Cleaned up implementation of beatmap combo colors.

Added getComboColors() method to Beatmap class, and the 'combo' field is now null if no combo is provided.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han
2015-06-08 17:23:45 -04:00
parent b1b1664e11
commit e712d57a2c
3 changed files with 18 additions and 23 deletions

View File

@@ -1057,6 +1057,7 @@ public class Game extends BasicGameState {
}
// initialize object maps
Color[] combo = beatmap.getComboColors();
for (int i = 0; i < beatmap.objects.length; i++) {
HitObject hitObject = beatmap.objects[i];
@@ -1065,7 +1066,7 @@ public class Game extends BasicGameState {
if (i + 1 < beatmap.objects.length && beatmap.objects[i + 1].isNewCombo())
comboEnd = true;
Color color = beatmap.combo[hitObject.getComboIndex()];
Color color = combo[hitObject.getComboIndex()];
// pass beatLength to hit objects
int hitObjectTime = hitObject.getTime();
@@ -1267,7 +1268,7 @@ public class Game extends BasicGameState {
public void loadBeatmap(Beatmap beatmap) {
this.beatmap = beatmap;
Display.setTitle(String.format("%s - %s", game.getTitle(), beatmap.toString()));
if (beatmap.timingPoints == null || beatmap.combo == null)
if (beatmap.timingPoints == null)
BeatmapDB.load(beatmap, BeatmapDB.LOAD_ARRAY);
BeatmapParser.parseHitObjects(beatmap);
HitSound.setDefaultSampleSet(beatmap.sampleSet);