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Take circle radius into account when clamping hit objects to playfield
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@ -52,12 +52,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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public bool DisplayResultsOnFail => true;
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/// <summary>
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/// Jump distance for circles in the last combo
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/// Jump distance for circles in the last combo
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/// </summary>
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private const float max_base_distance = 250f;
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/// <summary>
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/// The maximum allowed jump distance after multipliers are applied
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/// The maximum allowed jump distance after multipliers are applied
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/// </summary>
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private const float distance_cap = 350f;
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@ -67,7 +67,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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private const byte border_distance_y = 144;
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/// <summary>
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/// Duration of the undimming animation
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/// The extent of rotation towards playfield centre when a circle is near the edge
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/// </summary>
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private const float edge_rotation_multiplier = 0.75f;
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/// <summary>
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/// Duration of the undimming animation
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/// </summary>
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private const double undim_duration = 96;
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@ -295,14 +300,16 @@ namespace osu.Game.Rulesets.Osu.Mods
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var newPosition = Vector2.Add(lastPos, relativePos);
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if (newPosition.Y < 0)
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newPosition.Y = 0;
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else if (newPosition.Y > OsuPlayfield.BASE_SIZE.Y)
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newPosition.Y = OsuPlayfield.BASE_SIZE.Y;
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if (newPosition.X < 0)
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newPosition.X = 0;
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else if (newPosition.X > OsuPlayfield.BASE_SIZE.X)
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newPosition.X = OsuPlayfield.BASE_SIZE.X;
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var radius = (float)obj.Radius;
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if (newPosition.Y < radius)
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newPosition.Y = radius;
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else if (newPosition.Y > OsuPlayfield.BASE_SIZE.Y - radius)
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newPosition.Y = OsuPlayfield.BASE_SIZE.Y - radius;
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if (newPosition.X < radius)
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newPosition.X = radius;
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else if (newPosition.X > OsuPlayfield.BASE_SIZE.X - radius)
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newPosition.X = OsuPlayfield.BASE_SIZE.X - radius;
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obj.Position = newPosition;
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@ -314,10 +321,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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/// <summary>
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/// Get samples (if any) for a specific point in time.
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/// Get samples (if any) for a specific point in time.
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/// </summary>
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/// <remarks>
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/// Samples will be returned if a hit circle or a slider node exists at that point of time.
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/// Samples will be returned if a hit circle or a slider node exists at that point of time.
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/// </remarks>
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/// <param name="hitObjects">The list of hit objects in a beatmap, ordered by StartTime</param>
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/// <param name="time">The point in time to get samples for</param>
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@ -349,7 +356,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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/// <summary>
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/// Determines the position of the current hit object relative to the previous one.
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/// Determines the position of the current hit object relative to the previous one.
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/// </summary>
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/// <returns>The position of the current hit object relative to the previous one</returns>
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private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
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@ -390,18 +397,18 @@ namespace osu.Game.Rulesets.Osu.Mods
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return rotateVectorTowardsVector(
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posRelativeToPrev,
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Vector2.Subtract(playfieldMiddle, prevPosChanged),
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Math.Min(1, relativeRotationDistance * 0.75f)
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Math.Min(1, relativeRotationDistance * edge_rotation_multiplier)
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);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destination"
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/// Rotates vector "initial" towards vector "destination"
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/// </summary>
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/// <param name="initial">Vector to rotate to "destination"</param>
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/// <param name="destination">Vector "initial" should be rotated to</param>
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/// <param name="relativeDistance">
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/// The angle the vector should be rotated relative to the difference between the angles of
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/// the the two vectors.
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/// The angle the vector should be rotated relative to the difference between the angles of
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/// the the two vectors.
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/// </param>
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/// <returns>Resulting vector</returns>
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private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
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