Continuation of 53c79c5 - HitObject name changes.

Attempts to eliminate any confusion between OsuHitObject (raw, parsed hit objects) and HitObject (interface for game object types).
- Renamed "HitObject" interface to "GameObject", since these objects are specific to gameplay.
- Renamed "OsuHitObject" to "HitObject", since these objects are primarily containers for parsed data.

Sorry if the name-swapping is confusing; these should be better names in the long run.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han
2015-05-16 21:42:03 -04:00
parent 53c79c5d85
commit 250f7acc93
18 changed files with 130 additions and 130 deletions

View File

@@ -34,13 +34,13 @@ import itdelatrisu.opsu.audio.MusicController;
import itdelatrisu.opsu.audio.SoundController;
import itdelatrisu.opsu.audio.SoundEffect;
import itdelatrisu.opsu.beatmap.Beatmap;
import itdelatrisu.opsu.beatmap.OsuHitObject;
import itdelatrisu.opsu.beatmap.HitObject;
import itdelatrisu.opsu.beatmap.TimingPoint;
import itdelatrisu.opsu.db.BeatmapDB;
import itdelatrisu.opsu.db.ScoreDB;
import itdelatrisu.opsu.objects.Circle;
import itdelatrisu.opsu.objects.DummyObject;
import itdelatrisu.opsu.objects.HitObject;
import itdelatrisu.opsu.objects.GameObject;
import itdelatrisu.opsu.objects.Slider;
import itdelatrisu.opsu.objects.Spinner;
import itdelatrisu.opsu.replay.PlaybackSpeed;
@@ -102,11 +102,11 @@ public class Game extends BasicGameState {
/** The associated GameData object. */
private GameData data;
/** Current hit object index in OsuHitObject[] array. */
/** Current hit object index (in both hit object arrays). */
private int objectIndex = 0;
/** The map's HitObjects, indexed by objectIndex. */
private HitObject[] hitObjects;
/** The map's game objects, indexed by objectIndex. */
private GameObject[] gameObjects;
/** Delay time, in milliseconds, before song starts. */
private int leadInTime;
@@ -298,15 +298,15 @@ public class Game extends BasicGameState {
// before first object
timeDiff = firstObjectTime - trackPosition;
if (timeDiff < approachTime) {
float[] xy = hitObjects[0].getPointAt(trackPosition);
float[] xy = gameObjects[0].getPointAt(trackPosition);
autoXY = getPointAt(autoMouseX, autoMouseY, xy[0], xy[1], 1f - ((float) timeDiff / Math.min(approachTime, firstObjectTime)));
}
} else if (objectIndex < beatmap.objects.length) {
// normal object
int objectTime = beatmap.objects[objectIndex].getTime();
if (trackPosition < objectTime) {
float[] xyStart = hitObjects[objectIndex - 1].getPointAt(trackPosition);
int startTime = hitObjects[objectIndex - 1].getEndTime();
float[] xyStart = gameObjects[objectIndex - 1].getPointAt(trackPosition);
int startTime = gameObjects[objectIndex - 1].getEndTime();
if (beatmap.breaks != null && breakIndex < beatmap.breaks.size()) {
// starting a break: keep cursor at previous hit object position
if (breakTime > 0 || objectTime > beatmap.breaks.get(breakIndex))
@@ -320,7 +320,7 @@ public class Game extends BasicGameState {
}
}
if (autoXY == null) {
float[] xyEnd = hitObjects[objectIndex].getPointAt(trackPosition);
float[] xyEnd = gameObjects[objectIndex].getPointAt(trackPosition);
int totalTime = objectTime - startTime;
autoXY = getPointAt(xyStart[0], xyStart[1], xyEnd[0], xyEnd[1], (float) (trackPosition - startTime) / totalTime);
@@ -331,12 +331,12 @@ public class Game extends BasicGameState {
autoMousePressed = true;
}
} else {
autoXY = hitObjects[objectIndex].getPointAt(trackPosition);
autoXY = gameObjects[objectIndex].getPointAt(trackPosition);
autoMousePressed = true;
}
} else {
// last object
autoXY = hitObjects[objectIndex - 1].getPointAt(trackPosition);
autoXY = gameObjects[objectIndex - 1].getPointAt(trackPosition);
}
// set mouse coordinates
@@ -646,10 +646,10 @@ public class Game extends BasicGameState {
}
// map complete!
