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eef697d842
Note, that circle sizes still are wrong compared to stable osu. In order to fix this, the base radius of hitcircles needs to become 64, but it currently is 72.
91 lines
2.8 KiB
C#
91 lines
2.8 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Framework.GameModes.Testing;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Modes.Catch;
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using osu.Game.Modes.Catch.UI;
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using osu.Game.Modes.Mania;
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using osu.Game.Modes.Mania.UI;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Osu;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.Taiko;
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using osu.Game.Modes.Taiko.UI;
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using OpenTK;
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namespace osu.Desktop.VisualTests.Tests
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{
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class TestCaseGamefield : TestCase
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{
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public override string Name => @"Gamefield";
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public override string Description => @"Showing hitobjects and what not.";
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public override void Reset()
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{
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base.Reset();
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//ensure we are at offset 0
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Clock = new FramedClock();
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List<HitObject> objects = new List<HitObject>();
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int time = 500;
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for (int i = 0; i < 100; i++)
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{
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objects.Add(new HitCircle()
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{
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StartTime = time,
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Position = new Vector2(RNG.Next(0, 512), RNG.Next(0, 384)),
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Scale = RNG.NextSingle(0.5f, 1.0f),
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});
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time += RNG.Next(50, 500);
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}
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Beatmap beatmap = new Beatmap
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{
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HitObjects = objects
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};
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Add(new Drawable[]
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{
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new OsuHitRenderer
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{
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Objects = beatmap.HitObjects,
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Scale = new Vector2(0.5f),
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft
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},
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new TaikoHitRenderer
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{
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Objects = beatmap.HitObjects,
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Scale = new Vector2(0.5f),
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight
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},
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new CatchHitRenderer
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{
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Objects = beatmap.HitObjects,
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Scale = new Vector2(0.5f),
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft
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},
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new ManiaHitRenderer
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{
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Objects = beatmap.HitObjects,
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Scale = new Vector2(0.5f),
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight
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}
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});
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}
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}
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}
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