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Remove taiko HD mod 4:3 scaling
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@ -17,18 +17,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public override string Description => @"Beats fade out before you hit them!";
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public override double ScoreMultiplier => 1.06;
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/// <summary>
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/// In osu-stable, the hit position is 160, so the active playfield is essentially 160 pixels shorter
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/// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the
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/// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1.
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/// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead,
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/// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3.
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/// This constant is equal to the playfield ratio on 4:3 screens divided by the playfield ratio on 16:9 screens.
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/// </summary>
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private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0);
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private double originalSliderMultiplier;
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private ControlPointInfo controlPointInfo;
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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@ -41,7 +29,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
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double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
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return originalSliderMultiplier * speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
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return speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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@ -69,22 +57,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
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}
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}
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public void ReadFromDifficulty(BeatmapDifficulty difficulty)
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{
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}
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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// needs to be read after all processing has been run (TaikoBeatmapConverter applies an adjustment which would otherwise be omitted).
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originalSliderMultiplier = difficulty.SliderMultiplier;
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// osu-stable has an added playfield cover that essentially forces a 4:3 playfield ratio, by cutting off all objects past that size.
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// This is not yet implemented; instead a playfield adjustment container is present which maintains a 16:9 ratio.
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// For now, increase the slider multiplier proportionally so that the notes stay on the screen for the same amount of time as on stable.
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// Note that this means that the notes will scroll faster as they have a longer distance to travel on the screen in that same amount of time.
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difficulty.SliderMultiplier /= hd_sv_scale;
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}
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public override void ApplyToBeatmap(IBeatmap beatmap)
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{
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controlPointInfo = beatmap.ControlPointInfo;
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