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osu-lazer/osu.Game/Beatmaps/Objects/Osu/Drawable/DrawableCircle.cs
Dean Herbert 43f0409893 Start to structure flow of information in Player.
- Allow basic clicking of hitobjects.
- Break non-osu! game modes temporarily.
- Fix some issues with RollingCounters.
- Add the ability to increment counters.
2016-10-19 19:44:03 +09:00

351 lines
12 KiB
C#

//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 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 OpenTK;
using OpenTK.Graphics;
using osu.Framework.Input;
using osu.Framework.MathUtils;
namespace osu.Game.Beatmaps.Objects.Osu.Drawable
{
public class DrawableCircle : DrawableHitObject
{
private Sprite approachCircle;
private CirclePart circle;
private RingPart ring;
private FlashPart flash;
private ExplodePart explode;
private NumberPart number;
private GlowPart glow;
private OsuBaseHit h;
public DrawableCircle(Circle h) : base(h)
{
this.h = h;
Origin = Anchor.Centre;
Alpha = 0;
Position = h.Position;
Scale = new Vector2(0.4f);
Children = new Framework.Graphics.Drawable[]
{
glow = new GlowPart()
{
Colour = h.Colour,
},
circle = new CirclePart()
{
Colour = h.Colour,
Hit = delegate { State = ArmedState.Armed; }
},
number = new NumberPart(),
ring = new RingPart(),
flash = new FlashPart(),
explode = new ExplodePart()
{
Colour = h.Colour
},
approachCircle = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Colour = h.Colour
}
};
Size = new Vector2(100);
}
public override void Load(BaseGame game)
{
base.Load(game);
approachCircle.Texture = game.Textures.Get(@"Play/osu/approachcircle@2x");
}
protected override void UpdateState(ArmedState state)
{
if (!IsLoaded) return;
Flush(); //move to DrawableHitObject
Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime - 1000, EndTime = h.StartTime - 800, StartValue = 0, EndValue = 1 });
approachCircle.Transforms.Add(new TransformScale(Clock) { StartTime = h.StartTime - 1000, EndTime = h.StartTime, StartValue = new Vector2(2f), EndValue = new Vector2(0.6f) });
approachCircle.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime, EndTime = h.StartTime, StartValue = 1, EndValue = 0 });
glow.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime, EndTime = h.StartTime + 400, StartValue = glow.Alpha, EndValue = 0 });
switch (state)
{
case ArmedState.Disarmed:
Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + h.Duration + 200, EndTime = h.StartTime + h.Duration + 400, StartValue = 1, EndValue = 0 });
break;
case ArmedState.Armed:
const float flashIn = 30;
const float fadeOut = 800;
//Transforms.Add(new TransformScale(Clock) { StartTime = h.StartTime, EndTime = h.StartTime + 400, StartValue = Scale, EndValue = Scale * 1.1f });
ring.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
circle.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
number.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
flash.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0.8f });
flash.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn + 100, StartValue = 0.8f, EndValue = 0 });
explode.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 1 });
Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn + fadeOut, StartValue = 1, EndValue = 0 });
Transforms.Add(new TransformScale(Clock) { StartTime = h.StartTime + h.Duration, EndTime = h.StartTime + h.Duration + 400, StartValue = Scale, EndValue = Scale * 1.5f, Easing = EasingTypes.OutQuad });
break;
}
}
class NumberPart : Container
{
private Sprite number;
public NumberPart()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Children = new[]
{
number = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 1,
}
};
}
public override void Load(BaseGame game)
{
base.Load(game);
number.Texture = game.Textures.Get(@"Play/osu/number@2x");
}
}
class GlowPart : Container
{
private Sprite layer3;
public GlowPart()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Children = new[]
{
layer3 = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Additive = true,
Alpha = 0.5f,
}
};
}
public override void Load(BaseGame game)
{
base.Load(game);
layer3.Texture = game.Textures.Get(@"Play/osu/ring-glow@2x");
}
}
class RingPart : Container
{
private Sprite ring;
public RingPart()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Children = new Framework.Graphics.Drawable[]
{
ring = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
};
}
public override void Load(BaseGame game)
{
base.Load(game);
ring.Texture = game.Textures.Get(@"Play/osu/ring@2x");
}
}
class FlashPart : Container
{
public FlashPart()
{
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 ExplodePart : Container
{
public ExplodePart()
{
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;
public 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 CirclePart : Container
{
private Sprite disc;
private Triangles triangles;
public Action Hit;
public CirclePart()
{
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,
},
};
}
public 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;
public 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)));
}
}
}
}
}