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Replace Scale with SpeedMultiplier
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@ -57,14 +57,6 @@ namespace osu.Game.Graphics.Backgrounds
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/// </summary>
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protected virtual float SpawnRatio => 1;
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private readonly BindableFloat triangleScale = new BindableFloat(1f);
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public float TriangleScale
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{
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get => triangleScale.Value;
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set => triangleScale.Value = value;
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}
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/// <summary>
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/// The relative velocity of the triangles. Default is 1.
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/// </summary>
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@ -102,7 +94,7 @@ namespace osu.Game.Graphics.Backgrounds
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colourTop.BindValueChanged(_ => updateTexture());
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colourBottom.BindValueChanged(_ => updateTexture(), true);
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triangleScale.BindValueChanged(_ => Reset(), true);
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addTriangles(true);
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}
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private void updateTexture()
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@ -138,20 +130,17 @@ namespace osu.Game.Graphics.Backgrounds
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float elapsedSeconds = (float)Time.Elapsed / 1000;
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// Since position is relative, the velocity needs to scale inversely with DrawHeight.
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// Since we will later multiply by the scale of individual triangles we normalize by
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// dividing by triangleScale.
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float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * TriangleScale);
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float movedDistance = -elapsedSeconds * Velocity * base_velocity / DrawHeight;
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for (int i = 0; i < parts.Count; i++)
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{
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TriangleParticle newParticle = parts[i];
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// Scale moved distance by the size of the triangle. Smaller triangles should move more slowly.
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newParticle.Position.Y += Math.Max(0.5f, parts[i].Scale) * movedDistance;
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newParticle.Position.Y += Math.Max(0.5f, parts[i].SpeedMultiplier) * movedDistance;
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parts[i] = newParticle;
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float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * equilateral_triangle_ratio / DrawHeight;
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float bottomPos = parts[i].Position.Y + triangle_size * equilateral_triangle_ratio / DrawHeight;
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if (bottomPos < 0)
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parts.RemoveAt(i);
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}
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@ -177,7 +166,7 @@ namespace osu.Game.Graphics.Backgrounds
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// Limited by the maximum size of QuadVertexBuffer for safety.
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const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2);
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AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.002f / (TriangleScale * TriangleScale) * SpawnRatio);
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AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.001f * SpawnRatio);
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int currentCount = parts.Count;
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@ -194,7 +183,7 @@ namespace osu.Game.Graphics.Backgrounds
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if (randomY)
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{
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// since triangles are drawn from the top - allow them to be positioned a bit above the screen
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float maxOffset = triangle_size * particle.Scale * equilateral_triangle_ratio / DrawHeight;
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float maxOffset = triangle_size * equilateral_triangle_ratio / DrawHeight;
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y = Interpolation.ValueAt(nextRandom(), -maxOffset, 1f, 0f, 1f);
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}
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@ -204,7 +193,7 @@ namespace osu.Game.Graphics.Backgrounds
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}
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/// <summary>
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/// Creates a triangle particle with a random scale.
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/// Creates a triangle particle with a random speed multiplier.
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/// </summary>
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/// <returns>The triangle particle.</returns>
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protected virtual TriangleParticle CreateTriangle()
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@ -215,9 +204,9 @@ namespace osu.Game.Graphics.Backgrounds
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float u1 = 1 - nextRandom(); //uniform(0,1] random floats
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float u2 = 1 - nextRandom();
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1)
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float scale = Math.Max(TriangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
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float speedMultiplier = Math.Max(mean + std_dev * randStdNormal, 0.1f); // random normal(mean,stdDev^2)
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return new TriangleParticle { Scale = scale };
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return new TriangleParticle { SpeedMultiplier = speedMultiplier };
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}
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private float nextRandom() => (float)(stableRandom?.NextDouble() ?? RNG.NextSingle());
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@ -267,7 +256,7 @@ namespace osu.Game.Graphics.Backgrounds
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foreach (TriangleParticle particle in parts)
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{
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var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * equilateral_triangle_ratio);
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var offset = triangle_size * new Vector2(0.5f, equilateral_triangle_ratio);
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Vector2 topLeft = particle.Position * size + new Vector2(-offset.X, 0f);
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Vector2 topRight = particle.Position * size + new Vector2(offset.X, 0);
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@ -310,9 +299,9 @@ namespace osu.Game.Graphics.Backgrounds
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public Vector2 Position;
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/// <summary>
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/// The scale of the triangle.
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/// The speed multiplier of the triangle.
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/// </summary>
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public float Scale;
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public float SpeedMultiplier;
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}
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}
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}
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