1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-16 00:52:59 +08:00

Merge branch 'master' into fix_slider_velocities

This commit is contained in:
Dean Herbert 2017-04-03 15:08:54 +09:00 committed by GitHub
commit c539e514f5
11 changed files with 221 additions and 54 deletions

View File

@ -1,12 +1,11 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Graphics;
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
namespace osu.Desktop.VisualTests.Tests
@ -24,7 +23,7 @@ namespace osu.Desktop.VisualTests.Tests
AddToggleStep("Kiai", b =>
{
kiai = !kiai;
Reset();
updateKiaiState();
});
Add(new CirclePiece
@ -87,37 +86,27 @@ namespace osu.Desktop.VisualTests.Tests
}
});
Add(new DrumRollCircle(new CirclePiece
Add(new CirclePiece
{
KiaiMode = kiai
})
{
Width = 250,
Position = new Vector2(575, 100)
Position = new Vector2(575, 100),
Width = 0.25f,
AccentColour = Color4.Orange,
KiaiMode = kiai,
});
Add(new DrumRollCircle(new StrongCirclePiece
Add(new StrongCirclePiece
{
Position = new Vector2(575, 300),
Width = 0.25f,
AccentColour = Color4.Orange,
KiaiMode = kiai
})
{
Width = 250,
Position = new Vector2(575, 300)
});
}
private class DrumRollCircle : BaseCircle
private void updateKiaiState()
{
public DrumRollCircle(CirclePiece piece)
: base(piece)
{
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
Piece.AccentColour = colours.YellowDark;
}
foreach (var c in Children.OfType<CirclePiece>())
c.KiaiMode = kiai;
}
private abstract class BaseCircle : Container

View File

@ -3,7 +3,6 @@
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.MathUtils;
using osu.Framework.Testing;
using osu.Game.Modes.Objects.Drawables;
@ -26,6 +25,8 @@ namespace osu.Desktop.VisualTests.Tests
AddStep("Hit!", addHitJudgement);
AddStep("Miss :(", addMissJudgement);
AddStep("DrumRoll", () => addDrumRoll(false));
AddStep("Strong DrumRoll", () => addDrumRoll(true));
AddStep("Swell", addSwell);
AddStep("Centre", () => addCentreHit(false));
AddStep("Strong Centre", () => addCentreHit(true));
@ -36,7 +37,6 @@ namespace osu.Desktop.VisualTests.Tests
{
RelativeSizeAxes = Axes.X,
Y = 200,
Padding = new MarginPadding { Left = 200 },
Children = new[]
{
playfield = new TaikoPlayfield()
@ -83,6 +83,18 @@ namespace osu.Desktop.VisualTests.Tests
}));
}
private void addDrumRoll(bool strong)
{
var d = new DrumRoll
{
StartTime = Time.Current + 1000,
Distance = 20000,
PreEmpt = 1000,
};
playfield.Add(strong ? new DrawableStrongDrumRoll(d) : new DrawableDrumRoll(d));
}
private void addCentreHit(bool strong)
{
Hit h = new Hit

View File

@ -1,38 +1,90 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Game.Graphics;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
using System.Linq;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRoll : DrawableTaikoHitObject
{
/// <summary>
/// Number of rolling hits required to reach the dark/final accent colour.
/// </summary>
private const int rolling_hits_for_dark_accent = 5;
private readonly DrumRoll drumRoll;
private readonly CirclePiece circle;
private Color4 accentDarkColour;
/// <summary>
/// Rolling number of tick hits. This increases for hits and decreases for misses.
/// </summary>
private int rollingHits;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
{
this.drumRoll = drumRoll;
int tickIndex = 0;
RelativeSizeAxes = Axes.X;
Width = (float)(drumRoll.Duration / drumRoll.PreEmpt);
Add(circle = CreateCirclePiece());
foreach (var tick in drumRoll.Ticks)
{
var newTick = new DrawableDrumRollTick(tick)
{
Depth = tickIndex,
X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
};
newTick.OnJudgement += onTickJudgement;
AddNested(newTick);
tickIndex++;
Add(newTick);
}
}
protected override void UpdateState(ArmedState state)
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
circle.AccentColour = AccentColour = colours.YellowDark;
accentDarkColour = colours.YellowDarker;
}
protected override void LoadComplete()
{
base.LoadComplete();
// This is naive, however it's based on the reasoning that the hit target
// is further than mid point of the play field, so the time taken to scroll in should always
// be greater than the time taken to scroll out to the left of the screen.
// Thus, using PreEmpt here is enough for the drum roll to completely scroll out.
LifetimeEnd = drumRoll.EndTime + drumRoll.PreEmpt;
}
private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
{
if (obj.Judgement.Result == HitResult.Hit)
rollingHits++;
else
rollingHits--;
rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_dark_accent);
Color4 newAccent = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
circle.FadeAccent(newAccent, 100);
}
protected override void CheckJudgement(bool userTriggered)
@ -53,5 +105,11 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
else
Judgement.Result = HitResult.Miss;
}
protected override void UpdateState(ArmedState state)
{
}
protected virtual CirclePiece CreateCirclePiece() => new CirclePiece();
}
}

