put common stuff in utils
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@@ -190,13 +190,8 @@ public class Circle extends GameObject {
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if (isAutoMod) {// "auto" mod: catch any missed notes due to lag
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data.hitResult(time, GameData.HIT_300, x, y, color, comboEnd, hitObject, HitObjectType.CIRCLE, true, 0, null, false);
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if (Dancer.mirror) {
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double dx = x - Options.width / 2d;
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double dy = y - Options.height / 2d;
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double ang = Math.atan2(dy, dx);
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double d = -Math.sqrt(dx * dx + dy * dy);
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float nx = (float) (Options.width / 2d + Math.cos(ang) * d);
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float ny = (float) (Options.height / 2d + Math.sin(ang) * d);
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data.hitResult(time, GameData.HIT_300, nx, ny, mirrorColor, comboEnd, hitObject, HitObjectType.CIRCLE, true, 0, null, false);
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float[] m = Utils.mirrorPoint(x, y);
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data.hitResult(time, GameData.HIT_300, m[0], m[1], mirrorColor, comboEnd, hitObject, HitObjectType.CIRCLE, true, 0, null, false);
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}
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}
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@@ -210,13 +205,8 @@ public class Circle extends GameObject {
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if (Math.abs(trackPosition - time) < hitResultOffset[GameData.HIT_300]) {
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data.hitResult(time, GameData.HIT_300, x, y, color, comboEnd, hitObject, HitObjectType.CIRCLE, true, 0, null, false);
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if (Dancer.mirror) {
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double dx = x - Options.width / 2d;
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double dy = y - Options.height / 2d;
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double ang = Math.atan2(dy, dx);
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double d = -Math.sqrt(dx * dx + dy * dy);
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float nx = (float) (Options.width / 2d + Math.cos(ang) * d);
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float ny = (float) (Options.height / 2d + Math.sin(ang) * d);
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data.hitResult(time, GameData.HIT_300, nx, ny, mirrorColor, comboEnd, hitObject, HitObjectType.CIRCLE, true, 0, null, false);
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float[] m = Utils.mirrorPoint(x, y);
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data.hitResult(time, GameData.HIT_300, m[0], m[1], mirrorColor, comboEnd, hitObject, HitObjectType.CIRCLE, true, 0, null, false);
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}
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return true;
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}
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