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>
This commit is contained in:
Jeffrey Han
2015-08-28 21:12:47 -05:00
parent c4f54ecc05
commit 34c7942f4b
4 changed files with 80 additions and 50 deletions

View File

@@ -18,6 +18,25 @@
package itdelatrisu.opsu.states;
import java.io.File;
import java.util.LinkedList;
import java.util.Stack;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.newdawn.slick.Animation;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.BasicGameState;
import org.newdawn.slick.state.StateBasedGame;
import org.newdawn.slick.state.transition.EmptyTransition;
import org.newdawn.slick.state.transition.FadeInTransition;
import org.newdawn.slick.state.transition.FadeOutTransition;
import itdelatrisu.opsu.ErrorHandler;
import itdelatrisu.opsu.GameData;
import itdelatrisu.opsu.GameImage;
@@ -52,25 +71,6 @@ import itdelatrisu.opsu.ui.MenuButton;
import itdelatrisu.opsu.ui.UI;
import itdelatrisu.opsu.ui.animations.AnimationEquation;
import java.io.File;
import java.util.LinkedList;
import java.util.Stack;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.newdawn.slick.Animation;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.BasicGameState;
import org.newdawn.slick.state.StateBasedGame;
import org.newdawn.slick.state.transition.EmptyTransition;
import org.newdawn.slick.state.transition.FadeInTransition;
import org.newdawn.slick.state.transition.FadeOutTransition;
/**
* "Game" state.
*/
@@ -119,9 +119,14 @@ public class Game extends BasicGameState {
/** Hit object approach time, in milliseconds. */
private int approachTime;
/** Decay time for elements in "Hidden" mod, in milliseconds. */
//TODO: figure out actual formula for decay time
private int decayTime = 800;
/** The amount of time for hit objects to fade in, in milliseconds. */
private int fadeInTime;
/** Decay time for hit objects in the "Hidden" mod, in milliseconds. */
private int hiddenDecayTime;
/** Time before the hit object time by which the objects have completely faded in the "Hidden" mod, in milliseconds. */
private int hiddenTimeDiff;
/** Time offsets for obtaining each hit result (indexed by HIT_* constants). */
private int[] hitResultOffset;
@@ -1480,6 +1485,12 @@ public class Game extends BasicGameState {
int diameter = (int) (104 - (circleSize * 8));
HitObject.setStackOffset(diameter * STACK_OFFSET_MODIFIER);
// approachRate (hit object approach time)
if (approachRate < 5)
approachTime = (int) (1800 - (approachRate * 120));
else
approachTime = (int) (1200 - ((approachRate - 5) * 150));
// initialize objects
Circle.init(container, circleSize);
Slider.init(container, circleSize, beatmap);
@@ -1487,12 +1498,6 @@ public class Game extends BasicGameState {
Curve.init(container.getWidth(), container.getHeight(), circleSize, (Options.isBeatmapSkinIgnored()) ?
Options.getSkin().getSliderBorderColor() : beatmap.getSliderBorderColor());
// approachRate (hit object approach time)
if (approachRate < 5)
approachTime = (int) (1800 - (approachRate * 120));
else
approachTime = (int) (1200 - ((approachRate - 5) * 150));
// overallDifficulty (hit result time offsets)
hitResultOffset = new int[GameData.HIT_MAX];
hitResultOffset[GameData.HIT_300] = (int) (78 - (overallDifficulty * 6));
@@ -1511,6 +1516,14 @@ public class Game extends BasicGameState {
// difficulty multiplier (scoring)
data.calculateDifficultyMultiplier(beatmap.HPDrainRate, beatmap.circleSize, beatmap.overallDifficulty);
// hit object fade-in time (TODO: formula)
fadeInTime = Math.min(375, (int) (approachTime / 2.5f));
// fade times ("Hidden" mod)
// TODO: find the actual formulas for this
hiddenDecayTime = (int) (approachTime / 3.6f);
hiddenTimeDiff = (int) (approachTime / 3.3f);
}
/**
@@ -1534,10 +1547,21 @@ public class Game extends BasicGameState {
*/
public int getApproachTime() { return approachTime; }
/**
* Returns the amount of time for hit objects to fade in, in milliseconds.
*/
public int getFadeInTime() { return fadeInTime; }
/**
* Returns the object decay time in the "Hidden" mod, in milliseconds.
*/
public int getDecayTime() { return decayTime; }
public int getHiddenDecayTime() { return hiddenDecayTime; }
/**
* Returns the time before the hit object time by which the objects have
* completely faded in the "Hidden" mod, in milliseconds.
*/
public int getHiddenTimeDiff() { return hiddenTimeDiff; }
/**
* Returns an array of hit result offset times, in milliseconds (indexed by GameData.HIT_* constants).