Now using official formulas for circle diameter and timing offsets.

The previous formulas were extremely close, so you shouldn't notice any gameplay differences at all.

Circle diameter:
- Previously: 104 - (CS * 8)
- Now: 108.848 - (CS * 8.9646)

Timing offsets: added 1.5ms to 300, 100, and 50 hit result offsets.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han
2015-08-30 19:01:40 -05:00
parent 9d19dacab4
commit 8892973d98
5 changed files with 20 additions and 22 deletions

View File

@@ -1482,14 +1482,15 @@ public class Game extends BasicGameState {
// Stack modifier scales with hit object size
// StackOffset = HitObjectRadius / 10
int diameter = (int) (104 - (circleSize * 8));
//int diameter = (int) (104 - (circleSize * 8));
float diameter = 108.848f - (circleSize * 8.9646f);
HitObject.setStackOffset(diameter * STACK_OFFSET_MODIFIER);
// initialize objects
Circle.init(container, circleSize);
Slider.init(container, circleSize, beatmap);
Circle.init(container, diameter);
Slider.init(container, diameter, beatmap);
Spinner.init(container, overallDifficulty);
Curve.init(container.getWidth(), container.getHeight(), circleSize, (Options.isBeatmapSkinIgnored()) ?
Curve.init(container.getWidth(), container.getHeight(), diameter, (Options.isBeatmapSkinIgnored()) ?
Options.getSkin().getSliderBorderColor() : beatmap.getSliderBorderColor());
// approachRate (hit object approach time)
@@ -1500,9 +1501,9 @@ public class Game extends BasicGameState {
// overallDifficulty (hit result time offsets)
hitResultOffset = new int[GameData.HIT_MAX];
hitResultOffset[GameData.HIT_300] = (int) (78 - (overallDifficulty * 6));
hitResultOffset[GameData.HIT_100] = (int) (138 - (overallDifficulty * 8));
hitResultOffset[GameData.HIT_50] = (int) (198 - (overallDifficulty * 10));
hitResultOffset[GameData.HIT_300] = (int) (79.5f - (overallDifficulty * 6));
hitResultOffset[GameData.HIT_100] = (int) (139.5f - (overallDifficulty * 8));
hitResultOffset[GameData.HIT_50] = (int) (199.5f - (overallDifficulty * 10));
hitResultOffset[GameData.HIT_MISS] = (int) (500 - (overallDifficulty * 10));
//final float mult = 0.608f;
//hitResultOffset[GameData.HIT_300] = (int) ((128 - (overallDifficulty * 9.6)) * mult);