Fixed "Hidden" mod timing issues. (fixes #121)
This introduces more accurate timing formulas associated with the "Hidden" mod (previously, in #115, these values were hardcoded). The values seem somewhat close to the values in osu!, but were not extensively tested. Also set an upper bound on the fade in time for hit objects proportional to the approach time, or else the timing values in the "Hidden" mod would be too inconsistent. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -51,9 +51,6 @@ public class Spinner implements GameObject {
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/** The amount of time, in milliseconds, before another velocity is stored. */
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private static final float DELTA_UPDATE_TIME = 1000 / 60f;
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/** The amount of time, in milliseconds, to fade in the spinner. */
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private static final int FADE_IN_TIME = 500;
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/** Angle mod multipliers: "auto" (477rpm), "spun out" (287rpm) */
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private static final float
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AUTO_MULTIPLIER = 1 / 20f, // angle = 477/60f * delta/1000f * TWO_PI;
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@@ -70,6 +67,9 @@ public class Spinner implements GameObject {
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/** The associated HitObject. */
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private HitObject hitObject;
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/** The associated Game object. */
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private Game game;
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/** The associated GameData object. */
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private GameData data;
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@@ -125,6 +125,7 @@ public class Spinner implements GameObject {
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*/
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public Spinner(HitObject hitObject, Game game, GameData data) {
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this.hitObject = hitObject;
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this.game = game;
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this.data = data;
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/*
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@@ -176,11 +177,12 @@ public class Spinner implements GameObject {
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public void draw(Graphics g, int trackPosition) {
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// only draw spinners shortly before start time
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int timeDiff = hitObject.getTime() - trackPosition;
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if (timeDiff - FADE_IN_TIME > 0)
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final int fadeInTime = game.getFadeInTime();
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if (timeDiff - fadeInTime > 0)
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return;
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boolean spinnerComplete = (rotations >= rotationsNeeded);
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float alpha = Utils.clamp(1 - (float) timeDiff / FADE_IN_TIME, 0f, 1f);
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float alpha = Utils.clamp(1 - (float) timeDiff / fadeInTime, 0f, 1f);
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// darken screen
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if (Options.getSkin().isSpinnerFadePlayfield()) {
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