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mirror of https://github.com/ppy/osu.git synced 2024-12-15 08:22:56 +08:00

Merge pull request #195 from peppy/hit-judgement

Add basic flow for hitobject judgement.
This commit is contained in:
Thomas Müller 2016-11-26 08:54:06 +01:00 committed by GitHub
commit b27221e45e
13 changed files with 193 additions and 96 deletions

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@ -12,6 +12,7 @@ using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Osu.Objects; using osu.Game.Modes.Osu.Objects;
using osu.Game.Modes.Osu.Objects.Drawables; using osu.Game.Modes.Osu.Objects.Drawables;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Game.Modes;
namespace osu.Desktop.VisualTests.Tests namespace osu.Desktop.VisualTests.Tests
{ {
@ -50,7 +51,7 @@ namespace osu.Desktop.VisualTests.Tests
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Depth = -i, Depth = -i,
State = ArmedState.Armed, State = ArmedState.Hit,
}; };
approachContainer.Add(d.ApproachCircle.CreateProxy()); approachContainer.Add(d.ApproachCircle.CreateProxy());

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@ -2,6 +2,7 @@
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System; using System;
using System.ComponentModel;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Transformations; using osu.Framework.Graphics.Transformations;
using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Objects.Drawables;
@ -10,7 +11,7 @@ using OpenTK;
namespace osu.Game.Modes.Osu.Objects.Drawables namespace osu.Game.Modes.Osu.Objects.Drawables
{ {
public class DrawableHitCircle : DrawableHitObject public class DrawableHitCircle : DrawableOsuHitObject
{ {
private OsuHitObject osuObject; private OsuHitObject osuObject;
@ -39,7 +40,12 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
circle = new CirclePiece circle = new CirclePiece
{ {
Colour = osuObject.Colour, Colour = osuObject.Colour,
Hit = Hit, Hit = () =>
{
((PositionalJudgementInfo)Judgement).PositionOffset = Vector2.Zero; //todo: set to correct value
UpdateJudgement(true);
return true;
},
}, },
number = new NumberPiece(), number = new NumberPiece(),
ring = new RingPiece(), ring = new RingPiece(),
@ -66,6 +72,38 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
UpdateState(State); UpdateState(State);
} }
double hit50 = 150;
double hit100 = 80;
double hit300 = 30;
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > hit50)
Judgement.Result = HitResult.Miss;
return;
}
double hitOffset = Math.Abs(Judgement.TimeOffset);
if (hitOffset < hit50)
{
Judgement.Result = HitResult.Hit;
OsuJudgementInfo osuInfo = Judgement as OsuJudgementInfo;
if (hitOffset < hit300)
osuInfo.Score = OsuScoreResult.Hit300;
else if (hitOffset < hit100)
osuInfo.Score = OsuScoreResult.Hit100;
else if (hitOffset < hit50)
osuInfo.Score = OsuScoreResult.Hit50;
}
else
Judgement.Result = HitResult.Miss;
}
protected override void UpdateState(ArmedState state) protected override void UpdateState(ArmedState state)
{ {
if (!IsLoaded) return; if (!IsLoaded) return;
@ -73,7 +111,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
Flush(true); //move to DrawableHitObject Flush(true); //move to DrawableHitObject
ApproachCircle.Flush(true); ApproachCircle.Flush(true);
double t = HitTime ?? osuObject.StartTime; double t = osuObject.EndTime + Judgement.TimeOffset;
Alpha = 0; Alpha = 0;
@ -103,14 +141,27 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
switch (state) switch (state)
{ {
case ArmedState.Disarmed: case ArmedState.Idle:
Delay(osuObject.Duration + 200); Delay(osuObject.Duration + 500);
FadeOut(200); FadeOut(500);
explosion?.Expire(); explosion?.Expire();
explosion = null; explosion = null;
break; break;
case ArmedState.Armed: case ArmedState.Miss:
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
glow.FadeOut();
explosion?.Expire();
explosion = null;
Schedule(() => Add(explosion = new HitExplosion((OsuJudgementInfo)Judgement)));
FadeOut(800);
break;
case ArmedState.Hit:
const double flash_in = 30; const double flash_in = 30;
flash.FadeTo(0.8f, flash_in); flash.FadeTo(0.8f, flash_in);
@ -119,7 +170,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
explode.FadeIn(flash_in); explode.FadeIn(flash_in);
Schedule(() => Add(explosion = new HitExplosion(Judgement.Hit300))); Schedule(() => Add(explosion = new HitExplosion((OsuJudgementInfo)Judgement)));
Delay(flash_in, true); Delay(flash_in, true);

