Very minor follow-up to #61.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han
2015-03-30 23:06:52 -04:00
parent f63be81490
commit 4b91018b70
7 changed files with 117 additions and 118 deletions

View File

@@ -86,10 +86,10 @@ public class Game extends BasicGameState {
/** Minimum time before start of song, in milliseconds, to process skip-related actions. */
private static final int SKIP_OFFSET = 2000;
/** Tolerance in case if hit object is not snapped to the grid */
/** Tolerance in case if hit object is not snapped to the grid. */
private static final float STACK_LENIENCE = 3f;
/** Stack time window of the previous object in ms. */
/** Stack time window of the previous object, in ms. */
private static final int STACK_TIMEOUT = 1000;
/** Stack position offset modifier. */
@@ -1044,10 +1044,9 @@ public class Game extends BasicGameState {
int timingPointIndex = 0;
while (timingPointIndex < osu.timingPoints.size()) {
OsuTimingPoint timingPoint = osu.timingPoints.get(timingPointIndex);
if (timingPoint.getTime() <= hitObjectTime) {
setBeatLength(timingPoint);
} else
if (timingPoint.getTime() > hitObjectTime)
break;
setBeatLength(timingPoint);
timingPointIndex++;
}
@@ -1067,72 +1066,8 @@ public class Game extends BasicGameState {
}
}
// stack calculation
// more info: https://gist.github.com/peppy/1167470
// @author peppy
for (int i = hitObjects.length - 1; i > 0; i--) {
OsuHitObject hitObjectI = osu.objects[i];
// already calculated
if (hitObjectI.getStack() != 0 || hitObjectI.isSpinner())
continue;
// search for hit objects in stack
for (int n = i -1; n >= 0; n--) {
OsuHitObject hitObjectN = osu.objects[n];
if (hitObjectN.isSpinner())
continue;
// check if in range stack calculation
float timeI = hitObjectI.getTime() - (STACK_TIMEOUT * osu.stackLeniency);
float timeN = hitObjectN.isSlider() ? hitObjects[n].getEndTime() : hitObjectN.getTime();
if (timeI > timeN)
break;
if (hitObjectN.isSlider()) {
// possible special case. if slider end in the stack, all next hit objects in stack moves right down
Slider slider = (Slider) hitObjects[n];
float x1 = hitObjects[i].getPointAt(hitObjectI.getTime())[0];
float y1 = hitObjects[i].getPointAt(hitObjectI.getTime())[1];
float x2 = slider.getPointAt(slider.getEndTime())[0];
float y2 = slider.getPointAt(slider.getEndTime())[1];
float distance = Utils.distance(x1, y1, x2, y2);
// check if hit object part of this stack
if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier()) {
int offset = hitObjectI.getStack() - hitObjectN.getStack() + 1;
for (int j = n + 1; j <= i; j++) {
OsuHitObject hitObjectJ = osu.objects[j];
x1 = hitObjects[j].getPointAt(hitObjectJ.getTime())[0];
y1 = hitObjects[j].getPointAt(hitObjectJ.getTime())[1];
distance = Utils.distance(x1, y1, x2, y2);
if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier()) {
// hit object below slider end
hitObjectJ.setStack(hitObjectJ.getStack() - offset);
}
}
// slider end always start of the stack. reset calculation
break;
}
}
// not a special case. stack moves up left
float distance = Utils.distance(hitObjectI.getX(), hitObjectI.getY(),
hitObjectN.getX(), hitObjectN.getY());
if (distance < STACK_LENIENCE) {
hitObjectN.setStack(hitObjectI.getStack() + 1);
hitObjectI = hitObjectN;
}
}
}
// update hit objects positions
for (int i = 0; i < hitObjects.length; i++) {
if(osu.objects[i].getStack() != 0) {
hitObjects[i].updatePosition();
}
}
// stack calculations
calculateStacks();
// load the first timingPoint
if (!osu.timingPoints.isEmpty()) {
@@ -1670,4 +1605,77 @@ public class Game extends BasicGameState {
}
}
}
/**
* Performs stacking calculations on all hit objects, and updates their
* positions if necessary.
* https://gist.github.com/peppy/1167470
* @author peppy
*/
private void calculateStacks() {
// reverse pass for stack calculation
for (int i = hitObjects.length - 1; i > 0; i--) {
OsuHitObject hitObjectI = osu.objects[i];
// already calculated
if (hitObjectI.getStack() != 0 || hitObjectI.isSpinner())
continue;
// search for hit objects in stack
for (int n = i -1; n >= 0; n--) {
OsuHitObject hitObjectN = osu.objects[n];
if (hitObjectN.isSpinner())
continue;
// check if in range stack calculation
float timeI = hitObjectI.getTime() - (STACK_TIMEOUT * osu.stackLeniency);
float timeN = hitObjectN.isSlider() ? hitObjects[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()) {
Slider slider = (Slider) hitObjects[n];
float x1 = hitObjects[i].getPointAt(hitObjectI.getTime())[0];
float y1 = hitObjects[i].getPointAt(hitObjectI.getTime())[1];
float x2 = slider.getPointAt(slider.getEndTime())[0];
float y2 = slider.getPointAt(slider.getEndTime())[1];
float distance = Utils.distance(x1, y1, x2, y2);
// check if hit object part of this stack
if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier()) {
int offset = hitObjectI.getStack() - hitObjectN.getStack() + 1;
for (int j = n + 1; j <= i; j++) {
OsuHitObject hitObjectJ = osu.objects[j];
x1 = hitObjects[j].getPointAt(hitObjectJ.getTime())[0];
y1 = hitObjects[j].getPointAt(hitObjectJ.getTime())[1];
distance = Utils.distance(x1, y1, x2, y2);
// hit object below slider end
if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier())
hitObjectJ.setStack(hitObjectJ.getStack() - offset);
}
break; // slider end always start of the stack: reset calculation
}
}
// not a special case: stack moves up left
float distance = Utils.distance(
hitObjectI.getX(), hitObjectI.getY(),
hitObjectN.getX(), hitObjectN.getY()
);
if (distance < STACK_LENIENCE) {
hitObjectN.setStack(hitObjectI.getStack() + 1);
hitObjectI = hitObjectN;
}
}
}
// update hit object positions
for (int i = 0; i < hitObjects.length; i++) {
if (osu.objects[i].getStack() != 0)
hitObjects[i].updatePosition();
}
}
}