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Restructure doc for easier readability
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@ -119,24 +119,25 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
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MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
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//
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//
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// We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns:
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// There are two types of slider-to-object patterns to consider in order to better approximate the real movements a player will take.
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//
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//
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// 1. <======x==>
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// 1. The anti-flow pattern, where players cut the slider short in order to move to the next hitobject.
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// | /
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// x
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//
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//
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// 2. <======x==>---x
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// <======o==> ← slider
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// |______|
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// | ← most natural jump path
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// o ← a follow-up hitcircle
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//
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//
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// Where "<==>" represents a slider, and "x" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position).
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// In this case the most natural jump path (o--o) is approximated by LazyJumpDistance.
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//
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//
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// The pattern (x--x) has distance LazyJumpDistance.
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// 2. The flow pattern, where players follow through the slider to its visual extent into the next hitobject.
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// The pattern (>--x) is a new distance we'll call "tailJumpDistance".
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//
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//
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// Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (x--x).
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// <======o==>---o
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// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--x).
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// ↑
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// most natural jump path
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//
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//
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// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
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// In this case the most natural movement path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject.
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//
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// Thus, the player is assumed to jump the minimum of these two distances in all cases.
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//
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//
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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