Added a listener for the end of music tracks.
Fixes a bug during gameplay where if the music track ends before the last hit object is processed (esp. spinners), the game would hang. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@ -33,6 +33,7 @@ import org.lwjgl.BufferUtils;
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import org.lwjgl.openal.AL;
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import org.lwjgl.openal.AL10;
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import org.newdawn.slick.Music;
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import org.newdawn.slick.MusicListener;
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import org.newdawn.slick.SlickException;
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import org.newdawn.slick.openal.Audio;
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import org.newdawn.slick.openal.SoundStore;
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@ -53,6 +54,9 @@ public class MusicController {
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/** Thread for loading tracks. */
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private static Thread trackLoader;
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/** Whether or not the current track has ended. */
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private static boolean trackEnded;
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/** Whether the theme song is currently playing. */
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private static boolean themePlaying = false;
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@ -107,6 +111,13 @@ public class MusicController {
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private static void loadTrack(File file, int previewTime, boolean loop) {
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try { // create a new player
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player = new Music(file.getPath());
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player.addListener(new MusicListener() {
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@Override
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public void musicEnded(Music music) { trackEnded = true; }
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@Override
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public void musicSwapped(Music music, Music newMusic) {}
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});
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playAt((previewTime > 0) ? previewTime : 0, loop);
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} catch (Exception e) {
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ErrorHandler.error(String.format("Could not play track '%s'.", file.getName()), e, false);
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@ -120,6 +131,7 @@ public class MusicController {
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if (trackExists()) {
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setVolume(Options.getMusicVolume() * Options.getMasterVolume());
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player.setPosition(position / 1000f);
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trackEnded = false;
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pauseTime = 0f;
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if (loop)
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player.loop();
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@ -263,6 +275,11 @@ public class MusicController {
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SoundStore.get().setMusicVolume(volume);
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}
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/**
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* Returns whether or not the current track has ended.
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*/
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public static boolean trackEnded() { return trackEnded; }
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/**
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* Plays the theme song.
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*/
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@ -320,6 +337,7 @@ public class MusicController {
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// reset state
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lastOsu = null;
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trackEnded = false;
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themePlaying = false;
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pauseTime = 0f;
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trackDimmed = false;
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@ -152,11 +152,9 @@ public class Spinner implements HitObject {
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@Override
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public boolean update(boolean overlap, int delta, int mouseX, int mouseY) {
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int trackPosition = MusicController.getPosition();
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if (overlap)
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return true;
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// end of spinner
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if (trackPosition > hitObject.getEndTime()) {
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if (overlap || trackPosition > hitObject.getEndTime()) {
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hitResult();
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return true;
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}
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@ -332,7 +332,7 @@ public class Game extends BasicGameState {
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// draw hit objects in reverse order, or else overlapping objects are unreadable
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Stack<Integer> stack = new Stack<Integer>();
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for (int i = objectIndex; i < osu.objects.length && osu.objects[i].getTime() < trackPosition + approachTime; i++)
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for (int i = objectIndex; i < hitObjects.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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@ -417,7 +417,11 @@ public class Game extends BasicGameState {
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data.updateDisplays(delta);
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// map complete!
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if (objectIndex >= osu.objects.length) {
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if (objectIndex >= hitObjects.length || (MusicController.trackEnded() && objectIndex > 0)) {
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// track ended before last object was processed: force a hit result
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if (MusicController.trackEnded() && objectIndex < hitObjects.length)
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hitObjects[objectIndex].update(true, delta, mouseX, mouseY);
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if (checkpointLoaded) // if checkpoint used, skip ranking screen
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game.closeRequested();
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else { // go to ranking screen
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@ -501,9 +505,9 @@ public class Game extends BasicGameState {
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}
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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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while (objectIndex < hitObjects.length && trackPosition > osu.objects[objectIndex].getTime()) {
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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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boolean overlap = (objectIndex + 1 < hitObjects.length &&
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trackPosition > osu.objects[objectIndex + 1].getTime() - hitResultOffset[GameData.HIT_300]);
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// update hit object and check completion status
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@ -594,7 +598,7 @@ public class Game extends BasicGameState {
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// skip to checkpoint
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MusicController.setPosition(checkpoint);
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while (objectIndex < osu.objects.length &&
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while (objectIndex < hitObjects.length &&
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osu.objects[objectIndex++].getTime() <= checkpoint)
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;
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objectIndex--;
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@ -635,7 +639,7 @@ public class Game extends BasicGameState {
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return;
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}
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if (objectIndex >= osu.objects.length) // nothing left to do here
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if (objectIndex >= hitObjects.length) // nothing left to do here
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return;
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OsuHitObject hitObject = osu.objects[objectIndex];
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