} otherwise
*/
private synchronized boolean skipIntro() {
int firstObjectTime = beatmap.objects[0].getTime();
int trackPosition = MusicController.getPosition();
if (objectIndex == 0 && trackPosition < firstObjectTime - SKIP_OFFSET) {
if (isLeadIn()) {
leadInTime = 0;
MusicController.resume();
}
MusicController.setPosition(firstObjectTime - SKIP_OFFSET);
MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
replaySkipTime = (isReplay) ? -1 : trackPosition;
if (isReplay) {
replayX = (int) skipButton.getX();
replayY = (int) skipButton.getY();
}
SoundController.playSound(SoundEffect.MENUHIT);
return true;
}
return false;
}
/**
* Loads all game images.
*/
private void loadImages() {
int width = container.getWidth();
int height = container.getHeight();
// set images
File parent = beatmap.getFile().getParentFile();
for (GameImage img : GameImage.values()) {
if (img.isBeatmapSkinnable()) {
img.setDefaultImage();
img.setBeatmapSkinImage(parent);
}
}
// skip button
if (GameImage.SKIP.getImages() != null) {
Animation skip = GameImage.SKIP.getAnimation(120);
skipButton = new MenuButton(skip, width - skip.getWidth() / 2f, height - (skip.getHeight() / 2f));
} else {
Image skip = GameImage.SKIP.getImage();
skipButton = new MenuButton(skip, width - skip.getWidth() / 2f, height - (skip.getHeight() / 2f));
}
skipButton.setHoverAnimationDuration(350);
skipButton.setHoverAnimationEquation(AnimationEquation.IN_OUT_BACK);
skipButton.setHoverExpand(1.1f, MenuButton.Expand.UP_LEFT);
// load other images...
((GamePauseMenu) game.getState(Opsu.STATE_GAMEPAUSEMENU)).loadImages();
data.loadImages();
}
/**
* Set map modifiers.
*/
private void setMapModifiers() {
// map-based properties, re-initialized each game
float multiplier = GameMod.getDifficultyMultiplier();
float circleSize = Math.min(beatmap.circleSize * multiplier, 10f);
float approachRate = Math.min(beatmap.approachRate * multiplier, 10f);
float overallDifficulty = Math.min(beatmap.overallDifficulty * multiplier, 10f);
float HPDrainRate = Math.min(beatmap.HPDrainRate * multiplier, 10f);
// fixed difficulty overrides
if (Options.getFixedCS() > 0f)
circleSize = Options.getFixedCS();
if (Options.getFixedAR() > 0f)
approachRate = Options.getFixedAR();
if (Options.getFixedOD() > 0f)
overallDifficulty = Options.getFixedOD();
if (Options.getFixedHP() > 0f)
HPDrainRate = Options.getFixedHP();
// Stack modifier scales with hit object size
// StackOffset = HitObjectRadius / 10
//int diameter = (int) (104 - (circleSize * 8));
float diameter = 108.848f - (circleSize * 8.9646f);
HitObject.setStackOffset(diameter * STACK_OFFSET_MODIFIER);
// initialize objects
Circle.init(container, diameter);
Slider.init(container, diameter, beatmap);
Spinner.init(container, overallDifficulty);
Curve.init(container.getWidth(), container.getHeight(), diameter, (Options.isBeatmapSkinIgnored()) ?
Options.getSkin().getSliderBorderColor() : beatmap.getSliderBorderColor());
// approachRate (hit object approach time)
if (approachRate < 5)
approachTime = (int) (1800 - (approachRate * 120));
else
approachTime = (int) (1200 - ((approachRate - 5) * 150));
// overallDifficulty (hit result time offsets)
hitResultOffset = new int[GameData.HIT_MAX];
hitResultOffset[GameData.HIT_300] = (int) (79.5f - (overallDifficulty * 6));
hitResultOffset[GameData.HIT_100] = (int) (139.5f - (overallDifficulty * 8));
hitResultOffset[GameData.HIT_50] = (int) (199.5f - (overallDifficulty * 10));
hitResultOffset[GameData.HIT_MISS] = (int) (500 - (overallDifficulty * 10));
//final float mult = 0.608f;
//hitResultOffset[GameData.HIT_300] = (int) ((128 - (overallDifficulty * 9.6)) * mult);
//hitResultOffset[GameData.HIT_100] = (int) ((224 - (overallDifficulty * 12.8)) * mult);
//hitResultOffset[GameData.HIT_50] = (int) ((320 - (overallDifficulty * 16)) * mult);
//hitResultOffset[GameData.HIT_MISS] = (int) ((1000 - (overallDifficulty * 10)) * mult);
data.setHitResultOffset(hitResultOffset);
// HPDrainRate (health change)
data.setDrainRate(HPDrainRate);
// difficulty multiplier (scoring)
data.calculateDifficultyMultiplier(beatmap.HPDrainRate, beatmap.circleSize, beatmap.overallDifficulty);
// hit object fade-in time (TODO: formula)
fadeInTime = Math.min(375, (int) (approachTime / 2.5f));
// fade times ("Hidden" mod)
// TODO: find the actual formulas for this
hiddenDecayTime = (int) (approachTime / 3.6f);
hiddenTimeDiff = (int) (approachTime / 3.3f);
}
/**
* Sets the restart state.
