Changed spinner calculations again
Sets the RPM to the average of the last 50 velocities read by the cursor.
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@ -38,12 +38,6 @@ import org.newdawn.slick.Image;
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*/
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public class Spinner implements HitObject {
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/** The rate at which the spinner slows down in rotations/second^2. */
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private static final float ANGULAR_DRAG = 12f;
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/** The maximum rate at which the spinner can speed up in rotations/second^2. */
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private static final float MAX_ANGULAR_INCREASE = 26f;
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/** Container dimensions. */
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private static int width, height;
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@ -61,12 +55,18 @@ public class Spinner implements HitObject {
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/** The total number of rotations needed to clear the spinner. */
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private float rotationsNeeded;
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/** The current angular velocity of the spinner in rotations/second. */
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private float angularVelocity;
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/** The sum of all the velocities in storedVelocities. */
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private float sumVelocity = 0f;
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/** Array of the last 50 rotation velocities. */
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private float[] storedVelocities = new float[50];
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/** True if the mouse cursor is pressed. */
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private boolean isSpinning;
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/** Current index of the stored velocities in rotations/second. */
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private int velocityIndex = 0;
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/**
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* Initializes the Spinner data type with images and dimensions.
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@ -132,6 +132,9 @@ public class Spinner implements HitObject {
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if (extraRotations > 0)
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data.drawSymbolNumber(extraRotations * 1000, width / 2, height * 2 / 3, 1.0f);
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}
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g.setColor(Color.white);
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g.drawString(String.format("RPM: %d", Math.abs(Math.round(sumVelocity/storedVelocities.length*60))), 100, 100);
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}
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/**
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@ -212,31 +215,15 @@ public class Spinner implements HitObject {
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// spin caused by the cursor
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float cursorVelocity = 0;
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if (isSpinning)
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cursorVelocity = (float)(angleDiff / (Math.PI*2) / delta * 1000);
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// spin from the momentum of the spinner
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float momentumVelocity = (angularVelocity > 0) ?
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Math.max(0, angularVelocity - ANGULAR_DRAG * delta / 1000) :
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Math.min(0, angularVelocity + ANGULAR_DRAG * delta / 1000);
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//sets the new angular velocity of the spinner
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if (momentumVelocity > 0 && cursorVelocity < 0 ||
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momentumVelocity < 0 && cursorVelocity > 0) {
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angularVelocity = momentumVelocity + cursorVelocity;
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} else if (Math.abs(cursorVelocity) > Math.abs(momentumVelocity)) {
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// limit the increase in angular velocity
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if (momentumVelocity > 0) {
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angularVelocity = Math.min(cursorVelocity,
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angularVelocity + MAX_ANGULAR_INCREASE * delta / 1000);
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} else {
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angularVelocity = Math.max(cursorVelocity,
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angularVelocity - MAX_ANGULAR_INCREASE * delta / 1000);
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}
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} else {
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angularVelocity = momentumVelocity;
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}
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cursorVelocity = Math.min((float)(angleDiff / (Math.PI*2) / delta * 1000), 8f);
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sumVelocity -= storedVelocities[velocityIndex];
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sumVelocity += cursorVelocity;
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storedVelocities[velocityIndex++] = cursorVelocity;
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velocityIndex %= storedVelocities.length;
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data.changeHealth(delta * GameData.HP_DRAIN_MULTIPLIER);
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rotate(angularVelocity * (float)Math.PI*2 * delta / 1000);
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rotate(sumVelocity / storedVelocities.length * (float)Math.PI*2 * delta / 1000);
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lastAngle = angle;
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return false;
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