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Merge pull request #29556 from frenzibyte/kiai-star-bursts

Add star fountains/bursts when entering kiai mode in gameplay
This commit is contained in:
Dean Herbert 2024-08-22 14:14:25 +09:00 committed by GitHub
commit 54e5f1c9f0
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GPG Key ID: B5690EEEBB952194
4 changed files with 158 additions and 19 deletions

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@ -4,17 +4,17 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual.Menus
{
[TestFixture]
public partial class TestSceneStarFountain : OsuTestScene
{
[SetUpSteps]
public void SetUpSteps()
[Test]
public void TestMenu()
{
AddStep("make fountains", () =>
{
@ -34,11 +34,7 @@ namespace osu.Game.Tests.Visual.Menus
},
};
});
}
[Test]
public void TestPew()
{
AddRepeatStep("activate fountains sometimes", () =>
{
foreach (var fountain in Children.OfType<StarFountain>())
@ -48,5 +44,34 @@ namespace osu.Game.Tests.Visual.Menus
}
}, 150);
}
[Test]
public void TestGameplay()
{
AddStep("make fountains", () =>
{
Children = new[]
{
new KiaiGameplayFountains.GameplayStarFountain
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
X = 75,
},
new KiaiGameplayFountains.GameplayStarFountain
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
X = -75,
},
};
});
AddRepeatStep("activate fountains", () =>
{
((StarFountain)Children[0]).Shoot(1);
((StarFountain)Children[1]).Shoot(-1);
}, 150);
}
}
}

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@ -21,9 +21,11 @@ namespace osu.Game.Screens.Menu
[BackgroundDependencyLoader]
private void load()
{
InternalChild = spewer = new StarFountainSpewer();
InternalChild = spewer = CreateSpewer();
}
protected virtual StarFountainSpewer CreateSpewer() => new StarFountainSpewer();
public void Shoot(int direction) => spewer.Shoot(direction);
protected override void SkinChanged(ISkinSource skin)
@ -38,17 +40,23 @@ namespace osu.Game.Screens.Menu
private const int particle_duration_max = 1000;
private double? lastShootTime;
private int lastShootDirection;
protected int LastShootDirection { get; private set; }
protected override float ParticleGravity => 800;
private const double shoot_duration = 800;
protected virtual double ShootDuration => 800;
[Resolved]
private ISkinSource skin { get; set; } = null!;
public StarFountainSpewer()
: base(null, 240, particle_duration_max)
: this(240)
{
}
protected StarFountainSpewer(int perSecond)
: base(null, perSecond, particle_duration_max)
{
}
@ -67,16 +75,16 @@ namespace osu.Game.Screens.Menu
StartAngle = getRandomVariance(4),
EndAngle = getRandomVariance(2),
EndScale = 2.2f + getRandomVariance(0.4f),
Velocity = new Vector2(getCurrentAngle(), -1400 + getRandomVariance(100)),
Velocity = new Vector2(GetCurrentAngle(), -1400 + getRandomVariance(100)),
};
}
private float getCurrentAngle()
protected virtual float GetCurrentAngle()
{
const float x_velocity_from_direction = 500;
const float x_velocity_random_variance = 60;
const float x_velocity_from_direction = 500;
return lastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / shoot_duration) + getRandomVariance(x_velocity_random_variance);
return LastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / ShootDuration) + getRandomVariance(x_velocity_random_variance);
}
private ScheduledDelegate? deactivateDelegate;
@ -86,10 +94,10 @@ namespace osu.Game.Screens.Menu
Active.Value = true;
deactivateDelegate?.Cancel();
deactivateDelegate = Scheduler.AddDelayed(() => Active.Value = false, shoot_duration);
deactivateDelegate = Scheduler.AddDelayed(() => Active.Value = false, ShootDuration);
lastShootTime = Clock.CurrentTime;
lastShootDirection = direction;
LastShootDirection = direction;
}
private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);

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@ -0,0 +1,94 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Utils;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
using osu.Game.Screens.Menu;
namespace osu.Game.Screens.Play
{
public partial class KiaiGameplayFountains : BeatSyncedContainer
{
private StarFountain leftFountain = null!;
private StarFountain rightFountain = null!;
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.Both;
Children = new[]
{
leftFountain = new GameplayStarFountain
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
X = 75,
},
rightFountain = new GameplayStarFountain
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
X = -75,
},
};
}
private bool isTriggered;
private double? lastTrigger;
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
if (effectPoint.KiaiMode && !isTriggered)
{
bool isNearEffectPoint = Math.Abs(BeatSyncSource.Clock.CurrentTime - effectPoint.Time) < 500;
if (isNearEffectPoint)
Shoot();
}
isTriggered = effectPoint.KiaiMode;
}
public void Shoot()
{
if (lastTrigger != null && Clock.CurrentTime - lastTrigger < 500)
return;
leftFountain.Shoot(1);
rightFountain.Shoot(-1);
lastTrigger = Clock.CurrentTime;
}
public partial class GameplayStarFountain : StarFountain
{
protected override StarFountainSpewer CreateSpewer() => new GameplayStarFountainSpewer();
private partial class GameplayStarFountainSpewer : StarFountainSpewer
{
protected override double ShootDuration => 400;
public GameplayStarFountainSpewer()
: base(perSecond: 180)
{
}
protected override float GetCurrentAngle()
{
const float x_velocity_from_direction = 450;
const float x_velocity_to_direction = 600;
return LastShootDirection * RNG.NextSingle(x_velocity_from_direction, x_velocity_to_direction);
}
}
}
}
}

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@ -405,8 +405,20 @@ namespace osu.Game.Screens.Play
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
private Drawable createUnderlayComponents() =>
DimmableStoryboard = new DimmableStoryboard(GameplayState.Storyboard, GameplayState.Mods) { RelativeSizeAxes = Axes.Both };
private Drawable createUnderlayComponents()
{
var container = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
DimmableStoryboard = new DimmableStoryboard(GameplayState.Storyboard, GameplayState.Mods) { RelativeSizeAxes = Axes.Both },
new KiaiGameplayFountains(),
},
};
return container;
}
private Drawable createGameplayComponents(IWorkingBeatmap working) => new ScalingContainer(ScalingMode.Gameplay)
{