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Structure velocity code more clearly and avoid redundant parenthesis

This commit is contained in:
Thomas Müller 2017-05-29 19:08:06 +02:00
parent db444a61cb
commit 298c0f5757

View File

@ -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;