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@ -0,0 +1,56 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Drawables;
namespace osu.Game.Modes.Osu.Objects.Drawables
{
public class DrawableOsuHitObject : DrawableHitObject
{
public DrawableOsuHitObject(OsuHitObject hitObject)
: base(hitObject)
{
}
public override JudgementInfo CreateJudgementInfo() => new OsuJudgementInfo();
protected override void UpdateState(ArmedState state)
{
throw new NotImplementedException();
}
}
public class OsuJudgementInfo : PositionalJudgementInfo
{
public OsuScoreResult Score;
public ComboResult Combo;
}
public enum ComboResult
{
[Description(@"")]
None,
[Description(@"Good")]
Good,
[Description(@"Amazing")]
Perfect
}
public enum OsuScoreResult
{
[Description(@"Miss")]
Miss,
[Description(@"50")]
Hit50,
[Description(@"100")]
Hit100,
[Description(@"300")]
Hit300,
[Description(@"500")]
Hit500
}
}

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@ -5,7 +5,7 @@ using OpenTK;
namespace osu.Game.Modes.Osu.Objects.Drawables namespace osu.Game.Modes.Osu.Objects.Drawables
{ {
class DrawableSlider : DrawableHitObject class DrawableSlider : DrawableOsuHitObject
{ {
public DrawableSlider(Slider h) : base(h) public DrawableSlider(Slider h) : base(h)
{ {
@ -18,7 +18,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
Add(new CirclePiece Add(new CirclePiece
{ {
Colour = h.Colour, Colour = h.Colour,
Hit = Hit,
Position = h.Curve.PositionAt(i) - h.Position //non-relative? Position = h.Curve.PositionAt(i) - h.Position //non-relative?
}); });
} }

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@ -3,6 +3,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transformations; using osu.Framework.Graphics.Transformations;
using osu.Game.Modes.Objects.Drawables;
using OpenTK; using OpenTK;
namespace osu.Game.Modes.Osu.Objects.Drawables namespace osu.Game.Modes.Osu.Objects.Drawables
@ -12,7 +13,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
private SpriteText line1; private SpriteText line1;
private SpriteText line2; private SpriteText line2;
public HitExplosion(Judgement judgement, ComboJudgement comboJudgement = ComboJudgement.None) public HitExplosion(OsuJudgementInfo judgement)
{ {
AutoSizeAxes = Axes.Both; AutoSizeAxes = Axes.Both;
Anchor = Anchor.Centre; Anchor = Anchor.Centre;
@ -27,13 +28,13 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
{ {
Anchor = Anchor.TopCentre, Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre, Origin = Anchor.TopCentre,
Text = judgement.GetDescription(), Text = judgement.Score.GetDescription(),
Font = @"Venera", Font = @"Venera",
TextSize = 20, TextSize = 20,
}, },
line2 = new SpriteText line2 = new SpriteText
{ {
Text = comboJudgement.GetDescription(), Text = judgement.Combo.GetDescription(),
Font = @"Venera", Font = @"Venera",
TextSize = 14, TextSize = 14,
} }

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@ -49,8 +49,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{ {
Hit?.Invoke(); return Hit?.Invoke() ?? false;
return true;
} }
} }
} }

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@ -41,6 +41,7 @@
<Reference Include="System.Xml" /> <Reference Include="System.Xml" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Objects\Drawables\DrawableOsuHitObject.cs" />
<Compile Include="Objects\Drawables\Pieces\ApproachCircle.cs" /> <Compile Include="Objects\Drawables\Pieces\ApproachCircle.cs" />
<Compile Include="Objects\Drawables\Pieces\CirclePiece.cs" /> <Compile Include="Objects\Drawables\Pieces\CirclePiece.cs" />
<Compile Include="Objects\Drawables\DrawableSlider.cs" /> <Compile Include="Objects\Drawables\DrawableSlider.cs" />

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@ -1,51 +0,0 @@
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using osu.Game.Modes.Objects;
using OpenTK;
namespace osu.Game.Modes
{
public class HitJudgementResolver
{
public JudgementResult CheckJudgement(HitObject h) => new JudgementResult { Combo = ComboJudgement.None, Judgement = Judgement.Hit300 };
}
public struct JudgementResult
{
public ComboJudgement Combo;
public Judgement Judgement;
public float TimeOffset;
public Vector2 PositionOffset;
}
public enum ComboJudgement
{
[Description(@"")]
None,
[Description(@"Good")]
Good,
[Description(@"Amazing")]
Perfect
}
public enum Judgement
{
[Description(@"Miss")]
Miss,
[Description(@"50")]
Hit50,
[Description(@"100")]
Hit100,
[Description(@"300")]
Hit300,
[Description(@"500")]
Hit500
}
}

