diff --git a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs index 00fcf5fa59..8a764a21bb 100644 --- a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs +++ b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs @@ -19,13 +19,16 @@ namespace osu.Game.Rulesets.Taiko.Mods public override string Description => @"Beats fade out before you hit them!"; public override double ScoreMultiplier => 1.06; - // In stable Taiko, hit position is 160, so playfield is essentially 160 pixels shorter - // than actual screen width. Normalized screen height is 480, so on a 4:3 screen the - // playfield ratio will actually be (640 - 160) / 480 = 1 - // For custom resolutions (x:y), screen width with normalized height becomes 480 * x / y instead, - // and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3 - // The following is 4:3 playfield ratio divided by 16:9 playfield ratio + /// + /// In stable taiko, the hit position is 160, so the active playfield is essentially 160 pixels shorter + /// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the + /// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1. + /// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead, + /// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3. + /// This constant is equal to the playfield ratio on 4:3 screens divided by the playfield ratio on 16:9 screens. + /// private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0); + private BeatmapDifficulty difficulty; private ControlPointInfo controlPointInfo;