74f732038f
Add documentation for negative values of ParallaxAmount
2018-06-21 12:49:07 +09:00
d2b2d3e2e0
Use the absolute value of ParallaxAmount to make sure we're not scaling things down when using a negative value for the Parallax (moving against the cursor instead of with it)
2018-05-16 01:38:46 +02:00
1e88f216f2
Revert the ParallaxContainer changes I made by accident back.
2018-05-16 01:27:18 +02:00
be1159444d
Use the absolute value of ParallaxAmount to make sure we're not scaling stuff down when using a negative ParallaxAmount
2018-05-15 15:56:49 +02:00
32a74f95a5
Normalize all the line endings
2018-04-13 18:26:38 +09:00
6ad962fc8b
Interpolate ParallaxContainer's scale
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Things were a bit jumpy when a screen was adjusting `ParallaxAmount`. This smoothes the applied scale changes to look great again.
Most noticeable when hitting the retry hotkey (`~`) from gameplay.
2018-03-09 14:35:53 +09:00
26e50043b7
Fix parallax container during rewinds
2018-03-04 00:52:00 +09:00
bda673e6fe
Merge branch 'master' into player-reduced-parallax
2018-02-28 23:15:25 +09:00
dd6cf1379e
Reduce parallax effect during gameplay
...
This also cleans up some shared code in OsuScreen.
2018-02-28 11:42:47 +09:00
0cd049c6b0
Rely less on zero-duration transform helpers
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They have huge overheads.
See ppy/osu-framework#1411 .
2018-02-28 11:00:54 +09:00
37d393bca0
Update licence headers
2018-01-05 20:21:19 +09:00
ed89f03900
Make ParallaxContainer public
2017-11-01 17:10:59 +09:00
6ded194c53
Remove all usage of DI to retrieve InputManager
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Uses GetContainingInputManager instead, as per framework changes.
2017-08-15 14:30:50 +09:00
e68675f970
Rename EasingTypes to Easing
2017-07-22 20:53:53 +02:00
f5829860a2
Get rid of AlwaysReceiveInput
2017-06-23 18:02:24 +02:00
622b155fda
OsuConfig -> OsuSetting
2017-05-15 10:56:27 +09:00
411988f038
Remove all trailing whitespaces in this repo.
2017-04-06 16:21:18 +08:00
f7dc7e9bb9
Update references.
2017-03-28 21:26:20 +09:00
0bcb463acf
ParallaxContainer should always know the mouse position.
2017-03-23 22:42:40 +09:00
54e1b24fe9
Enforce readonly private members where possible.
2017-03-23 13:50:08 +09:00
ab8a5afdb9
AlwaysReceiveInput and InternalContains.
2017-03-16 17:38:36 +09:00
0cad5d7d41
Fix most warnings.
2017-03-07 13:05:57 +09:00
1585ae842a
Update framework
2017-02-26 11:22:58 +09:00
a5dfa7ab06
Remove unnecessary using statements
2017-02-23 21:38:10 +01:00
1e0a694ff8
replaced bool with Bindable<bool>
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Also accounted for the ParallaxAmount when moving to default position
2017-02-19 17:11:36 +01:00
7f751d3653
Update ParallaxContainer.cs
2017-02-19 16:54:00 +01:00
e83ac8b04c
Removed public ParallaxEnabled property
2017-02-19 13:47:26 +01:00
f166bb0f96
Moved movement to the default position to property
2017-02-18 22:26:48 +01:00
77bfe57d8c
compacted code, made public bool to disable it
2017-02-18 22:00:07 +01:00
a48e4a31a7
Parallax Option works now
2017-02-18 21:34:21 +01:00
becb65f702
Fix ParallaxContainer breaking with no mouse state present.
2017-02-09 19:25:04 +09:00
50bd80cb0c
Update and standardise license headers.
2017-02-07 14:27:41 +09:00
f356640cb7
Add missing licence headers.
2016-12-06 19:07:15 +09:00
22905d2033
Align logo correctly between intro and main menu.
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Kinda hacky but will do for now.
2016-12-01 21:59:32 +09:00
413138abe5
Delay movement of ParallaxContainers slightly.
2016-12-01 21:45:40 +09:00
c48acd4c3d
Fix coordinates being in wrong space.
2016-11-24 16:17:40 +09:00
9938084343
Make parallax container work with global mouse state (so it ignores bounds checks).
2016-11-24 16:04:16 +09:00
0d4560a054
Update to latest DI stuff
2016-11-10 17:40:42 -05:00
fe9034323b
Get the game running, though not perfectly
2016-11-10 16:42:29 -05:00
ee24cd310c
Convert everything to DI pattern
2016-11-10 16:41:18 -05:00
a61fb5ef5d
Initial updates to make generic containers work.
2016-11-07 21:13:56 +09:00
b86f308af6
Add async workflow.
2016-11-01 23:24:14 +09:00
68476eafb9
Use DrawSize instead of Size whereever Size was previously read due to framework changes.
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Note, that this was just stupid replacement. Many components will likely want to actually read Size and not DrawSize. We may want to do a pass over this at some point, but for now everything is working like this. (Old behavior.)
2016-10-18 18:53:31 +02:00
4052a665bf
Remove all non-load Game access.
2016-10-12 15:47:08 +09:00
dd04b33232
Use AddInternal instead of AddTopLevel.
2016-10-09 20:06:23 +09:00
ac16bffe49
Bring framework and resources up-to-date.
2016-10-01 19:05:26 +09:00
cc14aeb802
Add basic background display system.
2016-09-30 18:45:55 +09:00