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Add hyperdash visual testing to TestCaseCatcherArea

Also tidies up hyperdash state logic
This commit is contained in:
Dean Herbert 2017-12-01 19:58:00 +09:00
parent 07081f400c
commit 445bb70ef5
2 changed files with 54 additions and 44 deletions

View File

@ -17,6 +17,7 @@ namespace osu.Game.Rulesets.Catch.Tests
internal class TestCaseCatcherArea : OsuTestCase
{
private RulesetInfo catchRuleset;
private TestCatcherArea catcherArea;
public override IReadOnlyList<Type> RequiredTypes => new[]
{
@ -26,6 +27,7 @@ namespace osu.Game.Rulesets.Catch.Tests
public TestCaseCatcherArea()
{
AddSliderStep<float>("CircleSize", 0, 8, 5, createCatcher);
AddToggleStep("Hyperdash", t => catcherArea.ToggleHyperDash(t));
}
private void createCatcher(float size)
@ -33,7 +35,7 @@ namespace osu.Game.Rulesets.Catch.Tests
Child = new CatchInputManager(catchRuleset)
{
RelativeSizeAxes = Axes.Both,
Child = new CatcherArea(new BeatmapDifficulty { CircleSize = size })
Child = catcherArea = new TestCatcherArea(new BeatmapDifficulty { CircleSize = size })
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.BottomLeft
@ -46,5 +48,15 @@ namespace osu.Game.Rulesets.Catch.Tests
{
catchRuleset = rulesets.GetRuleset(2);
}
private class TestCatcherArea : CatcherArea
{
public TestCatcherArea(BeatmapDifficulty beatmapDifficulty)
: base(beatmapDifficulty)
{
}
public void ToggleHyperDash(bool status) => MovableCatcher.HyperDashModifier = status ? 2 : 1;
}
}
}

View File

@ -22,18 +22,18 @@ namespace osu.Game.Rulesets.Catch.UI
{
public const float CATCHER_SIZE = 172;
private readonly Catcher catcher;
protected readonly Catcher MovableCatcher;
public Container ExplodingFruitTarget
{
set { catcher.ExplodingFruitTarget = value; }
set { MovableCatcher.ExplodingFruitTarget = value; }
}
public CatcherArea(BeatmapDifficulty difficulty = null)
{
RelativeSizeAxes = Axes.X;
Height = CATCHER_SIZE;
Child = catcher = new Catcher(difficulty)
Child = MovableCatcher = new Catcher(difficulty)
{
AdditiveTarget = this,
};
@ -42,17 +42,17 @@ namespace osu.Game.Rulesets.Catch.UI
public void Add(DrawableHitObject fruit, Vector2 absolutePosition)
{
fruit.RelativePositionAxes = Axes.None;
fruit.Position = new Vector2(catcher.ToLocalSpace(absolutePosition).X - catcher.DrawSize.X / 2, 0);
fruit.Position = new Vector2(MovableCatcher.ToLocalSpace(absolutePosition).X - MovableCatcher.DrawSize.X / 2, 0);
fruit.Anchor = Anchor.TopCentre;
fruit.Origin = Anchor.BottomCentre;
fruit.Scale *= 0.7f;
fruit.LifetimeEnd = double.MaxValue;
catcher.Add(fruit);
MovableCatcher.Add(fruit);
}
public bool AttemptCatch(CatchHitObject obj) => catcher.AttemptCatch(obj);
public bool AttemptCatch(CatchHitObject obj) => MovableCatcher.AttemptCatch(obj);
public class Catcher : Container, IKeyBindingHandler<CatchAction>
{
@ -181,8 +181,6 @@ namespace osu.Game.Rulesets.Catch.UI
if (catchObject.LastInCombo)
explode();
updateHyperDashState(catchObject, true);
}
/// <summary>
@ -202,12 +200,45 @@ namespace osu.Game.Rulesets.Catch.UI
catchObjectPosition >= catcherPosition - relative_catcher_width / 2 &&
catchObjectPosition <= catcherPosition + relative_catcher_width / 2;
// if we are hypderdashing in teh next hit is not, let's change our state here (it's our only opportunity to handle missed fruit currently).
updateHyperDashState(fruit, false);
if (validCatch && fruit.HyperDash)
HyperDashModifier = Math.Abs(fruit.HyperDashTarget.X - fruit.X) / Math.Abs(fruit.HyperDashTarget.StartTime - fruit.StartTime) / BASE_SPEED;
else
HyperDashModifier = 1;
return validCatch;
}
/// <summary>
/// Whether we are hypderdashing or not.
/// </summary>
public bool HyperDashing => hyperDashModifier != 1;
private double hyperDashModifier = 1;
public double HyperDashModifier
{
get { return hyperDashModifier; }
set
{
if (value == hyperDashModifier) return;
hyperDashModifier = value;
const float transition_length = 180;
if (HyperDashing)
{
this.FadeColour(Color4.Yellow, transition_length, Easing.OutQuint);
this.FadeTo(0.2f, transition_length, Easing.OutQuint);
Trail = true;
}
else
{
this.FadeColour(Color4.White, transition_length, Easing.OutQuint);
this.FadeTo(1, transition_length, Easing.OutQuint);
}
}
}
public bool OnPressed(CatchAction action)
{
switch (action)
@ -264,39 +295,6 @@ namespace osu.Game.Rulesets.Catch.UI
X = (float)MathHelper.Clamp(X + Math.Sign(currentDirection) * Clock.ElapsedFrameTime * BASE_SPEED * dashModifier, 0, 1);
}
/// <summary>
/// Whether we are hypderdashing or not.
/// </summary>
protected bool HyperDashing => hyperDashModifier != 1;
private double hyperDashModifier = 1;
/// <summary>
/// Update whether we are hyper or not.
/// </summary>
/// <param name="fruit">The fruit to use as a condition for deciding our new state.</param>
/// <param name="allowBegin">Whether to allow entering hyperdash or not. If false, we will only exit if required, but never enter.</param>
private void updateHyperDashState(CatchHitObject fruit, bool allowBegin)
{
const float transition_length = 180;
if (!fruit.HyperDash)
{
hyperDashModifier = 1;
this.FadeColour(Color4.White, transition_length, Easing.OutQuint);
this.FadeTo(1, transition_length, Easing.OutQuint);
return;
}
if (allowBegin)
{
hyperDashModifier = Math.Abs(fruit.HyperDashTarget.X - fruit.X) / Math.Abs(fruit.HyperDashTarget.StartTime - fruit.StartTime) / BASE_SPEED;
this.FadeColour(Color4.AliceBlue, transition_length, Easing.OutQuint);
this.FadeTo(0.5f, transition_length, Easing.OutQuint);
Trail = true;
}
}
private void explode()
{
var fruit = caughtFruit.ToArray();