Added HitObject interface for OsuHitObjects during gameplay.
This greatly simplifies object-handling code, and is slightly more time and memory efficient. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
@@ -33,11 +33,11 @@ import itdelatrisu.opsu.audio.MusicController;
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import itdelatrisu.opsu.audio.SoundController;
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import itdelatrisu.opsu.audio.SoundEffect;
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import itdelatrisu.opsu.objects.Circle;
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import itdelatrisu.opsu.objects.HitObject;
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import itdelatrisu.opsu.objects.Slider;
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import itdelatrisu.opsu.objects.Spinner;
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import java.io.File;
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import java.util.HashMap;
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import java.util.Stack;
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import java.util.concurrent.TimeUnit;
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@@ -89,19 +89,9 @@ public class Game extends BasicGameState {
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private int objectIndex = 0;
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/**
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* This map's hit circles objects, keyed by objectIndex.
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* The map's HitObjects, indexed by objectIndex.
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*/
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private HashMap<Integer, Circle> circles;
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/**
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* This map's slider objects, keyed by objectIndex.
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*/
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private HashMap<Integer, Slider> sliders;
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/**
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* This map's spinner objects, keyed by objectIndex.
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*/
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private HashMap<Integer, Spinner> spinners;
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private HitObject[] hitObjects;
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/**
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* Delay time, in milliseconds, before song starts.
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@@ -405,21 +395,8 @@ public class Game extends BasicGameState {
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for (int i = objectIndex; i < osu.objects.length && osu.objects[i].getTime() < trackPosition + approachTime; i++)
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stack.add(i);
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while (!stack.isEmpty()) {
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int i = stack.pop();
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OsuHitObject hitObject = osu.objects[i];
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if (hitObject.isCircle())
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circles.get(i).draw(trackPosition);
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else if (hitObject.isSlider())
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sliders.get(i).draw(trackPosition, stack.isEmpty());
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else if (hitObject.isSpinner()) {
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if (stack.isEmpty()) // only draw spinner at objectIndex
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spinners.get(i).draw(trackPosition, g);
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else
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continue;
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}
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}
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while (!stack.isEmpty())
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hitObjects[stack.pop()].draw(trackPosition, stack.isEmpty(), g);
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// draw OsuHitObjectResult objects
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score.drawHitResults(trackPosition);
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@@ -577,24 +554,13 @@ public class Game extends BasicGameState {
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// update objects (loop in unlikely event of any skipped indexes)
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while (objectIndex < osu.objects.length && trackPosition > osu.objects[objectIndex].getTime()) {
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OsuHitObject hitObject = osu.objects[objectIndex];
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// check if we've already passed the next object's start time
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boolean overlap = (objectIndex + 1 < osu.objects.length &&
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trackPosition > osu.objects[objectIndex + 1].getTime() - hitResultOffset[GameScore.HIT_300]);
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// check completion status of the hit object
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boolean done = false;
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if (hitObject.isCircle())
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done = circles.get(objectIndex).update(overlap);
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else if (hitObject.isSlider())
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done = sliders.get(objectIndex).update(overlap, delta, mouseX, mouseY);
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else if (hitObject.isSpinner())
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done = spinners.get(objectIndex).update(overlap, delta, mouseX, mouseY);
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// increment object index?
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if (done)
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objectIndex++;
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// update hit object and check completion status
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if (hitObjects[objectIndex].update(overlap, delta, mouseX, mouseY))
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objectIndex++; // done, so increment object index
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else
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break;
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}
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@@ -731,15 +697,12 @@ public class Game extends BasicGameState {
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return;
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// circles
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if (hitObject.isCircle()) {
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boolean hit = circles.get(objectIndex).mousePressed(x, y);
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if (hit)
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objectIndex++;
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}
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if (hitObject.isCircle() && hitObjects[objectIndex].mousePressed(x, y))
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objectIndex++; // circle hit
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// sliders
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else if (hitObject.isSlider())
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sliders.get(objectIndex).mousePressed(x, y);
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hitObjects[objectIndex].mousePressed(x, y);
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}
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@Override
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@@ -781,13 +744,12 @@ public class Game extends BasicGameState {
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comboEnd = true;
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Color color = osu.combo[hitObject.getComboIndex()];
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if (hitObject.isCircle()) {
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circles.put(i, new Circle(hitObject, this, score, color, comboEnd));
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} else if (hitObject.isSlider()) {
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sliders.put(i, new Slider(hitObject, this, score, color, comboEnd));
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} else if (hitObject.isSpinner()) {
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spinners.put(i, new Spinner(hitObject, this, score));
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}
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if (hitObject.isCircle())
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hitObjects[i] = new Circle(hitObject, this, score, color, comboEnd);
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else if (hitObject.isSlider())
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hitObjects[i] = new Slider(hitObject, this, score, color, comboEnd);
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else if (hitObject.isSpinner())
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hitObjects[i] = new Spinner(hitObject, this, score);
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}
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// load the first timingPoint
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@@ -818,9 +780,7 @@ public class Game extends BasicGameState {
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* Resets all game data and structures.
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*/
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public void resetGameData() {
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circles = new HashMap<Integer, Circle>();
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sliders = new HashMap<Integer, Slider>();
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spinners = new HashMap<Integer, Spinner>();
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hitObjects = new HitObject[osu.objects.length];
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score.clear();
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objectIndex = 0;
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breakIndex = 0;
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