opsu-dance/src/awlex/ospu/movers/CombinedSpiralMover.java

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package awlex.ospu.movers;
import awlex.ospu.FakeGameObject;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.objects.GameObject;
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import yugecin.opsudance.movers.CircleMover;
import yugecin.opsudance.movers.LinearMover;
import yugecin.opsudance.movers.Mover;
import yugecin.opsudance.movers.factories.AutoMoverFactory;
/**
* Created by Alex Wieser on 09.10.2016.
* WHO DO YOU THINK I AM?
* <p>
* This {@link Mover} exists for the sake of staying inbounds and is rarely instantiated.
* It creates 1 {@link FakeGameObject} between the 2 passed objects and then creates
* 2 inner {@link Mover}s around it. This class works recursively and might lead to
* high ram usage on very jumpy maps or even a StackOverFlow.
*/
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public class CombinedSpiralMover extends SpiralMover {
private Mover[] movers;
private GameObject fakeObject;
private int halfTime;
private int startTime;
private int endTime;
public CombinedSpiralMover(GameObject middle, GameObject start, GameObject end, int dir) {
this(true, middle, start, end, dir);
}
public CombinedSpiralMover(boolean prefered, GameObject middle, GameObject start, GameObject end, int dir) {
super(start, end, dir);
fakeObject = middle != null ? middle : new FakeGameObject(start, end);
halfTime = fakeObject.getEndTime();
startTime = start.getEndTime();
endTime = end.getTime();
movers = new Mover[2];
movers[0] = bestPick(prefered ? 0 : 1, start, fakeObject, dir);
movers[1] = bestPick(prefered ? 1 : 0, fakeObject, end, dir);
}
public CombinedSpiralMover(GameObject start, GameObject end, int dir) {
this(null, start, end, dir);
}
@Override
public boolean checkBounds() {
/*Not needed in this case*/
return true;
}
public CombinedSpiralMover(Mover mover1, Mover mover2, int startTime, int halfTime, int endTime) {
super(new FakeGameObject(), new FakeGameObject(), 0); //With this constructor you only care about the movers
this.startTime = startTime;
this.endTime = endTime;
this.halfTime = halfTime;
movers = new Mover[]{
mover1,
mover2
};
}
/**
* Method to pick the 2 inner {@link Mover}s.
* Tries to pick a {@link SpiralToMover} first position and a
* {@link CombinedSpiralMover} for second position for the sake of good looks
*
* @param pos index of
* @param start start object
* @param end end object
* @param dir direction
* @return best fitting Mover
*/
private Mover bestPick(int pos, GameObject start, GameObject end, int dir) {
if (endTime - startTime < 40 || Utils.distance(start.end.x, start.end.y, end.start.x, end.start.y) < 40)
return new LinearMover(start, end, dir);
SpiralToMover spiralTo = new SpiralToMover(start, end, dir);
CentralSpiralMover center = new CentralSpiralMover(start, end, dir);
if (pos == 0) {
if (spiralTo.checkBounds() || (spiralTo = new SpiralToMover(start, end, -dir)).checkBounds())
return spiralTo;
else if (center.checkBounds() || (center = new CentralSpiralMover(start, end, -dir)).checkBounds())
return center;
}
else if (pos == 1) {
if (center.checkBounds() || (center = new CentralSpiralMover(start, end, -dir)).checkBounds())
return center;
else if ((spiralTo = new SpiralToMover(start, end, -dir)).checkBounds() || (spiralTo = new SpiralToMover(start, end, dir)).checkBounds())
return spiralTo;
}
else throw new IllegalStateException("Only 2 inner Movers allowed");
return new CombinedSpiralMover(start, end, dir);
}
@Override
public double[] getPointAt(int time) {
if (time < halfTime)
return movers[0].getPointAt(time);
else if (time > halfTime)
return movers[1].getPointAt(time);
else return new double[]{
fakeObject.start.x,
fakeObject.start.y
};
}
}