Renamed GameScore class to GameData.

Makes more sense, since the class is responsible for more than just the score.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han
2015-01-27 03:19:39 -05:00
parent ef9e38bf2d
commit 44bdf70c98
6 changed files with 113 additions and 113 deletions

View File

@@ -20,7 +20,7 @@ package itdelatrisu.opsu.objects;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.GameScore;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.OsuHitObject;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.audio.MusicController;
@@ -40,8 +40,8 @@ public class Circle implements HitObject {
/** The associated Game object. */
private Game game;
/** The associated GameScore object. */
private GameScore score;
/** The associated GameData object. */
private GameData data;
/** The color of this circle. */
private Color color;
@@ -66,14 +66,14 @@ public class Circle implements HitObject {
* Constructor.
* @param hitObject the associated OsuHitObject
* @param game the associated Game object
* @param score the associated GameScore object
* @param data the associated GameData object
* @param color the color of this circle
* @param comboEnd true if this is the last hit object in the combo
*/
public Circle(OsuHitObject hitObject, Game game, GameScore score, Color color, boolean comboEnd) {
public Circle(OsuHitObject hitObject, Game game, GameData data, Color color, boolean comboEnd) {
this.hitObject = hitObject;
this.game = game;
this.score = score;
this.data = data;
this.color = color;
this.comboEnd = comboEnd;
}
@@ -94,15 +94,15 @@ public class Circle implements HitObject {
Utils.drawCentered(GameImage.HITCIRCLE.getImage(), x, y, color);
color.a = oldAlpha;
Utils.COLOR_WHITE_FADE.a = 1f;
score.drawSymbolNumber(hitObject.getComboNumber(), x, y,
GameImage.HITCIRCLE.getImage().getWidth() * 0.40f / score.getDefaultSymbolImage(0).getHeight());
data.drawSymbolNumber(hitObject.getComboNumber(), x, y,
GameImage.HITCIRCLE.getImage().getWidth() * 0.40f / data.getDefaultSymbolImage(0).getHeight());
}
}
/**
* Calculates the circle hit result.
* @param time the hit object time (difference between track time)
* @return the hit result (GameScore.HIT_* constants)
* @return the hit result (GameData.HIT_* constants)
*/
private int hitResult(int time) {
int trackPosition = MusicController.getPosition();
@@ -110,14 +110,14 @@ public class Circle implements HitObject {
int[] hitResultOffset = game.getHitResultOffsets();
int result = -1;
if (timeDiff < hitResultOffset[GameScore.HIT_300])
result = GameScore.HIT_300;
else if (timeDiff < hitResultOffset[GameScore.HIT_100])
result = GameScore.HIT_100;
else if (timeDiff < hitResultOffset[GameScore.HIT_50])
result = GameScore.HIT_50;
else if (timeDiff < hitResultOffset[GameScore.HIT_MISS])
result = GameScore.HIT_MISS;
if (timeDiff < hitResultOffset[GameData.HIT_300])
result = GameData.HIT_300;
else if (timeDiff < hitResultOffset[GameData.HIT_100])
result = GameData.HIT_100;
else if (timeDiff < hitResultOffset[GameData.HIT_50])
result = GameData.HIT_50;
else if (timeDiff < hitResultOffset[GameData.HIT_MISS])
result = GameData.HIT_MISS;
//else not a hit
return result;
@@ -130,7 +130,7 @@ public class Circle implements HitObject {
if (distance < circleRadius) {
int result = hitResult(hitObject.getTime());
if (result > -1) {
score.hitResult(
data.hitResult(
hitObject.getTime(), result,
hitObject.getX(), hitObject.getY(),
color, comboEnd, hitObject.getHitSoundType()
@@ -151,19 +151,19 @@ public class Circle implements HitObject {
int[] hitResultOffset = game.getHitResultOffsets();
boolean isAutoMod = GameMod.AUTO.isActive();
if (overlap || trackPosition > time + hitResultOffset[GameScore.HIT_50]) {
if (overlap || trackPosition > time + hitResultOffset[GameData.HIT_50]) {
if (isAutoMod) // "auto" mod: catch any missed notes due to lag
score.hitResult(time, GameScore.HIT_300, x, y, color, comboEnd, hitSound);
data.hitResult(time, GameData.HIT_300, x, y, color, comboEnd, hitSound);
else // no more points can be scored, so send a miss
score.hitResult(time, GameScore.HIT_MISS, x, y, null, comboEnd, hitSound);
data.hitResult(time, GameData.HIT_MISS, x, y, null, comboEnd, hitSound);
return true;
}
// "auto" mod: send a perfect hit result
else if (isAutoMod) {
if (Math.abs(trackPosition - time) < hitResultOffset[GameScore.HIT_300]) {
score.hitResult(time, GameScore.HIT_300, x, y, color, comboEnd, hitSound);
if (Math.abs(trackPosition - time) < hitResultOffset[GameData.HIT_300]) {
data.hitResult(time, GameData.HIT_300, x, y, color, comboEnd, hitSound);
return true;
}
}