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improve reasoning for hd_sv_scale

This commit is contained in:
Ivan Pavluk 2021-06-11 15:07:41 +07:00
parent 46b379899e
commit 09df23e2a6

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@ -20,10 +20,10 @@ namespace osu.Game.Rulesets.Taiko.Mods
// In stable Taiko, hit position is 160, so playfield is essentially 160 pixels shorter // In stable Taiko, hit position is 160, so playfield is essentially 160 pixels shorter
// than actual screen width. Normalized screen height is 480, so on a 4:3 screen the // than actual screen width. Normalized screen height is 480, so on a 4:3 screen the
// playfield ratio will actually be (640 - 160) / 480 = 1 // playfield ratio will actually be (640 - 160) / 480 = 1
// For 16:9 resolutions, screen width with normalized height becomes 853.33333 instead, // For custom resolutions (x:y), screen width with normalized height becomes 480 * x / y instead,
// meaning 16:9 playfield ratio is (853.333 - 160) / 480 = 1.444444. // and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3
// Thus, 4:3 ratio / 16:9 ratio = 1 / 1.4444 = 9 / 13 // The following is 4:3 playfield ratio divided by 16:9 playfield ratio
private const double hd_sv_scale = 9.0 / 13.0; private const double hd_sv_scale = (4 / 3 - 1/3) / (16 / 9 - 1/3);
private BeatmapDifficulty difficulty; private BeatmapDifficulty difficulty;
private ControlPointInfo controlPointInfo; private ControlPointInfo controlPointInfo;