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Split out and clean up playfield sizing references
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@ -29,10 +29,16 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => "It never gets boring!";
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public override bool Ranked => false;
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// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const byte border_distance_x = 192;
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private const byte border_distance_y = 144;
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private const float playfield_edge_ratio = 0.375f;
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private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
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private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
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private static readonly Vector2 playfield_middle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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[SettingSource("Seed", "Use a custom seed instead of a random one", SettingControlType = typeof(OsuModRandomSettingsControl))]
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public Bindable<int?> Seed { get; } = new Bindable<int?>
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@ -130,8 +136,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
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// is proportional to the distance between the last and the current hit object
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// to allow jumps and prevent too sharp turns during streams.
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var maxDistance = OsuPlayfield.BASE_SIZE.LengthFast;
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var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / maxDistance;
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var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
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currentObjectInfo.AngleRad = (float)randomAngleRad + prevObjectInfo.AngleRad;
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if (currentObjectInfo.AngleRad < 0)
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@ -145,6 +150,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
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currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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var position = Vector2.Add(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
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// Move hit objects back into the playfield if they are outside of it,
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@ -192,9 +198,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
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{
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var relativeRotationDistance = 0f;
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var playfieldMiddle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
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if (prevPosChanged.X < playfieldMiddle.X)
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if (prevPosChanged.X < playfield_middle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevPosChanged.X) / border_distance_x,
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@ -209,7 +214,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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);
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}
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if (prevPosChanged.Y < playfieldMiddle.Y)
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if (prevPosChanged.Y < playfield_middle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevPosChanged.Y) / border_distance_y,
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@ -224,11 +229,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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);
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}
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return rotateVectorTowardsVector(
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posRelativeToPrev,
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Vector2.Subtract(playfieldMiddle, prevPosChanged),
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relativeRotationDistance / 2
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);
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return rotateVectorTowardsVector(posRelativeToPrev, playfield_middle - prevPosChanged, relativeRotationDistance / 2);
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}
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/// <summary>
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