if (objectIndex >= hitObjects.length || (MusicController.trackEnded() && objectIndex > 0)) {
if (objectIndex >= gameObjects.length || (MusicController.trackEnded() && objectIndex > 0)) {
// track ended before last object was processed: force a hit result
if (MusicController.trackEnded() && objectIndex < hitObjects.length)
hitObjects[objectIndex].update(true, delta, mouseX, mouseY, false, trackPosition);
if (MusicController.trackEnded() && objectIndex < gameObjects.length)
gameObjects[objectIndex].update(true, delta, mouseX, mouseY, false, trackPosition);
// if checkpoint used, skip ranking screen
if (checkpointLoaded)
@@ -749,13 +749,13 @@ public class Game extends BasicGameState {
// update objects (loop in unlikely event of any skipped indexes)
boolean keyPressed = keys != ReplayFrame.KEY_NONE;
while (objectIndex < hitObjects.length && trackPosition > beatmap.objects[objectIndex].getTime()) {
while (objectIndex < gameObjects.length && trackPosition > beatmap.objects[objectIndex].getTime()) {
// check if we've already passed the next object's start time
boolean overlap = (objectIndex + 1 < hitObjects.length &&
boolean overlap = (objectIndex + 1 < gameObjects.length &&
trackPosition > beatmap.objects[objectIndex + 1].getTime() - hitResultOffset[GameData.HIT_300]);
// update hit object and check completion status
if (hitObjects[objectIndex].update(overlap, delta, mouseX, mouseY, keyPressed, trackPosition))
if (gameObjects[objectIndex].update(overlap, delta, mouseX, mouseY, keyPressed, trackPosition))
objectIndex++; // done, so increment object index
else
break;
@@ -851,7 +851,7 @@ public class Game extends BasicGameState {
// skip to checkpoint
MusicController.setPosition(checkpoint);
MusicController.setPitch(GameMod.getSpeedMultiplier() * playbackSpeed.getModifier());
while (objectIndex < hitObjects.length &&
while (objectIndex < gameObjects.length &&
beatmap.objects[objectIndex++].getTime() <= checkpoint)
;
objectIndex--;
@@ -1054,7 +1054,7 @@ public class Game extends BasicGameState {
// initialize object maps
for (int i = 0; i < beatmap.objects.length; i++) {
OsuHitObject hitObject = beatmap.objects[i];
HitObject hitObject = beatmap.objects[i];
// is this the last note in the combo?
boolean comboEnd = false;
@@ -1075,16 +1075,16 @@ public class Game extends BasicGameState {
try {
if (hitObject.isCircle())
hitObjects[i] = new Circle(hitObject, this, data, color, comboEnd);
gameObjects[i] = new Circle(hitObject, this, data, color, comboEnd);
else if (hitObject.isSlider())
hitObjects[i] = new Slider(hitObject, this, data, color, comboEnd);
gameObjects[i] = new Slider(hitObject, this, data, color, comboEnd);
else if (hitObject.isSpinner())
hitObjects[i] = new Spinner(hitObject, this, data);
gameObjects[i] = new Spinner(hitObject, this, data);
} catch (Exception e) {
// try to handle the error gracefully: substitute in a dummy HitObject
// try to handle the error gracefully: substitute in a dummy GameObject
ErrorHandler.error(String.format("Failed to create %s at index %d:\n%s",
hitObject.getTypeName(), i, hitObject.toString()), e, true);
hitObjects[i] = new DummyObject(hitObject);
gameObjects[i] = new DummyObject(hitObject);
continue;
}
}
@@ -1187,7 +1187,7 @@ public class Game extends BasicGameState {
// draw hit objects in reverse order, or else overlapping objects are unreadable
Stack<Integer> stack = new Stack<Integer>();
for (int index = objectIndex; index < hitObjects.length && beatmap.objects[index].getTime() < trackPosition + approachTime; index++) {
for (int index = objectIndex; index < gameObjects.length && beatmap.objects[index].getTime() < trackPosition + approachTime; index++) {
stack.add(index);
// draw follow points
@@ -1200,10 +1200,10 @@ public class Game extends BasicGameState {
if (lastObjectIndex != -1 && !beatmap.objects[index].isNewCombo()) {
// calculate points
final int followPointInterval = container.getHeight() / 14;
int lastObjectEndTime = hitObjects[lastObjectIndex].getEndTime() + 1;
int lastObjectEndTime = gameObjects[lastObjectIndex].getEndTime() + 1;
int objectStartTime = beatmap.objects[index].getTime();
float[] startXY = hitObjects[lastObjectIndex].getPointAt(lastObjectEndTime);
float[] endXY = hitObjects[index].getPointAt(objectStartTime);
float[] startXY = gameObjects[lastObjectIndex].getPointAt(lastObjectEndTime);
float[] endXY = gameObjects[index].getPointAt(objectStartTime);
float xDiff = endXY[0] - startXY[0];
float yDiff = endXY[1] - startXY[1];
float dist = (float) Math.hypot(xDiff, yDiff);
@@ -1250,7 +1250,7 @@ public class Game extends BasicGameState {
}
while (!stack.isEmpty())
hitObjects[stack.pop()].draw(g, trackPosition);
gameObjects[stack.pop()].draw(g, trackPosition);
// draw OsuHitObjectResult objects
data.drawHitResults(trackPosition);
@@ -1273,7 +1273,7 @@ public class Game extends BasicGameState {
* Resets all game data and structures.