* @param restart the new restart state
*/
public void setRestart(Restart restart) { this.restart = restart; }
/**
* Returns the current restart state.
*/
public Restart getRestart() { return restart; }
/**
* Returns whether or not the track is in the lead-in time state.
*/
public boolean isLeadIn() { return leadInTime > 0; }
/**
* Returns the object approach time, in milliseconds.
*/
public int getApproachTime() { return approachTime; }
/**
* Returns the amount of time for hit objects to fade in, in milliseconds.
*/
public int getFadeInTime() { return fadeInTime; }
/**
* Returns the object decay time in the "Hidden" mod, in milliseconds.
*/
public int getHiddenDecayTime() { return hiddenDecayTime; }
/**
* Returns the time before the hit object time by which the objects have
* completely faded in the "Hidden" mod, in milliseconds.
*/
public int getHiddenTimeDiff() { return hiddenTimeDiff; }
/**
* Returns an array of hit result offset times, in milliseconds (indexed by GameData.HIT_* constants).
*/
public int[] getHitResultOffsets() { return hitResultOffset; }
/**
* Returns the beat length.
*/
public float getBeatLength() { return beatLength; }
/**
* Sets the beat length fields based on a given timing point.
* @param timingPoint the timing point
* @param setSampleSet whether to set the hit sample set based on the timing point
*/
private void setBeatLength(TimingPoint timingPoint, boolean setSampleSet) {
if (!timingPoint.isInherited())
beatLengthBase = beatLength = timingPoint.getBeatLength();
else
beatLength = beatLengthBase * timingPoint.getSliderMultiplier();
if (setSampleSet) {
HitSound.setDefaultSampleSet(timingPoint.getSampleType());
SoundController.setSampleVolume(timingPoint.getSampleVolume());
}
}
/**
* Returns the slider multiplier given by the current timing point.
*/
public float getTimingPointMultiplier() { return beatLength / beatLengthBase; }
/**
* Sets a replay to view, or resets the replay if null.
* @param replay the replay
*/
public void setReplay(Replay replay) {
if (replay == null) {
this.isReplay = false;
this.replay = null;
} else {
if (replay.frames == null) {
ErrorHandler.error("Attempting to set a replay with no frames.", null, false);
return;
}
this.isReplay = true;
this.replay = replay;
}
}
/**
* Adds a replay frame to the list, if possible, and runs it.
* @param x the cursor x coordinate
* @param y the cursor y coordinate
* @param keys the keys pressed
* @param time the time of the replay Frame
*/
public synchronized void addReplayFrameAndRun(int x, int y, int keys, int time){
// "auto" and "autopilot" mods: use automatic cursor coordinates
if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
x = (int) autoMousePosition.x;
y = (int) autoMousePosition.y;
}
ReplayFrame frame = addReplayFrame(x, y, keys, time);
if (frame != null)
runReplayFrame(frame);
}
/**
* Runs a replay frame.
* @param frame the frame to run
*/
private void runReplayFrame(ReplayFrame frame){
int keys = frame.getKeys();
int replayX = frame.getScaledX();
int replayY = frame.getScaledY();
int deltaKeys = (keys & ~lastReplayKeys); // keys that turned on
if (deltaKeys != ReplayFrame.KEY_NONE) // send a key press
sendGameKeyPress(deltaKeys, replayX, replayY, frame.getTime());
else if (keys != lastReplayKeys)
; // do nothing
else
updateGame(replayX, replayY, frame.getTimeDiff(), frame.getTime(), keys);
lastReplayKeys = keys;
}
/**
* Sends a game key press and updates the hit objects.
* @param trackPosition the track position
* @param x the cursor x coordinate
* @param y the cursor y coordinate
* @param keys the keys that are pressed
*/
private void sendGameKeyPress(int keys, int x, int y, int trackPosition) {
if (objectIndex >= gameObjects.length) // nothing to do here
return;
HitObject hitObject = beatmap.objects[objectIndex];
// circles
if (hitObject.isCircle() && gameObjects[objectIndex].mousePressed(x, y, trackPosition))
objectIndex++; // circle hit
// sliders
else if (hitObject.isSlider())
gameObjects[objectIndex].mousePressed(x, y, trackPosition);
}
/**
* Adds a replay frame to the list, if possible.
* @param x the cursor x coordinate
* @param y the cursor y coordinate
* @param keys the keys pressed
* @param time the time of the replay frame
* @return a ReplayFrame representing the data
*/
private ReplayFrame addReplayFrame(int x, int y, int keys, int time) {
int timeDiff = time - lastReplayTime;
lastReplayTime = time;
int cx = (int) ((x - HitObject.getXOffset()) / HitObject.getXMultiplier());
int cy = (int) ((y - HitObject.getYOffset()) / HitObject.getYMultiplier());
ReplayFrame frame = new ReplayFrame(timeDiff, time, cx, cy, keys);
if (replayFrames != null)
replayFrames.add(frame);
return frame;
}
/**
* Updates the current visible area radius (if the "flashlight" mod is enabled).
