mirror of
https://github.com/ppy/osu
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129 lines
4.6 KiB
C#
129 lines
4.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.MathUtils;
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using OpenTK;
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using OpenTK.Graphics;
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using System;
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namespace osu.Game.Graphics.Backgrounds
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{
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public class Triangles : Container<Triangle>
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{
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public override bool HandleInput => false;
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public Color4 ColourLight = Color4.White;
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public Color4 ColourDark = Color4.Black;
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/// <summary>
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/// Whether we want to expire triangles as they exit our draw area completely.
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/// </summary>
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protected virtual bool ExpireOffScreenTriangles => true;
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/// <summary>
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/// Whether we should create new triangles as others expire.
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/// </summary>
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protected virtual bool CreateNewTriangles => true;
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/// <summary>
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/// The amount of triangles we want compared to the default distribution.
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/// </summary>
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protected virtual float SpawnRatio => 1;
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private float triangleScale = 1;
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/// <summary>
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/// Whether we should drop-off alpha values of triangles more quickly to improve
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/// the visual appearance of fading. This defaults to on as it is generally more
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/// aesthetically pleasing, but should be turned off in <see cref="BufferedContainer{T}"/>s.
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/// </summary>
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public bool HideAlphaDiscrepancies = true;
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public float TriangleScale
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{
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get { return triangleScale; }
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set
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{
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float change = value / triangleScale;
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triangleScale = value;
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if (change != 1)
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Children.ForEach(t => t.Scale *= change);
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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addTriangles(true);
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}
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private int aimTriangleCount => (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
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protected override void Update()
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{
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base.Update();
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float adjustedAlpha = HideAlphaDiscrepancies ?
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// Cubically scale alpha to make it drop off more sharply.
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(float)Math.Pow(DrawInfo.Colour.AverageColour.Linear.A, 3) :
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1;
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foreach (var t in Children)
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{
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t.Alpha = adjustedAlpha;
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t.Position -= new Vector2(0, (float)(t.Scale.X * (50 / DrawHeight) * (Time.Elapsed / 950)) / triangleScale);
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if (ExpireOffScreenTriangles && t.DrawPosition.Y + t.DrawSize.Y * t.Scale.Y < 0)
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t.Expire();
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}
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if (CreateNewTriangles)
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addTriangles(false);
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}
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protected virtual Triangle CreateTriangle()
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{
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const float std_dev = 0.16f;
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const float mean = 0.5f;
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float u1 = 1 - RNG.NextSingle(); //uniform(0,1] random floats
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float u2 = 1 - RNG.NextSingle();
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); //random normal(0,1)
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var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
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const float size = 100;
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return new EquilateralTriangle
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{
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Origin = Anchor.TopCentre,
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RelativePositionAxes = Axes.Both,
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Size = new Vector2(size),
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Scale = new Vector2(scale),
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EdgeSmoothness = new Vector2(1),
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Colour = GetTriangleShade(),
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Depth = scale,
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};
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}
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protected virtual Color4 GetTriangleShade() => Interpolation.ValueAt(RNG.NextSingle(), ColourDark, ColourLight, 0, 1);
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private void addTriangles(bool randomY)
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{
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int addCount = aimTriangleCount - Children.Count();
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for (int i = 0; i < addCount; i++)
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{
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var sprite = CreateTriangle();
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float triangleHeight = sprite.DrawHeight / DrawHeight;
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sprite.Position = new Vector2(RNG.NextSingle(), randomY ? RNG.NextSingle() * (1 + triangleHeight) - triangleHeight : 1);
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Add(sprite);
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}
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}
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}
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}
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