*/
public void resetGameData() {
hitObjects = new HitObject[beatmap.objects.length];
gameObjects = new GameObject[beatmap.objects.length];
data.clear();
objectIndex = 0;
breakIndex = 0;
@@ -1383,7 +1383,7 @@ public class Game extends BasicGameState {
// Stack modifier scales with hit object size
// StackOffset = HitObjectRadius / 10
int diameter = (int) (104 - (circleSize * 8));
OsuHitObject.setStackOffset(diameter * STACK_OFFSET_MODIFIER);
HitObject.setStackOffset(diameter * STACK_OFFSET_MODIFIER);
// initialize objects
Circle.init(container, circleSize);
@@ -1519,18 +1519,18 @@ public class Game extends BasicGameState {
* @param keys the keys that are pressed
*/
private void sendGameKeyPress(int keys, int x, int y, int trackPosition) {
if (objectIndex >= hitObjects.length) // nothing to do here
if (objectIndex >= gameObjects.length) // nothing to do here
return;
OsuHitObject hitObject = beatmap.objects[objectIndex];
HitObject hitObject = beatmap.objects[objectIndex];
// circles
if (hitObject.isCircle() && hitObjects[objectIndex].mousePressed(x, y, trackPosition))
if (hitObject.isCircle() && gameObjects[objectIndex].mousePressed(x, y, trackPosition))
objectIndex++; // circle hit
// sliders
else if (hitObject.isSlider())
hitObjects[objectIndex].mousePressed(x, y, trackPosition);
gameObjects[objectIndex].mousePressed(x, y, trackPosition);
}
/**
@@ -1544,8 +1544,8 @@ public class Game extends BasicGameState {
private ReplayFrame addReplayFrame(int x, int y, int keys, int time) {
int timeDiff = time - lastReplayTime;
lastReplayTime = time;
int cx = (int) ((x - OsuHitObject.getXOffset()) / OsuHitObject.getXMultiplier());
int cy = (int) ((y - OsuHitObject.getYOffset()) / OsuHitObject.getYMultiplier());
int cx = (int) ((x - HitObject.getXOffset()) / HitObject.getXMultiplier());
int cy = (int) ((y - HitObject.getYOffset()) / HitObject.getYMultiplier());
ReplayFrame frame = new ReplayFrame(timeDiff, time, cx, cy, keys);
if (replayFrames != null)
replayFrames.add(frame);
@@ -1641,8 +1641,8 @@ public class Game extends BasicGameState {
*/
private void calculateStacks() {
// reverse pass for stack calculation
for (int i = hitObjects.length - 1; i > 0; i--) {
OsuHitObject hitObjectI = beatmap.objects[i];
for (int i = gameObjects.length - 1; i > 0; i--) {
HitObject hitObjectI = beatmap.objects[i];
// already calculated
if (hitObjectI.getStack() != 0 || hitObjectI.isSpinner())
@@ -1650,33 +1650,33 @@ public class Game extends BasicGameState {
// search for hit objects in stack
for (int n = i - 1; n >= 0; n--) {
OsuHitObject hitObjectN = beatmap.objects[n];
HitObject hitObjectN = beatmap.objects[n];
if (hitObjectN.isSpinner())
continue;
// check if in range stack calculation
float timeI = hitObjectI.getTime() - (STACK_TIMEOUT * beatmap.stackLeniency);
float timeN = hitObjectN.isSlider() ? hitObjects[n].getEndTime() : hitObjectN.getTime();
float timeN = hitObjectN.isSlider() ? gameObjects[n].getEndTime() : hitObjectN.getTime();
if (timeI > timeN)
break;
// possible special case: if slider end in the stack,
// all next hit objects in stack move right down
if (hitObjectN.isSlider()) {
float[] p1 = hitObjects[i].getPointAt(hitObjectI.getTime());
float[] p2 = hitObjects[n].getPointAt(hitObjects[n].getEndTime());
float[] p1 = gameObjects[i].getPointAt(hitObjectI.getTime());
float[] p2 = gameObjects[n].getPointAt(gameObjects[n].getEndTime());
float distance = Utils.distance(p1[0], p1[1], p2[0], p2[1]);
// check if hit object part of this stack
if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier()) {
if (distance < STACK_LENIENCE * HitObject.getXMultiplier()) {
int offset = hitObjectI.getStack() - hitObjectN.getStack() + 1;
for (int j = n + 1; j <= i; j++) {
OsuHitObject hitObjectJ = beatmap.objects[j];
p1 = hitObjects[j].getPointAt(hitObjectJ.getTime());
HitObject hitObjectJ = beatmap.objects[j];
p1 = gameObjects[j].getPointAt(hitObjectJ.getTime());
distance = Utils.distance(p1[0], p1[1], p2[0], p2[1]);
// hit object below slider end
if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier())
if (distance < STACK_LENIENCE * HitObject.getXMultiplier())
hitObjectJ.setStack(hitObjectJ.getStack() - offset);
}
break; // slider end always start of the stack: reset calculation
@@ -1696,9 +1696,9 @@ public class Game extends BasicGameState {
}
// update hit object positions
for (int i = 0; i < hitObjects.length; i++) {
for (int i = 0; i < gameObjects.length; i++) {
if (beatmap.objects[i].getStack() != 0)
hitObjects[i].updatePosition();
gameObjects[i].updatePosition();
}
}
}