View File

@ -5,20 +5,66 @@ using OpenTK.Input;
using osu.Game.Modes.Taiko.Judgements;
using System;
using osu.Game.Modes.Objects.Drawables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Graphics.Sprites;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRollTick : DrawableTaikoHitObject
{
/// <summary>
/// The size of a tick.
/// </summary>
private const float tick_size = TaikoHitObject.CIRCLE_RADIUS / 2;
/// <summary>
/// Any tick that is not the first for a drumroll is not filled, but is instead displayed
/// as a hollow circle. This is what controls the border width of that circle.
/// </summary>
private const float tick_border_width = tick_size / 4;
private readonly DrumRollTick tick;
private readonly CircularContainer bodyContainer;
public DrawableDrumRollTick(DrumRollTick tick)
: base(tick)
{
this.tick = tick;
Anchor = Anchor.CentreLeft;
Origin = Anchor.Centre;
RelativePositionAxes = Axes.X;
Size = new Vector2(tick_size);
Children = new[]
{
bodyContainer = new CircularContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = tick_border_width,
BorderColour = Color4.White,
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = tick.FirstTick ? 1 : 0,
AlwaysPresent = true
}
}
}
};
}
protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement();
protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement { SecondHit = tick.IsStrong };
protected override void CheckJudgement(bool userTriggered)
{
@ -38,11 +84,17 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
protected override void UpdateState(ArmedState state)
{
switch (state)
{
case ArmedState.Hit:
bodyContainer.ScaleTo(0, 100, EasingTypes.OutQuint);
break;
}
}
protected override void UpdateScrollPosition(double time)
{
// Drum roll ticks shouldn't move
// Ticks don't move
}
protected override bool HandleKeyPress(Key key)

View File

@ -0,0 +1,20 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Modes.Taiko.Judgements;
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableStrongDrumRoll : DrawableDrumRoll
{
public DrawableStrongDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
{
}
protected override TaikoJudgement CreateJudgement() => new TaikoJudgement { SecondHit = true };
protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece();
}
}

View File

@ -22,7 +22,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
: base(hitObject)
{
Anchor = Anchor.CentreLeft;
Origin = Anchor.Centre;
Origin = Anchor.CentreLeft;
RelativePositionAxes = Axes.X;
}

View File

@ -36,10 +36,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
{
accentColour = value;
innerBackground.Colour = AccentColour;
triangles.ColourLight = AccentColour;
triangles.ColourDark = AccentColour.Darken(0.1f);
background.Colour = AccentColour;
resetEdgeEffects();
}
@ -69,10 +66,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
protected override Container<Framework.Graphics.Drawable> Content => SymbolContainer;
protected readonly Container SymbolContainer;
private readonly Container background;
private readonly Container innerLayer;
private readonly Container innerCircleContainer;
private readonly Box innerBackground;
private readonly Triangles triangles;
public CirclePiece()
{
@ -88,26 +83,28 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
RelativeSizeAxes = Axes.Y,
Children = new Framework.Graphics.Drawable[]
{
innerCircleContainer = new CircularContainer
background = new CircularContainer
{
Name = "Inner Circle",
Name = "Background",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Framework.Graphics.Drawable[]
{
innerBackground = new Box
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
},
triangles = new Triangles
new Triangles
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
ColourLight = Color4.White,
ColourDark = Color4.White.Darken(0.1f)
}
}
},
@ -150,7 +147,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
private void resetEdgeEffects()
{
innerCircleContainer.EdgeEffect = new EdgeEffect
background.EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType.Glow,
Colour = AccentColour,

