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Add more comprehensive certification flow (and remove "difficulty" terminology)
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commit
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@ -13,6 +13,7 @@ using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Framework.Input;
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@ -24,6 +25,7 @@ using osu.Framework.Screens;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.Settings;
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using osuTK;
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using osuTK;
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@ -66,11 +68,13 @@ namespace osu.Game.Screens
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private const int rounds_to_complete = 5;
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private const int rounds_to_complete = 5;
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private const int rounds_to_complete_certified = 20;
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private int round;
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private int round;
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private int correctCount;
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private int correctCount;
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private int targetRoundCount = rounds_to_complete;
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private int targetRoundCount = rounds_to_complete;
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private int difficulty = 1;
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private int difficultyLevel = 1;
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private double lastPoll;
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private double lastPoll;
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private int pollingMax;
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private int pollingMax;
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@ -124,6 +128,10 @@ Use the Tab key to change focus.
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Do whatever you need to try and perceive the difference in latency, then choose your best side.
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Do whatever you need to try and perceive the difference in latency, then choose your best side.
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",
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",
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},
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},
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resultsArea = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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statusText = new OsuTextFlowContainer(cp => cp.Font = OsuFont.Default.With(size: 40))
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statusText = new OsuTextFlowContainer(cp => cp.Font = OsuFont.Default.With(size: 40))
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{
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{
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Anchor = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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@ -133,10 +141,6 @@ Do whatever you need to try and perceive the difference in latency, then choose
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RelativeSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.Y,
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},
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},
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resultsArea = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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};
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};
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}
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}
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@ -206,20 +210,20 @@ Do whatever you need to try and perceive the difference in latency, then choose
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private void loadNextRound()
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private void loadNextRound()
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{
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{
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round++;
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round++;
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statusText.Text = $"Difficulty {difficulty}\nRound {round} of {targetRoundCount}";
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statusText.Text = $"Level {difficultyLevel}\nRound {round} of {targetRoundCount}";
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mainArea.Clear();
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mainArea.Clear();
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int betterSide = RNG.Next(0, 2);
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int betterSide = RNG.Next(0, 2);
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mainArea.Add(new LatencyArea(Key.Number1, betterSide == 1 ? mapDifficultyToTargetFrameRate(difficulty) : 0)
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mainArea.Add(new LatencyArea(Key.Number1, betterSide == 1 ? mapDifficultyToTargetFrameRate(difficultyLevel) : 0)
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{
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{
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Width = 0.5f,
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Width = 0.5f,
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ReportBetter = () => recordResult(betterSide == 0),
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ReportBetter = () => recordResult(betterSide == 0),
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IsActiveArea = { Value = true }
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IsActiveArea = { Value = true }
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});
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});
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mainArea.Add(new LatencyArea(Key.Number2, betterSide == 0 ? mapDifficultyToTargetFrameRate(difficulty) : 0)
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mainArea.Add(new LatencyArea(Key.Number2, betterSide == 0 ? mapDifficultyToTargetFrameRate(difficultyLevel) : 0)
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{
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{
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Width = 0.5f,
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Width = 0.5f,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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@ -251,10 +255,10 @@ Do whatever you need to try and perceive the difference in latency, then choose
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statusText.Clear();
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statusText.Clear();
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float successRate = (float)correctCount / targetRoundCount;
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float successRate = (float)correctCount / targetRoundCount;
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bool isPass = successRate > 0.8f;
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bool isPass = successRate == 1;
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statusText.AddParagraph($"You scored {correctCount} out of {targetRoundCount} ({successRate:0%})!", cp => cp.Colour = isPass ? colours.Green : colours.Red);
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statusText.AddParagraph($"You scored {correctCount} out of {targetRoundCount} ({successRate:0%})!", cp => cp.Colour = isPass ? colours.Green : colours.Red);
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statusText.AddParagraph($"Level {difficulty} ({mapDifficultyToTargetFrameRate(difficulty):N0} hz)",
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statusText.AddParagraph($"Level {difficultyLevel} ({mapDifficultyToTargetFrameRate(difficultyLevel):N0} hz)",
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cp => cp.Font = OsuFont.Default.With(size: 24));
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cp => cp.Font = OsuFont.Default.With(size: 24));
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statusText.AddParagraph(string.Empty);
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statusText.AddParagraph(string.Empty);
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@ -262,6 +266,12 @@ Do whatever you need to try and perceive the difference in latency, then choose
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statusText.AddIcon(isPass ? FontAwesome.Regular.CheckCircle : FontAwesome.Regular.TimesCircle, cp => cp.Colour = isPass ? colours.Green : colours.Red);
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statusText.AddIcon(isPass ? FontAwesome.Regular.CheckCircle : FontAwesome.Regular.TimesCircle, cp => cp.Colour = isPass ? colours.Green : colours.Red);
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statusText.AddParagraph(string.Empty);
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statusText.AddParagraph(string.Empty);
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if (!isPass && difficultyLevel > 1)
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{
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statusText.AddParagraph("To complete certification, decrease the difficulty level until you can get 20 tests correct in a row!", cp => cp.Font = OsuFont.Default.With(size: 24));
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statusText.AddParagraph(string.Empty);
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}
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statusText.AddParagraph($"Polling: {pollingMax} hz Monitor: {displayMode.RefreshRate:N0} hz Exclusive: {exclusive}", cp => cp.Font = OsuFont.Default.With(size: 15));
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statusText.AddParagraph($"Polling: {pollingMax} hz Monitor: {displayMode.RefreshRate:N0} hz Exclusive: {exclusive}", cp => cp.Font = OsuFont.Default.With(size: 15));
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statusText.AddParagraph($"Input: {host.InputThread.Clock.FramesPerSecond} hz "
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statusText.AddParagraph($"Input: {host.InputThread.Clock.FramesPerSecond} hz "
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@ -269,13 +279,55 @@ Do whatever you need to try and perceive the difference in latency, then choose
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+ $"Draw: {host.DrawThread.Clock.FramesPerSecond} hz"
