public static JudgementValue GetBaseJudgementValue() { if (baseJudgementValue == null) { baseJudgementValue = new JudgementValue(); } return(baseJudgementValue); }
/// <summary> /// Get the JudgementValue below (worse than) the provided JudgementValue. /// </summary> /// <param name="judgement"></param> /// <returns></returns> static public JudgementValue GetNextJudgementValue(JudgementValue judgement) { JudgementValue result = GetMiss(); for (int i = 0; i < Judgements.Count; i++) { result = Judgements[i]; if (result.Judge > judgement.Judge) { break; } } return(result); }
static public KeyValuePair <long, int> ProcessHitResults(JudgementValue judge, long currentScore, int currentComboMultiplier) { // Get the next score from a score and a new hit long score = currentScore + judge.Score * currentComboMultiplier; int comboMultiplier = currentComboMultiplier + judge.ComboAddition; if (comboMultiplier > MaxComboMultiplier) { comboMultiplier = MaxComboMultiplier; } else if (comboMultiplier < 1) { comboMultiplier = 1; } return(new KeyValuePair <long, int>(score, comboMultiplier)); }
/// <summary> /// Handle the currently queued Inputs that may affect the gameplay /// </summary> private void HandleInputs() { // Prevents future input from being handled. Useful for auto. Remove for quick auto result testing while (InputManager.PressActions.Count > 0 && InputManager.PressActions.Peek().Key <= AudioManager.GetTime()) { KeyValuePair <double, Keys> press = InputManager.PressActions.Dequeue(); // If the key pressed isn't a bound key, ignore it if (!bindings.ContainsKey(press.Value)) { continue; } int column = bindings[press.Value]; rawInputs.Add(new KeyValuePair <double, int>(press.Key, column)); // If there is no hittable hit object available, ignore this press // TODO: instead of checking to see if there's anything left in the in Column, // How about seeing if there's any nearby arc times are within the // judge range of the press. if (!Columns[column].HitObjects.Exists(x => x.Hittable)) { continue; } HitObject pressed = Columns[column].HitObjects.Find(hO => hO.Hittable); int error = (int)((pressed.Time - press.Key) / Rate); // Get the judge for the timing error JudgementValue judge = Judgement.GetJudgementValueByError(Math.Abs(error)); // If no judge is obtained, it is a ghost hit and is ignored score-wise if (judge == null) { continue; } SampleManager.PlayHitSound(judge); notesSinceLastMiss++; ProcessHit(press, column, ref pressed, error, judge); } }
/// <summary> /// Get the JudgementValue above (better than) the provided JudgementValue. /// </summary> /// <param name="judgement"></param> /// <returns></returns> static public JudgementValue GetPreviousJudgementValue(JudgementValue judgement) { JudgementValue result = JudgementValue.GetBaseJudgementValue(); for (int i = 0; i < Judgements.Count; i++) { if (Judgements[i].Judge >= judgement.Judge) { break; } else { result = Judgements[i]; } } return(result); }
/// <summary> /// Finds the JudgementValue using the error provided, then returns it. /// </summary> /// <param name="error">The error of a hit. error = |arcTime - hitTime|</param> /// <returns>Returns the judgement that corresponds to the error amount. /// Returns null if the error is larger than all JudgementValues' Timing /// Windows.</returns> static public JudgementValue GetJudgementValueByError(int error) { JudgementValue result = null; if (error <= Judgements.Last().Judge) { for (int i = 0; i < Judgements.Count; i++) { JudgementValue judgement = Judgements[i]; if (error <= judgement.Judge) { result = judgement; break; } } } return(result); }