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:
Jeffrey Han
2015-01-16 03:47:37 -05:00
parent bcf1fa301a
commit 7bd9eba2f5
5 changed files with 90 additions and 118 deletions

View File

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