opsu-dance/src/yugecin/opsudance/Dancer.java

291 lines
8.8 KiB
Java

/*
* opsu!dance - fork of opsu! with cursordance auto
* Copyright (C) 2016 yugecin
*
* opsu!dance is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* opsu!dance is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!dance. If not, see <http://www.gnu.org/licenses/>.
*/
package yugecin.opsudance;
import awlex.ospu.movers.factories.CenterSpiralMoverFactory;
import awlex.ospu.movers.factories.SpiralMoverFactory;
import awlex.ospu.polymover.factory.ArcFactory;
import awlex.ospu.polymover.factory.PolyMoverFactory;
import awlex.ospu.spinners.SpiralSpinner;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.MusicController;
import itdelatrisu.opsu.objects.DummyObject;
import itdelatrisu.opsu.objects.GameObject;
import itdelatrisu.opsu.objects.Slider;
import itdelatrisu.opsu.objects.curves.Vec2f;
import yugecin.opsudance.movers.LinearMover;
import yugecin.opsudance.movers.Mover;
import yugecin.opsudance.movers.QuadraticBezierMover;
import yugecin.opsudance.movers.factories.*;
import yugecin.opsudance.movers.slidermovers.DefaultSliderMoverController;
import yugecin.opsudance.movers.slidermovers.InheritedSliderMoverController;
import yugecin.opsudance.movers.slidermovers.SliderMoverController;
import yugecin.opsudance.render.GameObjectRenderer;
import yugecin.opsudance.spinners.*;
import java.awt.*;
import static yugecin.opsudance.core.InstanceContainer.*;
import static yugecin.opsudance.options.Options.*;
public class Dancer {
public static MoverFactory[] moverFactories = new MoverFactory[] {
new AutoMoverFactory(),
new AutoEllipseMoverFactory(),
new CircleMoverFactory(),
new HalfCircleMoverFactory(),
new HalfEllipseMoverFactory(),
new HalfLowEllipseMoverFactory(),
new JumpMoverFactory(),
new LinearMoverFactory(),
new QuartCircleMoverFactory(),
new SpiralMoverFactory(),
new CenterSpiralMoverFactory(),
//new LinearFactory(),
new ArcFactory(),
new QuadraticBezierMoverFactory(),
new ExgonMoverFactory(),
};
public static Spinner[] spinners = new Spinner[] {
new RektSpinner(),
new BeamSpinner(),
new CircleSpinner(),
new DonutSpinner(),
new CubeSpinner(),
new HalfCircleSpinner(),
new IlluminatiSpinner(),
new LessThanThreeSpinner(),
new RektCircleSpinner(),
new ApproachCircleSpinner(),
new SpiralSpinner(),
new FivePointStarSpinner(),
new FivePointStarApproachSpinner(),
};
public static SliderMoverController[] sliderMovers = new SliderMoverController[] {
new DefaultSliderMoverController(),
new InheritedSliderMoverController(),
};
public static Dancer instance = new Dancer();
public static boolean multipoint = false;
public static ObjectColorOverrides colorOverride = ObjectColorOverrides.NONE;
public static ObjectColorOverrides colorMirrorOverride = ObjectColorOverrides.NONE;
public static CursorColorOverrides cursorColorOverride = CursorColorOverrides.NONE;
public static CursorColorOverrides cursorColorMirrorOverride = CursorColorOverrides.NONE;
public static MoverDirection moverDirection = MoverDirection.RANDOM;
private int dir;
public static final GameObject d = new DummyObject();
private GameObject[] gameObjects;
private int objectIndex;
private MoverFactory moverFactory;
private Mover mover;
private Spinner spinner;
public static SliderMoverController sliderMoverController;
private int moverFactoryIndex;
private int spinnerIndex;
public float x;
public float y;
private boolean isCurrentLazySlider;
public Dancer() {
moverFactory = moverFactories[0];
spinner = spinners[0];
sliderMoverController = sliderMovers[0];
}
public void reset() {
isCurrentLazySlider = false;
objectIndex = -1;
dir = 1;
for (Spinner s : spinners) {
s.init();
}
QuadraticBezierMover.reset();
}
public int getSpinnerIndex() {
return spinnerIndex;
}
public void setSpinnerIndex(int spinnerIndex) {
if (spinnerIndex < 0 || spinnerIndex >= spinners.length) {
spinnerIndex = 0;
}
this.spinnerIndex = spinnerIndex;
spinner = spinners[spinnerIndex];
}
public int getMoverFactoryIndex() {
return moverFactoryIndex;
}
