Merge branch 'master' into taiko_barlines

This commit is contained in:
Dan Balasescu
2017-04-03 15:15:29 +09:00
committed by GitHub
23 changed files with 381 additions and 169 deletions

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@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
{
protected override Key[] HitKeys { get; } = { Key.F, Key.J };
private readonly CirclePiece circlePiece;
public DrawableCentreHit(Hit hit)
: base(hit)
{
Add(circlePiece = new CirclePiece
{
Children = new[]
{
new CentreHitSymbolPiece()
}
});
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
circlePiece.AccentColour = colours.PinkDarker;
Circle.AccentColour = colours.PinkDarker;
}
protected override CirclePiece CreateCirclePiece() => new CirclePiece
{
Children = new[] { new CentreHitSymbolPiece() }
};
}
}

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@ -1,38 +1,91 @@
// 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());
circle.KiaiMode = HitObject.Kiai;
foreach (var tick in drumRoll.Ticks)
{
var newTick = new DrawableDrumRollTick(tick)
{
Depth = tickIndex,
X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
};
AddNested(newTick);
newTick.OnJudgement += onTickJudgement;
tickIndex++;
AddNested(newTick);
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 +106,11 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
else
Judgement.Result = HitResult.Miss;
}
protected override void UpdateState(ArmedState state)
{
}
protected virtual CirclePiece CreateCirclePiece() => new CirclePiece();
}
}

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@ -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)

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@ -6,6 +6,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
using System;
using System.Linq;
@ -20,15 +21,17 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
protected override Container<Framework.Graphics.Drawable> Content => bodyContainer;
protected readonly CirclePiece Circle;
private readonly Hit hit;
private readonly Container bodyContainer;
/// <summary>
/// Whether the last key pressed is a valid hit key.
/// </summary>
private bool validKeyPressed;
private readonly Container bodyContainer;
protected DrawableHit(Hit hit)
: base(hit)
{
@ -38,7 +41,13 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new[]
{
Circle = CreateCirclePiece()
}
});
Circle.KiaiMode = HitObject.Kiai;
}
protected override void CheckJudgement(bool userTriggered)
@ -100,5 +109,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
Expire();
}
protected abstract CirclePiece CreateCirclePiece();
}
}

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@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
{
protected override Key[] HitKeys { get; } = { Key.D, Key.K };
private readonly CirclePiece circlePiece;
public DrawableRimHit(Hit hit)
: base(hit)
{
Add(circlePiece = new CirclePiece
{
Children = new[]
{
new RimHitSymbolPiece()
}
});
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
circlePiece.AccentColour = colours.BlueDarker;
Circle.AccentColour = colours.BlueDarker;
}
protected override CirclePiece CreateCirclePiece() => new CirclePiece
{
Children = new[] { new RimHitSymbolPiece() }
};
}
}

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@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
{
protected override Key[] HitKeys { get; } = { Key.F, Key.J };
private readonly CirclePiece circlePiece;
public DrawableStrongCentreHit(Hit hit)
: base(hit)
{
Add(circlePiece = new StrongCirclePiece
{
Children = new []
{
new CentreHitSymbolPiece()
}
});
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
circlePiece.AccentColour = colours.PinkDarker;
Circle.AccentColour = colours.PinkDarker;
}
protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece
{
Children = new[] { new CentreHitSymbolPiece() }
};
}
}

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@ -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();
}
}

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@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
{
protected override Key[] HitKeys { get; } = { Key.D, Key.K };
private readonly CirclePiece circlePiece;
public DrawableStrongRimHit(Hit hit)
: base(hit)
{
Add(circlePiece = new StrongCirclePiece
{
Children = new[]
{
new RimHitSymbolPiece()
}
});
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
circlePiece.AccentColour = colours.BlueDarker;
Circle.AccentColour = colours.BlueDarker;
}
protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece
{
Children = new[] { new RimHitSymbolPiece() }
};
}
}

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@ -128,6 +128,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
}
}
};
circlePiece.KiaiMode = HitObject.Kiai;
}
[BackgroundDependencyLoader]

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@ -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;
}

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@ -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,

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@ -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,

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@ -1,9 +1,6 @@
// 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;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Modes.Objects.Types;
namespace osu.Game.Modes.Taiko.Objects
@ -17,14 +14,6 @@ namespace osu.Game.Modes.Taiko.Objects
/// <summary>
/// The number of hits required to complete the swell successfully.
/// </summary>
public int RequiredHits { get; protected set; } = 10;
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
double spinnerRotationRatio = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 3, 5, 7.5);
RequiredHits = (int)Math.Max(1, Duration / 1000f * spinnerRotationRatio);
}
public int RequiredHits = 10;
}
}