mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 05:02:55 +08:00
Structure velocity code more clearly and avoid redundant parenthesis
This commit is contained in:
parent
db444a61cb
commit
298c0f5757
@ -23,6 +23,7 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
public class Triangles : Drawable
|
||||
{
|
||||
private const float triangle_size = 100;
|
||||
private const float base_velocity = 50;
|
||||
|
||||
/// <summary>
|
||||
/// How many screen-space pixels are smoothed over.
|
||||
@ -117,14 +118,18 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
(float)Math.Pow(DrawInfo.Colour.AverageColour.Linear.A, 3) :
|
||||
1;
|
||||
|
||||
float movedDistance = ((float)Time.Elapsed / 950) * Velocity * (50 / DrawHeight) / triangleScale;
|
||||
float elapsedSeconds = (float)Time.Elapsed / 1000;
|
||||
// Since position is relative, the velocity needs to scale inversely with DrawHeight.
|
||||
// Since we will later multiply by the scale of individual triangles we normalize by
|
||||
// dividing by triangleScale.
|
||||
float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * triangleScale);
|
||||
|
||||
for (int i = 0; i < parts.Count; i++)
|
||||
{
|
||||
TriangleParticle newParticle = parts[i];
|
||||
|
||||
// Scale moved distance by the size of the triangle. Smaller triangles should move more slowly.
|
||||
newParticle.Position.Y += -parts[i].Scale * movedDistance;
|
||||
newParticle.Position.Y += parts[i].Scale * movedDistance;
|
||||
newParticle.Colour.A = adjustedAlpha;
|
||||
|
||||
parts[i] = newParticle;
|
||||
|
Loading…
Reference in New Issue
Block a user