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mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:57:39 +08:00

Merge branch 'master' into move-easingtypes

This commit is contained in:
Dan Balasescu 2017-03-29 08:14:13 +09:00 committed by GitHub
commit bca18ce209
15 changed files with 158 additions and 38 deletions

@ -1 +1 @@
Subproject commit 2d8a6c1699ff1acd3915fc28e8906dabf1b145a3
Subproject commit e67453159540f5008b5efadfbc12dfb3f4bee1f7

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@ -38,7 +38,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 100)
});
Add(new CentreHitCircle(new AccentedCirclePiece()
Add(new CentreHitCircle(new StrongCirclePiece()
{
KiaiMode = kiai
})
@ -54,7 +54,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 300)
});
Add(new RimHitCircle(new AccentedCirclePiece()
Add(new RimHitCircle(new StrongCirclePiece()
{
KiaiMode = kiai
})
@ -70,7 +70,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 500)
});
Add(new SwellCircle(new AccentedCirclePiece()
Add(new SwellCircle(new StrongCirclePiece()
{
KiaiMode = kiai
})
@ -87,7 +87,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(575, 100)
});
Add(new DrumRollCircle(new AccentedCirclePiece()
Add(new DrumRollCircle(new StrongCirclePiece()
{
KiaiMode = kiai
})

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@ -44,7 +44,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
IHasRepeats repeatsData = original as IHasRepeats;
IHasEndTime endTimeData = original as IHasEndTime;
bool accented = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0;
bool strong = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0;
if (distanceData != null)
{
@ -52,7 +52,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{
StartTime = original.StartTime,
Sample = original.Sample,
Accented = accented,
IsStrong = strong,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1)
};
@ -65,7 +65,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{
StartTime = original.StartTime,
Sample = original.Sample,
Accented = accented,
IsStrong = strong,
EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor
};
@ -75,7 +75,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{
StartTime = original.StartTime,
Sample = original.Sample,
Accented = accented
IsStrong = strong
};
}
}

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@ -0,0 +1,57 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System.Linq;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRoll : DrawableTaikoHitObject
{
private readonly DrumRoll drumRoll;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
{
this.drumRoll = drumRoll;
int tickIndex = 0;
foreach (var tick in drumRoll.Ticks)
{
var newTick = new DrawableDrumRollTick(tick)
{
Depth = tickIndex,
X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
};
AddNested(newTick);
tickIndex++;
}
}
protected override void UpdateState(ArmedState state)
{
}
protected override void CheckJudgement(bool userTriggered)
{
if (userTriggered)
return;
if (Judgement.TimeOffset < 0)
return;
int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
if (countHit > drumRoll.RequiredGoodHits)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
}
}

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@ -0,0 +1,53 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Game.Modes.Taiko.Judgements;
using System;
using osu.Game.Modes.Objects.Drawables;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRollTick : DrawableTaikoHitObject
{
private readonly DrumRollTick tick;
public DrawableDrumRollTick(DrumRollTick tick)
: base(tick)
{
this.tick = tick;
}
protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement();
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > tick.HitWindow)
Judgement.Result = HitResult.Miss;
return;
}
if (Math.Abs(Judgement.TimeOffset) < tick.HitWindow)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = TaikoHitResult.Great;
}
}
protected override void UpdateState(ArmedState state)
{
}
protected override void UpdateScrollPosition(double time)
{
// Drum roll ticks shouldn't move
}
protected override bool HandleKeyPress(Key key)
{
return !Judgement.Result.HasValue && UpdateJudgement(true);
}
}
}

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@ -8,7 +8,7 @@ using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableAccentedHit : DrawableHit
public abstract class DrawableStrongHit : DrawableHit
{
/// <summary>
/// The lenience for the second key press.
@ -20,7 +20,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
private bool firstKeyHeld;
private Key firstHitKey;
protected DrawableAccentedHit(Hit hit)
protected DrawableStrongHit(Hit hit)
: base(hit)
{
}
@ -71,7 +71,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
if (!HitKeys.Contains(key))
return false;
// Assume the intention was to hit the accented hit with both keys only if the first key is still being held down
// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
return firstKeyHeld && UpdateJudgement(true);
}

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@ -20,6 +20,10 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
/// </summary>
public class CirclePiece : Container
{
public const float SYMBOL_SIZE = TaikoHitObject.CIRCLE_RADIUS * 2f * 0.45f;
public const float SYMBOL_BORDER = 8;
public const float SYMBOL_INNER_SIZE = SYMBOL_SIZE - 2 * SYMBOL_BORDER;
private Color4 accentColour;
/// <summary>
/// The colour of the inner circle and outer glows.

