getting rid of repetitions

This commit is contained in:
yugecin
2016-11-20 17:01:56 +01:00
parent 726fef9b38
commit 30186b94f4
2 changed files with 39 additions and 124 deletions

View File

@@ -101,6 +101,8 @@ public class Dancer {
public static final GameObject d = new DummyObject();
private GameObject p;
private GameObject[] gameObjects;
private MoverFactory moverFactory;
private PolyMoverFactory polyMoverFactory;
private Mover mover;
@@ -169,7 +171,18 @@ public class Dancer {
polyMoverFactory = polyMoverFactories[polyMoverFactoryIndex];
}
public void update(int time, GameObject p, GameObject c) {
public void setGameObjects(GameObject[] objs) {
this.gameObjects = objs;
}
public void update(int time, int objectIndex) {
GameObject p;
if (objectIndex == 0) {
p = d;
} else {
p = gameObjects[objectIndex - 1];
}
GameObject c = gameObjects[objectIndex];
GameObject[] e = sliderMoverController.process(p, c, time);
p = e[0];
c = e[1];
@@ -198,31 +211,41 @@ public class Dancer {
double[] spinnerStartPoint = spinner.getPoint();
c.start = new Vec2f((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
if (mover == null || mover.getEnd() != c)
if (multipoint) {
if (polyMoverFactory.isInitialized() && polyMoverFactory.getLatestIndex() < objectIndex + polyMoverFactory.getLatestIndex() - 1) {
polyMoverFactory.update(gameObjects[objectIndex + polyMoverFactory.getMaxBufferSize() - 1]);
} else {
polyMoverFactory.create(gameObjects, objectIndex - 1);
}
} else if (mover == null || mover.getEnd() != c) {
if (p == d) {
mover = new LinearMover(p, c, dir);
}
else {
} else {
mover = moverFactory.create(p, c, dir);
}
}
}
if (time < c.getTime()) {
if (!p.isSpinner() || !c.isSpinner()) {
double[] point = mover.getPointAt(time);
double[] point;
if (multipoint) {
point = polyMoverFactory.getPointAt(time);
} else {
point = mover.getPointAt(time);
}
x = (float) point[0];
y = (float) point[1];
}
}
else {
} else {
if (c.isSpinner()) {
Spinner.PROGRESS = (double) (time - c.getTime()) / (double) (c.getEndTime() - c.getTime());
double[] point = spinner.getPoint();
x = (float) point[0];
y = (float) point[1];
c.end = new Vec2f(x, y);
}
else {
} else {
Vec2f point = c.getPointAt(time);
if (isCurrentLazySlider) {
point = c.start;
@@ -236,72 +259,4 @@ public class Dancer {
y = Utils.clamp(y, 10, Options.height - 10);
}
public void update(int time, GameObject[] gameObjects, int objectIndex) {
GameObject p, c;
GameObject[] e = objectIndex > 0 ? sliderMoverController.process(gameObjects[objectIndex - 1], gameObjects[objectIndex], time)
: sliderMoverController.process(d, gameObjects[objectIndex], time);
p = e[0];
c = e[1];
if (this.p != p) {
this.p = p;
if (this.p == d) {
if (c.isSpinner()) {
double[] spinnerStartPoint = spinner.getPoint();
c.start.set((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
}
isCurrentLazySlider = false;
// detect lazy sliders, should work pretty good
if (c.isSlider() && LAZY_SLIDERS && Utils.distance(c.start.x, c.start.y, c.end.x, c.end.y) <= Circle.diameter * 0.8f) {
Slider s = (Slider) c;
Vec2f mid = s.getCurve().pointAt(1f);
if (s.getRepeats() == 1 || Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) {
mid = s.getCurve().pointAt(0.5f);
if (Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) {
isCurrentLazySlider = true;
}
}
}
dir = moverDirection.getDirection(dir);
if (c.isSpinner()) {
double[] spinnerStartPoint = spinner.getPoint();
c.start = new Vec2f((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
if (polyMoverFactory.isInitialized() && polyMoverFactory.getLatestIndex() < objectIndex + polyMoverFactory.getLatestIndex() - 1) {
polyMoverFactory.update(gameObjects[objectIndex + polyMoverFactory.getMaxBufferSize() - 1]);
}
else {
polyMoverFactory.create(gameObjects, objectIndex - 1);
}
}
if (time < c.getTime()) {
if (!(p.isSpinner() || c.isSpinner())) {
double[] point = polyMoverFactory.getPointAt(time);
x = (float) point[0];
y = (float) point[1];
}
}
else {
if (c.isSpinner()) {
Spinner.PROGRESS = (double) (time - c.getTime()) / (double) (c.getEndTime() - c.getTime());
double[] point = spinner.getPoint();
x = (float) point[0];
y = (float) point[1];
c.end = new Vec2f(x, y);
}
else {
Vec2f point = c.getPointAt(time);
if (isCurrentLazySlider) {
point = c.start;
}
x = point.x;
y = point.y;
}
}
Pippi.dance(time, c, isCurrentLazySlider);
x = Utils.clamp(x, 10, Options.width - 10);
y = Utils.clamp(y, 10, Options.height - 10);
}
}