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@ -2,22 +2,26 @@
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System; using System;
using System.ComponentModel;
using System.Diagnostics;
using osu.Framework; using osu.Framework;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using OpenTK;
using Container = osu.Framework.Graphics.Containers.Container;
namespace osu.Game.Modes.Objects.Drawables namespace osu.Game.Modes.Objects.Drawables
{ {
public abstract class DrawableHitObject : Container, IStateful<ArmedState> public abstract class DrawableHitObject : Container, IStateful<ArmedState>
{ {
//todo: move to a more central implementation. this logic should not be at a drawable level. //todo: move to a more central implementation. this logic should not be at a drawable level.
public Action<DrawableHitObject> OnHit; public Action<DrawableHitObject, JudgementInfo> OnHit;
public Action<DrawableHitObject> OnMiss; public Action<DrawableHitObject, JudgementInfo> OnMiss;
public Func<DrawableHitObject, bool> AllowHit;
public Container<DrawableHitObject> ChildObjects; public Container<DrawableHitObject> ChildObjects;
public JudgementResult Result; protected JudgementInfo Judgement;
public abstract JudgementInfo CreateJudgementInfo();
public HitObject HitObject; public HitObject HitObject;
@ -41,36 +45,55 @@ namespace osu.Game.Modes.Objects.Drawables
} }
} }
protected double? HitTime; protected override void LoadComplete()
protected virtual bool Hit()
{ {
if (State != ArmedState.Disarmed) base.LoadComplete();
Judgement = CreateJudgementInfo();
}
/// <summary>
/// Process a hit of this hitobject. Carries out judgement.
/// </summary>
/// <param name="judgement">Preliminary judgement information provided by the hit source.</param>
/// <returns>Whether a hit was processed.</returns>
protected bool UpdateJudgement(bool userTriggered)
{
if (Judgement.Result != null)
return false; return false;
if (AllowHit?.Invoke(this) == false) Judgement.TimeOffset = Time.Current - HitObject.EndTime;
CheckJudgement(userTriggered);
if (Judgement.Result == null)
return false; return false;
HitTime = Time.Current; switch (Judgement.Result)
{
default:
State = ArmedState.Hit;
OnHit?.Invoke(this, Judgement);
break;
case HitResult.Miss:
State = ArmedState.Miss;
OnMiss?.Invoke(this, Judgement);
break;
}
State = ArmedState.Armed;
return true; return true;
} }
private bool counted; protected virtual void CheckJudgement(bool userTriggered)
{
}
protected override void Update() protected override void Update()
{ {
base.Update(); base.Update();
if (Time.Current >= HitObject.EndTime && !counted) UpdateJudgement(false);
{
counted = true;
if (state == ArmedState.Armed)
OnHit?.Invoke(this);
else
OnMiss?.Invoke(this);
}
} }
protected abstract void UpdateState(ArmedState state); protected abstract void UpdateState(ArmedState state);
@ -78,7 +101,27 @@ namespace osu.Game.Modes.Objects.Drawables
public enum ArmedState public enum ArmedState
{ {
Disarmed, Idle,
Armed Hit,
Miss
}
public class PositionalJudgementInfo : JudgementInfo
{
public Vector2 PositionOffset;
}
public class JudgementInfo
{
public HitResult? Result;
public double TimeOffset;
}
public enum HitResult
{
[Description(@"Miss")]
Miss,
[Description(@"Hit")]
Hit,
} }
} }

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@ -22,8 +22,6 @@ namespace osu.Game.Modes
public abstract HitObjectParser CreateHitObjectParser(); public abstract HitObjectParser CreateHitObjectParser();
public virtual HitJudgementResolver CreateHitJudgement() => new HitJudgementResolver();
public static void Register(Ruleset ruleset) => availableRulesets.TryAdd(ruleset.PlayMode, ruleset.GetType()); public static void Register(Ruleset ruleset) => availableRulesets.TryAdd(ruleset.PlayMode, ruleset.GetType());
protected abstract PlayMode PlayMode { get; } protected abstract PlayMode PlayMode { get; }

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@ -75,12 +75,12 @@ namespace osu.Game.Modes.UI
} }
} }
private void onMiss(DrawableHitObject obj) private void onMiss(DrawableHitObject obj, JudgementInfo judgement)
{ {
OnMiss?.Invoke(obj.HitObject); OnMiss?.Invoke(obj.HitObject);
} }
private void onHit(DrawableHitObject obj) private void onHit(DrawableHitObject obj, JudgementInfo judgement)
{ {
OnHit?.Invoke(obj.HitObject); OnHit?.Invoke(obj.HitObject);
} }

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@ -90,7 +90,7 @@ namespace osu.Game.Screens.Play
hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); }; hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); };
if (Autoplay) if (Autoplay)
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Armed)); hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
Children = new Drawable[] Children = new Drawable[]
{ {

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@ -64,7 +64,6 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Beatmaps\Drawables\BeatmapBackgroundSprite.cs" /> <Compile Include="Beatmaps\Drawables\BeatmapBackgroundSprite.cs" />
<Compile Include="Modes\HitJudgementResolver.cs" />
<Compile Include="Modes\Objects\HitObjectParser.cs" /> <Compile Include="Modes\Objects\HitObjectParser.cs" />
<Compile Include="Overlays\DragBar.cs" /> <Compile Include="Overlays\DragBar.cs" />
<Compile Include="Overlays\MusicController.cs" /> <Compile Include="Overlays\MusicController.cs" />