public void setMoverFactoryIndex(int moverFactoryIndex) {
if (moverFactoryIndex < 0 || moverFactoryIndex >= moverFactories.length) {
moverFactoryIndex = 0;
}
this.moverFactoryIndex = moverFactoryIndex;
moverFactory = moverFactories[moverFactoryIndex];
multipoint = moverFactory instanceof MoverFactory.MultiPoint;
// to prevent crashes when changing mover in storyboard, create mover now
createNewMover();
}
public int getPolyMoverFactoryMinBufferSize() {
if (!multipoint) {
return 0;
}
return ((PolyMoverFactory) moverFactory).getMinBufferSize();
}
public void setGameObjects(GameObject[] objs) {
this.gameObjects = objs;
}
public void setObjectIndex(int objectIndex) {
this.objectIndex = objectIndex;
// storyboard
createNewMover();
}
public void update(int time, int objectIndex) {
GameObject p;
if (objectIndex == 0) {
p = d;
} else {
p = gameObjects[objectIndex - 1];
}
GameObject c = gameObjects[objectIndex];
if (!multipoint) {
GameObject[] e = sliderMoverController.process(p, c, time);
p = e[0];
c = e[1];
}
if (this.objectIndex != objectIndex || c != gameObjects[objectIndex]) {
this.objectIndex = objectIndex;
if (objectIndex == 0) {
if (c.isSpinner()) {
double[] spinnerStartPoint = spinner.getPoint();
c.start.set((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
}
isCurrentLazySlider = false;
// detect lazy sliders, should work pretty good
if (c.isSlider() && OPTION_DANCE_LAZY_SLIDERS.state && Utils.distance(c.start.x, c.start.y, c.end.x, c.end.y) <= gameObjectRenderer.circleDiameter * 0.8f) {
Slider s = (Slider) c;
Vec2f mid = s.getCurve().pointAt(1f);
if (s.getRepeats() == 1 || Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= gameObjectRenderer.circleDiameter * 0.8f) {
mid = s.getCurve().pointAt(0.5f);
if (Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= gameObjectRenderer.circleDiameter * 0.8f) {
isCurrentLazySlider = true;
}
}
}
dir = moverDirection.getDirection(dir);
if (c.isSpinner()) {
double[] spinnerStartPoint = spinner.getPoint();
c.start = new Vec2f((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
// specific mover stuff
if (p.isSlider() && sliderMoverController instanceof DefaultSliderMoverController) {
Vec2f st = p.getPointAt(p.getEndTime() - 10);
Vec2f en = p.getPointAt(p.getEndTime());
//double atan = Math.atan2(en.y - st.y, en.x - st.x);
double distance = Utils.distance(st.x, st.y, en.x, en.y);
QuadraticBezierMover.p = new Point((int) st.x, (int) st.y);
QuadraticBezierMover.setPrevspeed(distance, 10);
}
createNewMover();
}
if (time < c.getTime()) {
if (!p.isSpinner() || !c.isSpinner()) {
double[] point;
if (multipoint) {
point = ((PolyMoverFactory) moverFactory).getPointAt(time);
} else {
point = mover.getPointAt(time);
}
x = (float) point[0];
y = (float) point[1];
}
} else {
if (c.isSpinner()) {
Spinner.PROGRESS = (double) (time - c.getTime()) / (double) (c.getEndTime() - c.getTime());
double[] point = spinner.getPoint();
x = (float) point[0];
y = (float) point[1];
c.end = new Vec2f(x, y);
} else {
Vec2f point = c.getPointAt(time);
if (isCurrentLazySlider) {
point = c.start;
}
x = point.x;
y = point.y;
}
}
Pippi.dance(time, c, isCurrentLazySlider);
x = Utils.clamp(x, 10, displayContainer.width - 10);
y = Utils.clamp(y, 10, displayContainer.height - 10);
}
private void createNewMover() {
if (gameObjects == null) {
return;
}
if (objectIndex < 0) {
objectIndex = 0;
}
GameObject c = gameObjects[objectIndex];
if (multipoint) {
PolyMoverFactory pmf = (PolyMoverFactory) moverFactory;
if (pmf.isInitialized() && pmf.getLatestIndex() < objectIndex + pmf.getLatestIndex() - 1) {
pmf.update(gameObjects[objectIndex + pmf.getMaxBufferSize() - 1]);
} else {
pmf.create(gameObjects, objectIndex - 1);
}
return;
}
GameObject p = d;
if (objectIndex > 0) {
p = gameObjects[objectIndex - 1];
}
GameObject[] e = sliderMoverController.process(p, c, MusicController.getPosition());
p = e[0];
c = e[1];
if (mover == null || p == d) {
mover = new LinearMover(d, c, dir);
} else if (mover.getEnd() != c) {
mover = moverFactory.create(p, c, dir);
}
}
}