* @param delta the delta interval
* @param trackPosition the track position
*/
private void updateFlashlightRadius(int delta, int trackPosition) {
if (!GameMod.FLASHLIGHT.isActive())
return;
int width = container.getWidth(), height = container.getHeight();
boolean firstObject = (objectIndex == 0 && trackPosition < beatmap.objects[0].getTime());
if (isLeadIn()) {
// lead-in: expand area
float progress = Math.max((float) (leadInTime - beatmap.audioLeadIn) / approachTime, 0f);
flashlightRadius = width - (int) ((width - (height * 2 / 3)) * progress);
} else if (firstObject) {
// before first object: shrink area
int timeDiff = beatmap.objects[0].getTime() - trackPosition;
flashlightRadius = width;
if (timeDiff < approachTime) {
float progress = (float) timeDiff / approachTime;
flashlightRadius -= (width - (height * 2 / 3)) * (1 - progress);
}
} else {
// gameplay: size based on combo
int targetRadius;
int combo = data.getComboStreak();
if (combo < 100)
targetRadius = height * 2 / 3;
else if (combo < 200)
targetRadius = height / 2;
else
targetRadius = height / 3;
if (beatmap.breaks != null && breakIndex < beatmap.breaks.size() && breakTime > 0) {
// breaks: expand at beginning, shrink at end
flashlightRadius = targetRadius;
int endTime = beatmap.breaks.get(breakIndex);
int breakLength = endTime - breakTime;
if (breakLength > approachTime * 3) {
float progress = 1f;
if (trackPosition - breakTime < approachTime)
progress = (float) (trackPosition - breakTime) / approachTime;
else if (endTime - trackPosition < approachTime)
progress = (float) (endTime - trackPosition) / approachTime;
flashlightRadius += (width - flashlightRadius) * progress;
}
} else if (flashlightRadius != targetRadius) {
// radius size change
float radiusDiff = height * delta / 2000f;
if (flashlightRadius > targetRadius) {
flashlightRadius -= radiusDiff;
if (flashlightRadius < targetRadius)
flashlightRadius = targetRadius;
} else {
flashlightRadius += radiusDiff;
if (flashlightRadius > targetRadius)
flashlightRadius = targetRadius;
}
}
}
}
/**
* Performs stacking calculations on all hit objects, and updates their
* positions if necessary.
* @author peppy (https://gist.github.com/peppy/1167470)
*/
private void calculateStacks() {
// reverse pass for stack calculation
for (int i = gameObjects.length - 1; i > 0; i--) {
HitObject hitObjectI = beatmap.objects[i];
// already calculated
if (hitObjectI.getStack() != 0 || hitObjectI.isSpinner())
continue;
// search for hit objects in stack
for (int n = i - 1; n >= 0; n--) {
HitObject hitObjectN = beatmap.objects[n];
if (hitObjectN.isSpinner())
continue;
// check if in range stack calculation
float timeI = hitObjectI.getTime() - (STACK_TIMEOUT * beatmap.stackLeniency);
float timeN = hitObjectN.isSlider() ? gameObjects[n].getEndTime() : hitObjectN.getTime();
if (timeI > timeN)
break;
// possible special case: if slider end in the stack,
// all next hit objects in stack move right down
if (hitObjectN.isSlider()) {
Vec2f p1 = gameObjects[i].getPointAt(hitObjectI.getTime());
Vec2f p2 = gameObjects[n].getPointAt(gameObjects[n].getEndTime());
float distance = Utils.distance(p1.x, p1.y, p2.x, p2.y);
// check if hit object part of this stack
if (distance < STACK_LENIENCE * HitObject.getXMultiplier()) {
int offset = hitObjectI.getStack() - hitObjectN.getStack() + 1;
for (int j = n + 1; j <= i; j++) {
HitObject hitObjectJ = beatmap.objects[j];
p1 = gameObjects[j].getPointAt(hitObjectJ.getTime());
distance = Utils.distance(p1.x, p1.y, p2.x, p2.y);
// hit object below slider end
if (distance < STACK_LENIENCE * HitObject.getXMultiplier())
hitObjectJ.setStack(hitObjectJ.getStack() - offset);
}
break; // slider end always start of the stack: reset calculation
}
}
// not a special case: stack moves up left
float distance = Utils.distance(
hitObjectI.getX(), hitObjectI.getY(),
hitObjectN.getX(), hitObjectN.getY()
);
if (distance < STACK_LENIENCE) {
hitObjectN.setStack(hitObjectI.getStack() + 1);
hitObjectI = hitObjectN;
}
}
}
// update hit object positions
for (int i = 0; i < gameObjects.length; i++) {
if (beatmap.objects[i].getStack() != 0)
gameObjects[i].updatePosition();
}
}
/**
* Returns true if the coordinates are within the music position bar bounds.
* @param cx the x coordinate
* @param cy the y coordinate
*/
private boolean musicPositionBarContains(float cx, float cy) {
return ((cx > musicBarX && cx < musicBarX + musicBarWidth) &&
(cy > musicBarY && cy < musicBarY + musicBarHeight));
}
}