getting rid of repetitions
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726fef9b38
commit
30186b94f4
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@ -424,58 +424,17 @@ public class Game extends BasicGameState {
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autoMousePressed = false;
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if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
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Vec2f autoPoint;
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if (objectIndex < beatmap.objects.length - (Dancer.multipoint ? Dancer.polyMoverFactories[Dancer.instance.getPolyMoverFactoryIndex()].getMinBufferSize() : 0)) {
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Dancer d = Dancer.instance;
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int lastObjectForDancer = beatmap.objects.length;
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if (Dancer.multipoint) {
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d.update(trackPosition, gameObjects, objectIndex);
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} else {
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GameObject p;
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if (objectIndex > 0) {
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p = gameObjects[objectIndex - 1];
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}
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else {
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p = Dancer.d;
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}
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d.update(trackPosition, p, gameObjects[objectIndex]);
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lastObjectForDancer -= Dancer.polyMoverFactories[Dancer.instance.getPolyMoverFactoryIndex()].getMinBufferSize();
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}
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if (objectIndex < lastObjectForDancer) {
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Dancer d = Dancer.instance;
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d.update(trackPosition, objectIndex);
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autoPoint = new Vec2f(d.x, d.y);
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if (trackPosition < gameObjects[objectIndex].getTime()) {
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autoMousePressed = true;
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}
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/*
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// normal object
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int objectTime = beatmap.objects[objectIndex].getTime();
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if (trackPosition < objectTime) {
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Vec2f startPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
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int startTime = gameObjects[objectIndex - 1].getEndTime();
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if (beatmap.breaks != null && breakIndex < beatmap.breaks.size()) {
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// starting a break: keep cursor at previous hit object position
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if (breakTime > 0 || objectTime > beatmap.breaks.get(breakIndex))
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autoPoint = startPoint;
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// after a break ends: move startTime to break end time
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else if (breakIndex > 1) {
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int lastBreakEndTime = beatmap.breaks.get(breakIndex - 1);
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if (objectTime > lastBreakEndTime && startTime < lastBreakEndTime)
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startTime = lastBreakEndTime;
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}
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}
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if (autoPoint == null) {
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Vec2f endPoint = gameObjects[objectIndex].getPointAt(trackPosition);
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int totalTime = objectTime - startTime;
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autoPoint = getPointAt(startPoint.x, startPoint.y, endPoint.x, endPoint.y, (float) (trackPosition - startTime) / totalTime);
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// hit circles: show a mouse press
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int offset300 = hitResultOffset[GameData.HIT_300];
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if ((beatmap.objects[objectIndex].isCircle() && objectTime - trackPosition < offset300) ||
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(beatmap.objects[objectIndex - 1].isCircle() && trackPosition - beatmap.objects[objectIndex - 1].getTime() < offset300))
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autoMousePressed = true;
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}
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} else {
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autoPoint = gameObjects[objectIndex].getPointAt(trackPosition);
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autoMousePressed = true;
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}
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*/
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} else {
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// last object
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autoPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
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@ -1501,6 +1460,7 @@ public class Game extends BasicGameState {
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sbOverlay.updateIndex(0);
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}
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Dancer.instance.setGameObjects(gameObjects);
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Pippi.reset();
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mirrorFrom = 0;
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mirrorTo = gameObjects.length;
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@ -101,6 +101,8 @@ public class Dancer {
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public static final GameObject d = new DummyObject();
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private GameObject p;
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private GameObject[] gameObjects;
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private MoverFactory moverFactory;
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private PolyMoverFactory polyMoverFactory;
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private Mover mover;
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@ -169,7 +171,18 @@ public class Dancer {
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polyMoverFactory = polyMoverFactories[polyMoverFactoryIndex];
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}
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public void update(int time, GameObject p, GameObject c) {
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public void setGameObjects(GameObject[] objs) {
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this.gameObjects = objs;
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}
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public void update(int time, int objectIndex) {
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GameObject p;
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if (objectIndex == 0) {
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p = d;
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} else {
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p = gameObjects[objectIndex - 1];
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}
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GameObject c = gameObjects[objectIndex];
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GameObject[] e = sliderMoverController.process(p, c, time);
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p = e[0];
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c = e[1];
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@ -198,31 +211,41 @@ public class Dancer {
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double[] spinnerStartPoint = spinner.getPoint();
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c.start = new Vec2f((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
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}
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if (mover == null || mover.getEnd() != c)
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if (multipoint) {
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if (polyMoverFactory.isInitialized() && polyMoverFactory.getLatestIndex() < objectIndex + polyMoverFactory.getLatestIndex() - 1) {
