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combo
The Combo class displays the player's current consecutive-note streak as large animated digits. A new instance is constructed each time the combo changes, replacing the previous one. player holds the active Combo as combo_display.
Combo(int combo, double current_ms);Initialises the digit string, allocates a TextStretchAnimation for the pop effect, and precomputes per-digit colour and glimmer state. current_ms is used as the animation start time.
| Member | Type | Description |
|---|---|---|
combo |
int |
The combo count this instance represents |
stretch |
TextStretchAnimation* |
Squash-and-stretch animation played when the combo count increases |
color |
vector<ray::Color> |
Per-digit colour; digits may be tinted differently at high combos |
glimmer_map |
unordered_map<int, int> |
Maps digit index to a glimmer phase offset for the shimmer effect |
total_time |
int |
Total duration of one glimmer cycle (ms) |
cycle_time |
int |
Duration of one glimmer period per digit (ms) |
start_times |
vector<double> |
Per-digit animation start timestamps |
void update(double current_ms, int curr_combo);Advances the stretch animation. If curr_combo differs from combo, calls update_count() to rebuild the display for the new value.
void draw(float y);Draws each digit of the combo number at the configured screen position, applying the current stretch scale and per-digit colour/glimmer.
void update_count(int combo);Updates the stored combo value, resets the stretch animation, and recomputes color and glimmer_map for the new digit count.
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