Fixed an infinite loop on beatmaps starting at time 0. (blame: 18e57fd)

There's probably a better fix, though...

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han 2015-06-08 18:13:49 -04:00
parent e712d57a2c
commit 74f7ac18b9

View File

@ -271,7 +271,7 @@ public class Game extends BasicGameState {
float dimLevel = Options.getBackgroundDim();
if (trackPosition < firstObjectTime) {
if (timeDiff < approachTime)
dimLevel += (1f - dimLevel) * ((float) timeDiff / Math.min(approachTime, firstObjectTime));
dimLevel += (1f - dimLevel) * ((float) timeDiff / approachTime);
else
dimLevel = 1f;
}
@ -301,7 +301,7 @@ public class Game extends BasicGameState {
timeDiff = firstObjectTime - trackPosition;
if (timeDiff < approachTime) {
float[] xy = gameObjects[0].getPointAt(trackPosition);
autoXY = getPointAt(autoMouseX, autoMouseY, xy[0], xy[1], 1f - ((float) timeDiff / Math.min(approachTime, firstObjectTime)));
autoXY = getPointAt(autoMouseX, autoMouseY, xy[0], xy[1], 1f - ((float) timeDiff / approachTime));
}
} else if (objectIndex < beatmap.objects.length) {
// normal object