View File

@ -30,13 +30,13 @@ namespace osu.Game.Modes.Taiko.Objects
/// <summary>
/// Velocity of the drum roll in positional length units per millisecond.
/// </summary>
public double Velocity { get; protected set; }
public double Velocity { get; protected set; } = 5;
/// <summary>
/// The distance between ticks of this drumroll.
/// <para>Half of this value is the hit window of the ticks.</para>
/// </summary>
public double TickTimeDistance { get; protected set; }
public double TickTimeDistance { get; protected set; } = 100;
/// <summary>
/// Number of drum roll ticks required for a "Good" hit.
@ -93,6 +93,7 @@ namespace osu.Game.Modes.Taiko.Objects
PreEmpt = PreEmpt,
TickTimeDistance = TickTimeDistance,
StartTime = t,
IsStrong = IsStrong,
Sample = new HitSampleInfo
{
Type = SampleType.None,

View File

@ -2,15 +2,17 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps;
using osu.Framework.Graphics;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Replays;
using osu.Game.Modes.Scoring;
using osu.Game.Modes.Taiko.Beatmaps;
using osu.Game.Modes.Taiko.Judgements;
using osu.Game.Modes.Taiko.Objects;
using osu.Game.Modes.Taiko.Replays;
using osu.Game.Modes.Taiko.Objects.Drawable;
using osu.Game.Modes.Taiko.Scoring;
using osu.Game.Modes.UI;
using osu.Game.Modes.Replays;
using osu.Game.Modes.Taiko.Replays;
namespace osu.Game.Modes.Taiko.UI
{
@ -27,9 +29,44 @@ namespace osu.Game.Modes.Taiko.UI
protected override IBeatmapProcessor<TaikoHitObject> CreateBeatmapProcessor() => new TaikoBeatmapProcessor();
protected override Playfield<TaikoHitObject, TaikoJudgement> CreatePlayfield() => new TaikoPlayfield();
protected override Playfield<TaikoHitObject, TaikoJudgement> CreatePlayfield() => new TaikoPlayfield
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft
};
protected override DrawableHitObject<TaikoHitObject, TaikoJudgement> GetVisualRepresentation(TaikoHitObject h) => null;
protected override DrawableHitObject<TaikoHitObject, TaikoJudgement> GetVisualRepresentation(TaikoHitObject h)
{
var centreHit = h as CentreHit;
if (centreHit != null)
{
if (h.IsStrong)
return new DrawableStrongCentreHit(centreHit);
return new DrawableCentreHit(centreHit);
}
var rimHit = h as RimHit;
if (rimHit != null)
{
if (h.IsStrong)
return new DrawableStrongRimHit(rimHit);
return new DrawableRimHit(rimHit);
}
var drumRoll = h as DrumRoll;
if (drumRoll != null)
{
if (h.IsStrong)
return new DrawableStrongDrumRoll(drumRoll);
return new DrawableDrumRoll(drumRoll);
}
var swell = h as Swell;
if (swell != null)
return new DrawableSwell(swell);
return null;
}
protected override FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
}

View File

@ -58,6 +58,7 @@
<Compile Include="Objects\Drawable\DrawableStrongRimHit.cs" />
<Compile Include="Objects\Drawable\DrawableCentreHit.cs" />
<Compile Include="Objects\Drawable\DrawableHit.cs" />
<Compile Include="Objects\Drawable\DrawableStrongDrumRoll.cs" />
<Compile Include="Objects\Drawable\DrawableStrongCentreHit.cs" />
<Compile Include="Objects\Drawable\DrawableStrongHit.cs" />
<Compile Include="Objects\Drawable\Pieces\CentreHitSymbolPiece.cs" />

View File

@ -64,7 +64,7 @@ namespace osu.Game.Screens.Play
{
var beatmap = Beatmap.Beatmap;
if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
if (beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
{
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
Exit();