diff --git a/osu.Game/Graphics/Particles/ParticleJet.cs b/osu.Game/Graphics/Particles/ParticleJet.cs index 039dd36ddc..eb7a49abc3 100644 --- a/osu.Game/Graphics/Particles/ParticleJet.cs +++ b/osu.Game/Graphics/Particles/ParticleJet.cs @@ -29,21 +29,20 @@ namespace osu.Game.Graphics.Particles protected override FallingParticle SpawnParticle() { + var p = base.SpawnParticle(); + var directionRads = MathUtils.DegreesToRadians( RNG.NextSingle(angle - angle_spread / 2, angle + angle_spread / 2) ); var direction = new Vector2(MathF.Sin(directionRads), MathF.Cos(directionRads)); - return new FallingParticle - { - StartTime = (float)Time.Current, - Position = OriginPosition, - Duration = RNG.NextSingle((float)particle_lifetime * 0.8f, (float)particle_lifetime), - Velocity = direction * new Vector2(RNG.NextSingle(velocity_min, velocity_max)), - AngularVelocity = RNG.NextSingle(-angular_velocity, angular_velocity), - StartScale = 1f, - EndScale = 2f, - }; + p.Duration = RNG.NextSingle((float)particle_lifetime * 0.8f, (float)particle_lifetime); + p.Velocity = direction * new Vector2(RNG.NextSingle(velocity_min, velocity_max)); + p.AngularVelocity = RNG.NextSingle(-angular_velocity, angular_velocity); + p.StartScale = 1f; + p.EndScale = 2f; + + return p; } } } diff --git a/osu.Game/Graphics/Particles/ParticleSpewer.cs b/osu.Game/Graphics/Particles/ParticleSpewer.cs index 7196727ca1..f2c358bd96 100644 --- a/osu.Game/Graphics/Particles/ParticleSpewer.cs +++ b/osu.Game/Graphics/Particles/ParticleSpewer.cs @@ -45,6 +45,10 @@ namespace osu.Game.Graphics.Particles { base.Update(); + // reset cooldown if the clock was rewound. + // this can happen when seeking in replays. + if (lastParticleAdded > Time.Current) lastParticleAdded = 0; + if (Active && Time.Current > lastParticleAdded + cooldown) { addParticle(SpawnParticle()); @@ -56,7 +60,14 @@ namespace osu.Game.Graphics.Particles /// /// Called each time a new particle should be spawned. /// - protected abstract FallingParticle SpawnParticle(); + protected virtual FallingParticle SpawnParticle() + { + return new FallingParticle + { + StartTime = (float)Time.Current, + StartPosition = ToScreenSpace(OriginPosition), + }; + } private void addParticle(FallingParticle fallingParticle) { @@ -68,6 +79,8 @@ namespace osu.Game.Graphics.Particles protected override DrawNode CreateDrawNode() => new ParticleSpewerDrawNode(this); + # region DrawNode + private class ParticleSpewerDrawNode : SpriteDrawNode { private readonly FallingParticle[] particles; @@ -102,6 +115,10 @@ namespace osu.Game.Graphics.Particles var timeSinceStart = currentTime - p.StartTime; + // ignore particles from the future. + // these can appear when seeking in replays. + if (timeSinceStart < 0) continue; + var alpha = p.AlphaAtTime(timeSinceStart); if (alpha <= 0) continue; @@ -109,17 +126,21 @@ namespace osu.Game.Graphics.Particles var pos = p.PositionAtTime(timeSinceStart, gravity); var angle = p.AngleAtTime(timeSinceStart); + var matrixScale = DrawInfo.Matrix.ExtractScale(); + var width = Texture.DisplayWidth * scale * matrixScale.X; + var height = Texture.DisplayHeight * scale * matrixScale.Y; + var rect = new RectangleF( - pos.X - Texture.DisplayWidth * scale / 2, - pos.Y - Texture.DisplayHeight * scale / 2, - Texture.DisplayWidth * scale, - Texture.DisplayHeight * scale); + pos.X - width / 2, + pos.Y - height / 2, + width, + height); var quad = new Quad( - transformPosition(rect.TopLeft, rect.Centre, angle), - transformPosition(rect.TopRight, rect.Centre, angle), - transformPosition(rect.BottomLeft, rect.Centre, angle), - transformPosition(rect.BottomRight, rect.Centre, angle) + rotatePosition(rect.TopLeft, rect.Centre, angle), + rotatePosition(rect.TopRight, rect.Centre, angle), + rotatePosition(rect.BottomLeft, rect.Centre, angle), + rotatePosition(rect.BottomRight, rect.Centre, angle) ); DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha), null, vertexAction, @@ -128,24 +149,24 @@ namespace osu.Game.Graphics.Particles } } - private Vector2 transformPosition(Vector2 pos, Vector2 centre, float angle) + private Vector2 rotatePosition(Vector2 pos, Vector2 centre, float angle) { - // rotate point around centre. float cos = MathF.Cos(angle); float sin = MathF.Sin(angle); float x = centre.X + (pos.X - centre.X) * cos + (pos.Y - centre.Y) * sin; float y = centre.Y + (pos.Y - centre.Y) * cos - (pos.X - centre.X) * sin; - // convert to screen space. - return Vector2Extensions.Transform(new Vector2(x, y), DrawInfo.Matrix); + return new Vector2(x, y); } } + #endregion + protected struct FallingParticle { public float StartTime; - public Vector2 Position; + public Vector2 StartPosition; public Vector2 Velocity; public float Duration; public float AngularVelocity; @@ -163,7 +184,7 @@ namespace osu.Game.Graphics.Particles var progress = progressAtTime(timeSinceStart); var grav = new Vector2(0, -gravity) * progress; - return Position + (Velocity - grav) * timeSinceStart; + return StartPosition + (Velocity - grav) * timeSinceStart; } private float progressAtTime(float timeSinceStart) => Math.Clamp(timeSinceStart / Duration, 0, 1);