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polyMoverFactory.update(gameObjects[objectIndex + polyMoverFactory.getMaxBufferSize() - 1]);
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} else {
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polyMoverFactory.create(gameObjects, objectIndex - 1);
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}
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} else if (mover == null || mover.getEnd() != c) {
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if (p == d) {
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mover = new LinearMover(p, c, dir);
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}
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else {
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} else {
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mover = moverFactory.create(p, c, dir);
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}
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}
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}
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if (time < c.getTime()) {
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if (!p.isSpinner() || !c.isSpinner()) {
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double[] point = mover.getPointAt(time);
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double[] point;
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if (multipoint) {
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point = polyMoverFactory.getPointAt(time);
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} else {
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point = mover.getPointAt(time);
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}
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x = (float) point[0];
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y = (float) point[1];
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}
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}
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else {
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} else {
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if (c.isSpinner()) {
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Spinner.PROGRESS = (double) (time - c.getTime()) / (double) (c.getEndTime() - c.getTime());
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double[] point = spinner.getPoint();
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x = (float) point[0];
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y = (float) point[1];
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c.end = new Vec2f(x, y);
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}
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else {
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} else {
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Vec2f point = c.getPointAt(time);
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if (isCurrentLazySlider) {
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point = c.start;
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@ -236,72 +259,4 @@ public class Dancer {
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y = Utils.clamp(y, 10, Options.height - 10);
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}
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public void update(int time, GameObject[] gameObjects, int objectIndex) {
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GameObject p, c;
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GameObject[] e = objectIndex > 0 ? sliderMoverController.process(gameObjects[objectIndex - 1], gameObjects[objectIndex], time)
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: sliderMoverController.process(d, gameObjects[objectIndex], time);
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p = e[0];
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c = e[1];
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if (this.p != p) {
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this.p = p;
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if (this.p == d) {
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if (c.isSpinner()) {
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double[] spinnerStartPoint = spinner.getPoint();
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c.start.set((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
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}
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}
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isCurrentLazySlider = false;
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// detect lazy sliders, should work pretty good
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if (c.isSlider() && LAZY_SLIDERS && Utils.distance(c.start.x, c.start.y, c.end.x, c.end.y) <= Circle.diameter * 0.8f) {
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Slider s = (Slider) c;
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Vec2f mid = s.getCurve().pointAt(1f);
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if (s.getRepeats() == 1 || Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) {
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mid = s.getCurve().pointAt(0.5f);
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if (Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) {
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isCurrentLazySlider = true;
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}
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}
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}
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dir = moverDirection.getDirection(dir);
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if (c.isSpinner()) {
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double[] spinnerStartPoint = spinner.getPoint();
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c.start = new Vec2f((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
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}
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if (polyMoverFactory.isInitialized() && polyMoverFactory.getLatestIndex() < objectIndex + polyMoverFactory.getLatestIndex() - 1) {
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polyMoverFactory.update(gameObjects[objectIndex + polyMoverFactory.getMaxBufferSize() - 1]);
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}
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else {
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polyMoverFactory.create(gameObjects, objectIndex - 1);
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}
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}
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if (time < c.getTime()) {
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if (!(p.isSpinner() || c.isSpinner())) {
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double[] point = polyMoverFactory.getPointAt(time);
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x = (float) point[0];
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y = (float) point[1];
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}
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}
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else {
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if (c.isSpinner()) {
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Spinner.PROGRESS = (double) (time - c.getTime()) / (double) (c.getEndTime() - c.getTime());
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double[] point = spinner.getPoint();
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x = (float) point[0];
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y = (float) point[1];
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c.end = new Vec2f(x, y);
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}
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else {
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Vec2f point = c.getPointAt(time);
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if (isCurrentLazySlider) {
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point = c.start;
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}
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x = point.x;
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y = point.y;
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}
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}
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Pippi.dance(time, c, isCurrentLazySlider);
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x = Utils.clamp(x, 10, Options.width - 10);
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y = Utils.clamp(y, 10, Options.height - 10);
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}
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}
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