//Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Framework; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Framework.Graphics.Transformations; using osu.Framework.Input; using osu.Framework.MathUtils; using OpenTK; namespace osu.Game.Beatmaps.Objects.Osu.Drawable { public class DrawableCircle : DrawableHitObject { private Sprite approachCircle; private CircleLayer circle; private RingLayer ring; private FlashLayer flash; private ExplodeLayer explode; private NumberLayer number; private GlowLayer glow; private OsuBaseHit h; public DrawableCircle(Circle h) : base(h) { this.h = h; Origin = Anchor.Centre; RelativePositionAxes = Axes.Both; Position = new Vector2(h.Position.X / 512, h.Position.Y / 384); Children = new Framework.Graphics.Drawable[] { glow = new GlowLayer { Colour = h.Colour }, circle = new CircleLayer { Colour = h.Colour, Hit = Hit, }, number = new NumberLayer(), ring = new RingLayer(), flash = new FlashLayer(), explode = new ExplodeLayer { Colour = h.Colour, }, approachCircle = new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Colour = h.Colour } }; } protected override void Load(BaseGame game) { base.Load(game); approachCircle.Texture = game.Textures.Get(@"Play/osu/approachcircle@2x"); } protected override void LoadComplete() { base.LoadComplete(); //force application of the state that was set before we loaded. UpdateState(State); } protected override void UpdateState(ArmedState state) { if (!IsLoaded) return; Flush(true); //move to DrawableHitObject double t = HitTime ?? h.StartTime; //sane defaults ring.Alpha = circle.Alpha = number.Alpha = approachCircle.Alpha = glow.Alpha = 1; explode.Alpha = 0; //always-present transforms Transforms.Add(new TransformAlpha { StartTime = t - 1000, EndTime = t - 800, StartValue = 0, EndValue = 1 }); approachCircle.Transforms.Add(new TransformScale { StartTime = t - 1000, EndTime = t, StartValue = new Vector2(2f), EndValue = new Vector2(0.6f) }); //set transform delay to t==hitTime Delay(t - Time, true); approachCircle.FadeOut(); glow.FadeOut(400); switch (state) { case ArmedState.Disarmed: Delay(h.Duration + 200); FadeOut(200); break; case ArmedState.Armed: const double flash_in = 30; flash.FadeTo(0.8f, flash_in); flash.Delay(flash_in); flash.FadeOut(100); explode.FadeIn(flash_in); Delay(flash_in, true); //after the flash, we can hide some elements that were behind it ring.FadeOut(); circle.FadeOut(); number.FadeOut(); FadeOut(800); ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad); break; } } class NumberLayer : Container { private Sprite number; public NumberLayer() { Anchor = Anchor.Centre; Origin = Anchor.Centre; Children = new[] { number = new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Alpha = 1 } }; } protected override void Load(BaseGame game) { base.Load(game); number.Texture = game.Textures.Get(@"Play/osu/number@2x"); } } class GlowLayer : Container { private Sprite layer3; public GlowLayer() { Anchor = Anchor.Centre; Origin = Anchor.Centre; Children = new[] { layer3 = new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Additive = true, Alpha = 0.5f } }; } protected override void Load(BaseGame game) { base.Load(game); layer3.Texture = game.Textures.Get(@"Play/osu/ring-glow@2x"); } } class RingLayer : Container { private Sprite ring; public RingLayer() { Anchor = Anchor.Centre; Origin = Anchor.Centre; Children = new Framework.Graphics.Drawable[] { ring = new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre } }; } protected override void Load(BaseGame game) { base.Load(game); ring.Texture = game.Textures.Get(@"Play/osu/ring@2x"); } } class FlashLayer : Container { public FlashLayer() { Size = new Vector2(144); Masking = true; CornerRadius = Size.X / 2; Anchor = Anchor.Centre; Origin = Anchor.Centre; Additive = true; Alpha = 0; Children = new Framework.Graphics.Drawable[] { new Box { RelativeSizeAxes = Axes.Both } }; } } class ExplodeLayer : Container { public ExplodeLayer() { Size = new Vector2(144); Anchor = Anchor.Centre; Origin = Anchor.Centre; Additive = true; Alpha = 0; Children = new Framework.Graphics.Drawable[] { new Triangles { RelativeSizeAxes = Axes.Both } }; } class Triangles : Container { private Texture tex; protected override void Load(BaseGame game) { base.Load(game); tex = game.Textures.Get(@"Play/osu/triangle@2x"); for (int i = 0; i < 10; i++) { Add(new Sprite { Texture = tex, Origin = Anchor.Centre, Position = new Vector2(RNG.NextSingle() * DrawSize.X, RNG.NextSingle() * DrawSize.Y), Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f), Alpha = RNG.NextSingle() * 0.3f }); } } protected override void Update() { base.Update(); foreach (Framework.Graphics.Drawable d in Children) d.Position -= new Vector2(0, (float)(d.Scale.X * (Clock.ElapsedFrameTime / 20))); } } } class CircleLayer : Container { private Sprite disc; private Triangles triangles; public Func Hit; public CircleLayer() { Size = new Vector2(144); Masking = true; CornerRadius = DrawSize.X / 2; Anchor = Anchor.Centre; Origin = Anchor.Centre; Children = new Framework.Graphics.Drawable[] { disc = new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre }, triangles = new Triangles { Additive = true, RelativeSizeAxes = Axes.Both } }; } protected override void Load(BaseGame game) { base.Load(game); disc.Texture = game.Textures.Get(@"Play/osu/disc@2x"); } protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) { Hit?.Invoke(); return true; } class Triangles : Container { private Texture tex; protected override void Load(BaseGame game) { base.Load(game); tex = game.Textures.Get(@"Play/osu/triangle@2x"); for (int i = 0; i < 10; i++) { Add(new Sprite { Texture = tex, Origin = Anchor.Centre, Position = new Vector2(RNG.NextSingle() * DrawSize.X, RNG.NextSingle() * DrawSize.Y), Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f), Alpha = RNG.NextSingle() * 0.3f }); } } protected override void Update() { base.Update(); foreach (Framework.Graphics.Drawable d in Children) d.Position -= new Vector2(0, (float)(d.Scale.X * (Clock.ElapsedFrameTime / 20))); } } } } }