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+ $"Draw: {host.DrawThread.Clock.FramesPerSecond} hz"
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, cp => cp.Font = OsuFont.Default.With(size: 15));
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, cp => cp.Font = OsuFont.Default.With(size: 15));
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int certificationRemaining = !isPass ? rounds_to_complete_certified : rounds_to_complete_certified - correctCount;
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if (isPass && certificationRemaining <= 0)
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{
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Drawable background;
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Drawable certifiedText;
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resultsArea.AddRange(new[]
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{
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background = new Box
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{
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Colour = overlayColourProvider.Background4,
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RelativeSizeAxes = Axes.Both,
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},
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(certifiedText = new OsuSpriteText
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{
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Alpha = 0,
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Font = OsuFont.TorusAlternate.With(size: 80, weight: FontWeight.Bold),
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Text = "Certified!",
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Blending = BlendingParameters.Additive,
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}).WithEffect(new GlowEffect
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{
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Colour = overlayColourProvider.Colour1,
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}).With(e =>
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{
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e.Anchor = Anchor.Centre;
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e.Origin = Anchor.Centre;
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})
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});
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background.FadeInFromZero(1000, Easing.OutQuint);
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certifiedText.FadeInFromZero(500, Easing.InQuint);
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certifiedText
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.ScaleTo(10)
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.ScaleTo(1, 600, Easing.InQuad)
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.Then()
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.ScaleTo(1.05f, 10000, Easing.OutQuint);
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return;
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}
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string cannotIncreaseReason = string.Empty;
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string cannotIncreaseReason = string.Empty;
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if (!isPass)
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if (!isPass)
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cannotIncreaseReason = "You didn't score high enough (over 80% required)!";
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cannotIncreaseReason = "You didn't get a perfect score.";
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else if (mapDifficultyToTargetFrameRate(difficulty + 1) > target_host_update_frames)
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else if (mapDifficultyToTargetFrameRate(difficultyLevel + 1) > target_host_update_frames)
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cannotIncreaseReason = "You've reached the limits of this comparison mode.";
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cannotIncreaseReason = "You've reached the limits of this comparison mode.";
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else if (mapDifficultyToTargetFrameRate(difficulty + 1) > Clock.FramesPerSecond)
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else if (mapDifficultyToTargetFrameRate(difficultyLevel + 1) > Clock.FramesPerSecond)
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cannotIncreaseReason = "Game is not running fast enough to test this level";
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cannotIncreaseReason = "Game is not running fast enough to test this level";
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resultsArea.Add(new FillFlowContainer
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resultsArea.Add(new FillFlowContainer
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@ -288,9 +340,27 @@ Do whatever you need to try and perceive the difference in latency, then choose
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Padding = new MarginPadding(20),
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Padding = new MarginPadding(20),
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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new Button(Key.Enter)
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{
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Text = "Continue to next level",
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BackgroundColour = colours.Red2,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () => changeDifficulty(difficultyLevel + 1),
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Enabled = { Value = string.IsNullOrEmpty(cannotIncreaseReason) },
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TooltipText = cannotIncreaseReason
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},
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new Button(Key.D)
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{
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Text = difficultyLevel == 1 ? "Retry" : "Return to last level",
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BackgroundColour = colours.Green,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () => changeDifficulty(Math.Max(difficultyLevel - 1, 1)),
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},
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new Button(Key.R)
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new Button(Key.R)
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{
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{
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Text = "Increase confidence at current level",
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Text = $"Continue towards certification at this level ({certificationRemaining} more)",
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () =>
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Action = () =>
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@ -299,27 +369,9 @@ Do whatever you need to try and perceive the difference in latency, then choose
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targetRoundCount += rounds_to_complete;
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targetRoundCount += rounds_to_complete;
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loadNextRound();
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loadNextRound();
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},
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},
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TooltipText = isPass ? "The longer you chain, the more sure you will be!" : "You've reached your limits",
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TooltipText = isPass ? $"Chain {rounds_to_complete_certified} to confirm your perception!" : "You've reached your limits. Go to the previous level to complete certification!",
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Enabled = { Value = string.IsNullOrEmpty(cannotIncreaseReason) },
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Enabled = { Value = isPass },
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},
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},
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new Button(Key.I)
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{
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Text = "Increase difficulty",
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BackgroundColour = colours.Red2,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () => changeDifficulty(difficulty + 1),
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Enabled = { Value = string.IsNullOrEmpty(cannotIncreaseReason) },
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TooltipText = cannotIncreaseReason
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},
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new Button(Key.D)
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{
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Text = difficulty == 1 ? "Restart" : "Decrease difficulty",
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BackgroundColour = colours.Green,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () => changeDifficulty(Math.Max(difficulty - 1, 1)),
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}
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}
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}
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});
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});
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}
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}
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@ -336,7 +388,7 @@ Do whatever you need to try and perceive the difference in latency, then choose
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lastPoll = 0;
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lastPoll = 0;
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targetRoundCount = rounds_to_complete;
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targetRoundCount = rounds_to_complete;
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difficulty = diff;
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difficultyLevel = diff;
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loadNextRound();
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loadNextRound();
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}
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}
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