Follow-up to #71.
- Fixed a major bug where two hit result calculations were being performed for each slider. - Fixed a bug where hit circles/sliders were being drawn for a miss. - Sliders now only expand when held to the end (as in osu!). - Use the track position as the hit result start time for circles (instead of the object time). - Added a 'color' parameter to Curve.draw(), rather than keeping an extra reference to the slider Color object. - Renamed HitResultType enum to HitObjectType, and moved it into GameData. - Removed some overloaded methods (not really necessary...). - Other style changes. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -19,6 +19,7 @@
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package itdelatrisu.opsu.objects;
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import itdelatrisu.opsu.GameData;
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import itdelatrisu.opsu.GameData.HitObjectType;
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import itdelatrisu.opsu.GameImage;
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import itdelatrisu.opsu.GameMod;
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import itdelatrisu.opsu.OsuHitObject;
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@@ -138,7 +139,7 @@ public class Circle implements HitObject {
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if (result > -1) {
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data.addHitError(hitObject.getTime(), x, y, timeDiff);
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data.hitResult(hitObject.getTime(), result, this.x, this.y, color, comboEnd, hitObject, 0, HitResultType.CIRCLE);
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data.hitResult(trackPosition, result, this.x, this.y, color, comboEnd, hitObject, 0, HitObjectType.CIRCLE, null, true);
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return true;
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}
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}
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@@ -154,17 +155,17 @@ public class Circle implements HitObject {
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if (overlap || trackPosition > time + hitResultOffset[GameData.HIT_50]) {
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if (isAutoMod) // "auto" mod: catch any missed notes due to lag
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data.hitResult(time, GameData.HIT_300, x, y, color, comboEnd, hitObject, 0, HitResultType.CIRCLE);
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data.hitResult(time, GameData.HIT_300, x, y, color, comboEnd, hitObject, 0, HitObjectType.CIRCLE, null, true);
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else // no more points can be scored, so send a miss
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data.hitResult(time, GameData.HIT_MISS, x, y, null, comboEnd, hitObject, 0, HitResultType.CIRCLE);
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data.hitResult(trackPosition, GameData.HIT_MISS, x, y, null, comboEnd, hitObject, 0, HitObjectType.CIRCLE, null, true);
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return true;
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}
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// "auto" mod: send a perfect hit result
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else if (isAutoMod) {
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if (Math.abs(trackPosition - time) < hitResultOffset[GameData.HIT_300]) {
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data.hitResult(time, GameData.HIT_300, x, y, color, comboEnd, hitObject, 0, HitResultType.CIRCLE);
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data.hitResult(time, GameData.HIT_300, x, y, color, comboEnd, hitObject, 0, HitObjectType.CIRCLE, null, true);
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return true;
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}
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}
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