Very minor follow-up to #61.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
@@ -86,10 +86,10 @@ public class Game extends BasicGameState {
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/** Minimum time before start of song, in milliseconds, to process skip-related actions. */
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private static final int SKIP_OFFSET = 2000;
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/** Tolerance in case if hit object is not snapped to the grid */
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/** Tolerance in case if hit object is not snapped to the grid. */
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private static final float STACK_LENIENCE = 3f;
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/** Stack time window of the previous object in ms. */
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/** Stack time window of the previous object, in ms. */
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private static final int STACK_TIMEOUT = 1000;
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/** Stack position offset modifier. */
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@@ -1044,10 +1044,9 @@ public class Game extends BasicGameState {
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int timingPointIndex = 0;
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while (timingPointIndex < osu.timingPoints.size()) {
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OsuTimingPoint timingPoint = osu.timingPoints.get(timingPointIndex);
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if (timingPoint.getTime() <= hitObjectTime) {
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setBeatLength(timingPoint);
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} else
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if (timingPoint.getTime() > hitObjectTime)
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break;
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setBeatLength(timingPoint);
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timingPointIndex++;
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}
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@@ -1067,72 +1066,8 @@ public class Game extends BasicGameState {
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}
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}
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// stack calculation
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// more info: https://gist.github.com/peppy/1167470
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// @author peppy
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for (int i = hitObjects.length - 1; i > 0; i--) {
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OsuHitObject hitObjectI = osu.objects[i];
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// already calculated
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if (hitObjectI.getStack() != 0 || hitObjectI.isSpinner())
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continue;
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// search for hit objects in stack
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for (int n = i -1; n >= 0; n--) {
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OsuHitObject hitObjectN = osu.objects[n];
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if (hitObjectN.isSpinner())
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continue;
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// check if in range stack calculation
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float timeI = hitObjectI.getTime() - (STACK_TIMEOUT * osu.stackLeniency);
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float timeN = hitObjectN.isSlider() ? hitObjects[n].getEndTime() : hitObjectN.getTime();
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if (timeI > timeN)
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break;
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if (hitObjectN.isSlider()) {
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// possible special case. if slider end in the stack, all next hit objects in stack moves right down
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Slider slider = (Slider) hitObjects[n];
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float x1 = hitObjects[i].getPointAt(hitObjectI.getTime())[0];
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float y1 = hitObjects[i].getPointAt(hitObjectI.getTime())[1];
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float x2 = slider.getPointAt(slider.getEndTime())[0];
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float y2 = slider.getPointAt(slider.getEndTime())[1];
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float distance = Utils.distance(x1, y1, x2, y2);
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// check if hit object part of this stack
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if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier()) {
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int offset = hitObjectI.getStack() - hitObjectN.getStack() + 1;
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for (int j = n + 1; j <= i; j++) {
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OsuHitObject hitObjectJ = osu.objects[j];
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x1 = hitObjects[j].getPointAt(hitObjectJ.getTime())[0];
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y1 = hitObjects[j].getPointAt(hitObjectJ.getTime())[1];
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distance = Utils.distance(x1, y1, x2, y2);
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if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier()) {
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// hit object below slider end
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hitObjectJ.setStack(hitObjectJ.getStack() - offset);
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}
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}
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// slider end always start of the stack. reset calculation
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break;
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}
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}
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// not a special case. stack moves up left
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float distance = Utils.distance(hitObjectI.getX(), hitObjectI.getY(),
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hitObjectN.getX(), hitObjectN.getY());
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if (distance < STACK_LENIENCE) {
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hitObjectN.setStack(hitObjectI.getStack() + 1);
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hitObjectI = hitObjectN;
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}
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}
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}
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// update hit objects positions
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for (int i = 0; i < hitObjects.length; i++) {
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if(osu.objects[i].getStack() != 0) {
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hitObjects[i].updatePosition();
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}
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}
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// stack calculations
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calculateStacks();
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// load the first timingPoint
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if (!osu.timingPoints.isEmpty()) {
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@@ -1670,4 +1605,77 @@ public class Game extends BasicGameState {
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}
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}
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}
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/**
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* Performs stacking calculations on all hit objects, and updates their
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* positions if necessary.
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* https://gist.github.com/peppy/1167470
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* @author peppy
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*/
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private void calculateStacks() {
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// reverse pass for stack calculation
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for (int i = hitObjects.length - 1; i > 0; i--) {
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OsuHitObject hitObjectI = osu.objects[i];
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// already calculated
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if (hitObjectI.getStack() != 0 || hitObjectI.isSpinner())
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continue;
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// search for hit objects in stack
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for (int n = i -1; n >= 0; n--) {
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OsuHitObject hitObjectN = osu.objects[n];
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if (hitObjectN.isSpinner())
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continue;
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// check if in range stack calculation
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float timeI = hitObjectI.getTime() - (STACK_TIMEOUT * osu.stackLeniency);
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float timeN = hitObjectN.isSlider() ? hitObjects[n].getEndTime() : hitObjectN.getTime();
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if (timeI > timeN)
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break;
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// possible special case: if slider end in the stack,
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// all next hit objects in stack move right down
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if (hitObjectN.isSlider()) {
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Slider slider = (Slider) hitObjects[n];
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float x1 = hitObjects[i].getPointAt(hitObjectI.getTime())[0];
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float y1 = hitObjects[i].getPointAt(hitObjectI.getTime())[1];
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float x2 = slider.getPointAt(slider.getEndTime())[0];
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float y2 = slider.getPointAt(slider.getEndTime())[1];
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float distance = Utils.distance(x1, y1, x2, y2);
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// check if hit object part of this stack
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if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier()) {
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int offset = hitObjectI.getStack() - hitObjectN.getStack() + 1;
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for (int j = n + 1; j <= i; j++) {
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OsuHitObject hitObjectJ = osu.objects[j];
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x1 = hitObjects[j].getPointAt(hitObjectJ.getTime())[0];
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y1 = hitObjects[j].getPointAt(hitObjectJ.getTime())[1];
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distance = Utils.distance(x1, y1, x2, y2);
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// hit object below slider end
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if (distance < STACK_LENIENCE * OsuHitObject.getXMultiplier())
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hitObjectJ.setStack(hitObjectJ.getStack() - offset);
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}
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break; // slider end always start of the stack: reset calculation
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}
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}
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// not a special case: stack moves up left
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float distance = Utils.distance(
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hitObjectI.getX(), hitObjectI.getY(),
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hitObjectN.getX(), hitObjectN.getY()
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);
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if (distance < STACK_LENIENCE) {
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hitObjectN.setStack(hitObjectI.getStack() + 1);
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hitObjectI = hitObjectN;
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}
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}
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}
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// update hit object positions
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for (int i = 0; i < hitObjects.length; i++) {
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if (osu.objects[i].getStack() != 0)
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hitObjects[i].updatePosition();
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}
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}
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}
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