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@ -6,20 +6,20 @@ using OpenTK;
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
{
/// <summary>
/// A type of circle piece which is drawn at a higher scale as an "accent".
/// A type of circle piece which is drawn at a higher scale to represent a "strong" piece.
/// </summary>
public class AccentedCirclePiece : CirclePiece
public class StrongCirclePiece : CirclePiece
{
/// <summary>
/// The amount to scale up the base circle to show it as an "accented" piece.
/// The amount to scale up the base circle to show it as a "strong" piece.
/// </summary>
private const float accent_scale = 1.5f;
private const float strong_scale = 1.5f;
public AccentedCirclePiece()
public StrongCirclePiece()
{
SymbolContainer.Scale = new Vector2(accent_scale);
SymbolContainer.Scale = new Vector2(strong_scale);
}
public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * accent_scale);
public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * strong_scale);
}
}

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@ -101,4 +101,4 @@ namespace osu.Game.Modes.Taiko.Objects
return ret;
}
}
}
}

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@ -15,5 +15,10 @@ namespace osu.Game.Modes.Taiko.Objects
/// <para>Half of this value is the hit window of the tick.</para>
/// </summary>
public double TickTimeDistance;
/// <summary>
/// The time allowed to hit this tick.
/// </summary>
public double HitWindow => TickTimeDistance / 2;
}
}

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@ -20,10 +20,10 @@ namespace osu.Game.Modes.Taiko.Objects
public double PreEmpt;
/// <summary>
/// Whether this HitObject is accented.
/// Accented hit objects give more points for hitting the hit object with both keys.
/// Whether this HitObject is a "strong" type.
/// Strong hit objects give more points for hitting the hit object with both keys.
/// </summary>
public bool Accented;
public bool IsStrong;
/// <summary>
/// Whether this HitObject is in Kiai time.

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@ -128,7 +128,7 @@ namespace osu.Game.Modes.Taiko.Scoring
hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.Accented);
var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
// This is a linear function that awards:
// 10 times bonus points for hitting an accented hit object with both keys with 30 accented hit objects in the map
@ -143,7 +143,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{
Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented
SecondHit = obj.IsStrong
});
}
else if (obj is DrumRoll)
@ -154,7 +154,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{
Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented
SecondHit = obj.IsStrong
});
}
@ -162,7 +162,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{
Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented
SecondHit = obj.IsStrong
});
}
else if (obj is Swell)

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@ -26,6 +26,7 @@ namespace osu.Game.Modes.Taiko.UI
/// <summary>
/// The play field height scale.
/// This also uniformly scales the notes to match the new playfield height.
/// </summary>
public const float PLAYFIELD_SCALE = 0.65f;
@ -173,6 +174,7 @@ namespace osu.Game.Modes.Taiko.UI
public override void Add(DrawableHitObject<TaikoHitObject, TaikoJudgement> h)
{
h.Depth = (float)h.HitObject.StartTime;
h.Scale = new Vector2(PLAYFIELD_SCALE);
base.Add(h);
}

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@ -53,17 +53,19 @@
<Compile Include="Judgements\TaikoJudgement.cs" />
<Compile Include="Judgements\TaikoHitResult.cs" />
<Compile Include="Objects\Drawable\DrawableHit.cs" />
<Compile Include="Objects\Drawable\DrawableAccentedHit.cs" />
<Compile Include="Objects\Drawable\Pieces\AccentedCirclePiece.cs" />
<Compile Include="Objects\Drawable\DrawableStrongHit.cs" />
<Compile Include="Objects\Drawable\DrawableDrumRoll.cs" />
<Compile Include="Objects\Drawable\DrawableDrumRollTick.cs" />
<Compile Include="Objects\Drawable\DrawableSwell.cs" />
<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
<Compile Include="Objects\Drawable\Pieces\StrongCirclePiece.cs" />
<Compile Include="Objects\Drawable\Pieces\CirclePiece.cs" />
<Compile Include="Objects\DrumRoll.cs" />
<Compile Include="Objects\DrumRollTick.cs" />
<Compile Include="Objects\Hit.cs" />
<Compile Include="Objects\Swell.cs" />
<Compile Include="Objects\Drawable\Pieces\CirclePiece.cs" />
<Compile Include="TaikoDifficultyCalculator.cs" />
<Compile Include="Objects\TaikoHitObject.cs" />
<Compile Include="TaikoDifficultyCalculator.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Scoring\TaikoScoreProcessor.cs" />
<Compile Include="UI\HitTarget.cs" />
@ -100,4 +102,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>

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@ -13,14 +13,14 @@ namespace osu.Game.Screens.Select.Leaderboards
{
public class DrawableRank : Container
{
private readonly Sprite sprite;
private readonly Sprite rankSprite;
public ScoreRank Rank { get; private set; }
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
sprite.Texture = textures.Get($@"Badges/ScoreRanks/{Rank.GetDescription()}");
rankSprite.Texture = textures.Get($@"Grades/{Rank.GetDescription()}");
}
public DrawableRank(ScoreRank rank)
@ -29,10 +29,7 @@ namespace osu.Game.Screens.Select.Leaderboards
Children = new Drawable[]
{
sprite = new Sprite
{
RelativeSizeAxes = Axes.Both,
},
rankSprite = new Sprite { FillMode = FillMode.Fill },
};
}
}