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

@ -424,58 +424,17 @@ public class Game extends BasicGameState {
autoMousePressed = false;
if (GameMod.AUTO.isActive() || GameMod.AUTOPILOT.isActive()) {
Vec2f autoPoint;
if (objectIndex < beatmap.objects.length - (Dancer.multipoint ? Dancer.polyMoverFactories[Dancer.instance.getPolyMoverFactoryIndex()].getMinBufferSize() : 0)) {
Dancer d = Dancer.instance;
int lastObjectForDancer = beatmap.objects.length;
if (Dancer.multipoint) {
d.update(trackPosition, gameObjects, objectIndex);
} else {
GameObject p;
if (objectIndex > 0) {
p = gameObjects[objectIndex - 1];
}
else {
p = Dancer.d;
}
d.update(trackPosition, p, gameObjects[objectIndex]);
lastObjectForDancer -= Dancer.polyMoverFactories[Dancer.instance.getPolyMoverFactoryIndex()].getMinBufferSize();
}
if (objectIndex < lastObjectForDancer) {
Dancer d = Dancer.instance;
d.update(trackPosition, objectIndex);
autoPoint = new Vec2f(d.x, d.y);
if (trackPosition < gameObjects[objectIndex].getTime()) {
autoMousePressed = true;
}
/*
// normal object
int objectTime = beatmap.objects[objectIndex].getTime();
if (trackPosition < objectTime) {
Vec2f startPoint = 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))
autoPoint = startPoint;
// after a break ends: move startTime to break end time
else if (breakIndex > 1) {
int lastBreakEndTime = beatmap.breaks.get(breakIndex - 1);
if (objectTime > lastBreakEndTime && startTime < lastBreakEndTime)
startTime = lastBreakEndTime;
}
}
if (autoPoint == null) {
Vec2f endPoint = gameObjects[objectIndex].getPointAt(trackPosition);
int totalTime = objectTime - startTime;
autoPoint = getPointAt(startPoint.x, startPoint.y, endPoint.x, endPoint.y, (float) (trackPosition - startTime) / totalTime);
// hit circles: show a mouse press
int offset300 = hitResultOffset[GameData.HIT_300];
if ((beatmap.objects[objectIndex].isCircle() && objectTime - trackPosition < offset300) ||
(beatmap.objects[objectIndex - 1].isCircle() && trackPosition - beatmap.objects[objectIndex - 1].getTime() < offset300))
autoMousePressed = true;
}
} else {
autoPoint = gameObjects[objectIndex].getPointAt(trackPosition);
autoMousePressed = true;
}
*/
} else {
// last object
autoPoint = gameObjects[objectIndex - 1].getPointAt(trackPosition);
@ -1501,6 +1460,7 @@ public class Game extends BasicGameState {
sbOverlay.updateIndex(0);
}
Dancer.instance.setGameObjects(gameObjects);
Pippi.reset();
mirrorFrom = 0;
mirrorTo = gameObjects.length;

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);
}
}