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Use the absolute value of ParallaxAmount to make sure we're not scaling stuff down when using a negative ParallaxAmount

This commit is contained in:
KoziLord 2018-05-15 15:56:49 +02:00
parent 567cdc7165
commit be1159444d

View File

@ -45,7 +45,7 @@ namespace osu.Game.Graphics.Containers
if (!parallaxEnabled) if (!parallaxEnabled)
{ {
content.MoveTo(Vector2.Zero, firstUpdate ? 0 : 1000, Easing.OutQuint); content.MoveTo(Vector2.Zero, firstUpdate ? 0 : 1000, Easing.OutQuint);
content.Scale = new Vector2(1 + ParallaxAmount); content.Scale = new Vector2(1 + System.Math.Abs(ParallaxAmount));
} }
}; };
} }
@ -69,7 +69,7 @@ namespace osu.Game.Graphics.Containers
double elapsed = MathHelper.Clamp(Clock.ElapsedFrameTime, 0, 1000); double elapsed = MathHelper.Clamp(Clock.ElapsedFrameTime, 0, 1000);
content.Position = Interpolation.ValueAt(elapsed, content.Position, offset, 0, 1000, Easing.OutQuint); content.Position = Interpolation.ValueAt(elapsed, content.Position, offset, 0, 1000, Easing.OutQuint);
content.Scale = Interpolation.ValueAt(elapsed, content.Scale, new Vector2(1 + ParallaxAmount), 0, 1000, Easing.OutQuint); content.Scale = Interpolation.ValueAt(elapsed, content.Scale, new Vector2(1 + System.Math.Abs(ParallaxAmount)), 0, 1000, Easing.OutQuint);
} }
firstUpdate = false; firstUpdate = false;