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mirror of https://github.com/ppy/osu.git synced 2025-01-06 05:33:07 +08:00

Merge branch 'master' into avatars-and-login

This commit is contained in:
Dan Balasescu 2017-03-29 07:52:43 +09:00 committed by GitHub
commit e53a5a3521
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) Position = new Vector2(100, 100)
}); });
Add(new CentreHitCircle(new AccentedCirclePiece() Add(new CentreHitCircle(new StrongCirclePiece()
{ {
KiaiMode = kiai KiaiMode = kiai
}) })
@ -54,7 +54,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 300) Position = new Vector2(100, 300)
}); });
Add(new RimHitCircle(new AccentedCirclePiece() Add(new RimHitCircle(new StrongCirclePiece()
{ {
KiaiMode = kiai KiaiMode = kiai
}) })
@ -70,7 +70,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 500) Position = new Vector2(100, 500)
}); });
Add(new SwellCircle(new AccentedCirclePiece() Add(new SwellCircle(new StrongCirclePiece()
{ {
KiaiMode = kiai KiaiMode = kiai
}) })
@ -87,7 +87,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(575, 100) Position = new Vector2(575, 100)
}); });
Add(new DrumRollCircle(new AccentedCirclePiece() Add(new DrumRollCircle(new StrongCirclePiece()
{ {
KiaiMode = kiai KiaiMode = kiai
}) })

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@ -44,7 +44,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
IHasRepeats repeatsData = original as IHasRepeats; IHasRepeats repeatsData = original as IHasRepeats;
IHasEndTime endTimeData = original as IHasEndTime; 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) if (distanceData != null)
{ {
@ -52,7 +52,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{ {
StartTime = original.StartTime, StartTime = original.StartTime,
Sample = original.Sample, Sample = original.Sample,
Accented = accented, IsStrong = strong,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1)
}; };
@ -65,7 +65,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{ {
StartTime = original.StartTime, StartTime = original.StartTime,
Sample = original.Sample, Sample = original.Sample,
Accented = accented, IsStrong = strong,
EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor
}; };
@ -75,7 +75,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{ {
StartTime = original.StartTime, StartTime = original.StartTime,
Sample = original.Sample, 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 namespace osu.Game.Modes.Taiko.Objects.Drawable
{ {
public abstract class DrawableAccentedHit : DrawableHit public abstract class DrawableStrongHit : DrawableHit
{ {
/// <summary> /// <summary>
/// The lenience for the second key press. /// The lenience for the second key press.
@ -20,7 +20,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
private bool firstKeyHeld; private bool firstKeyHeld;
private Key firstHitKey; private Key firstHitKey;
protected DrawableAccentedHit(Hit hit) protected DrawableStrongHit(Hit hit)
: base(hit) : base(hit)
{ {
} }
@ -71,7 +71,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
if (!HitKeys.Contains(key)) if (!HitKeys.Contains(key))
return false; 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); return firstKeyHeld && UpdateJudgement(true);
} }

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@ -20,6 +20,10 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
/// </summary> /// </summary>
public class CirclePiece : Container 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; private Color4 accentColour;
/// <summary> /// <summary>
/// The colour of the inner circle and outer glows. /// 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 namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
{ {
/// <summary> /// <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> /// </summary>
public class AccentedCirclePiece : CirclePiece public class StrongCirclePiece : CirclePiece
{ {
/// <summary> /// <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> /// </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; 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> /// <para>Half of this value is the hit window of the tick.</para>
/// </summary> /// </summary>
public double TickTimeDistance; 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; public double PreEmpt;
/// <summary> /// <summary>
/// Whether this HitObject is accented. /// Whether this HitObject is a "strong" type.
/// Accented hit objects give more points for hitting the hit object with both keys. /// Strong hit objects give more points for hitting the hit object with both keys.
/// </summary> /// </summary>
public bool Accented; public bool IsStrong;
/// <summary> /// <summary>
/// Whether this HitObject is in Kiai time. /// 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; hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max); 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: // 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 // 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, Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great, TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented SecondHit = obj.IsStrong
}); });
} }
else if (obj is DrumRoll) else if (obj is DrumRoll)
@ -154,7 +154,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{ {
Result = HitResult.Hit, Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great, TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented SecondHit = obj.IsStrong
}); });
} }
@ -162,7 +162,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{ {
Result = HitResult.Hit, Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great, TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented SecondHit = obj.IsStrong
}); });
} }
else if (obj is Swell) else if (obj is Swell)

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

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

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