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https://github.com/ppy/osu
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Tidy up code with constants
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8f826a3702
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@ -28,29 +28,42 @@ namespace osu.Game.Screens.Menu
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public void Shoot()
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{
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int dir = RNG.Next(-1, 2);
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// left centre or right movement.
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int direction = RNG.Next(-1, 2);
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for (int i = 0; i < 192; i++)
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const int total_stars = 192;
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const float x_velocity_from_direction = 0.6f;
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const float x_velocity_random_variance = 0.25f;
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const float y_velocity_base = -2.0f;
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const float y_velocity_random_variance = 0.25f;
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const float x_spawn_position_variance = 10;
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const float y_spawn_position_offset = 50;
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for (int i = 0; i < total_stars; i++)
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{
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double offset = i * 3;
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double initialOffset = i * 3;
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starContainer.Add(starPool.Get(s =>
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{
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s.Velocity = new Vector2(dir * 0.6f + RNG.NextSingle(-0.25f, 0.25f), -RNG.NextSingle(2.2f, 2.4f));
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s.Position = new Vector2(RNG.NextSingle(-5, 5), 50);
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s.Velocity = new Vector2(
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direction * x_velocity_from_direction + getRandomVariance(x_velocity_random_variance),
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y_velocity_base + getRandomVariance(y_velocity_random_variance));
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s.Position = new Vector2(getRandomVariance(x_spawn_position_variance), y_spawn_position_offset);
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s.Hide();
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using (s.BeginDelayedSequence(offset))
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using (s.BeginDelayedSequence(initialOffset))
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{
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s.FadeIn();
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s.ScaleTo(1);
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double duration = RNG.Next(300, 1300);
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s.FadeOutFromOne(duration, Easing.Out);
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s.ScaleTo(RNG.NextSingle(1, 2.8f), duration, Easing.Out);
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s.Expire();
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s.ScaleTo(1)
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.ScaleTo(RNG.NextSingle(1, 2.8f), duration, Easing.Out)
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.FadeOutFromOne(duration, Easing.Out)
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.Expire();
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}
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}));
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}
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@ -78,12 +91,12 @@ namespace osu.Game.Screens.Menu
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}
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};
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rotation = RNG.NextSingle(-2f, 2f);
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rotation = getRandomVariance(2);
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}
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protected override void Update()
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{
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const float gravity = 0.004f;
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const float gravity = 0.003f;
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base.Update();
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@ -95,5 +108,7 @@ namespace osu.Game.Screens.Menu
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Rotation += rotation * elapsed;
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}
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}
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private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);
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}
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}
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