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https://github.com/ppy/osu
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Combine triangle system implementations.
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@ -14,9 +14,8 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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{
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public class CirclePiece : Container
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{
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private Sprite disc;
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private Triangles triangles;
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public Func<bool> Hit;
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@ -36,10 +35,11 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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triangles = new Triangles
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new TrianglesPiece
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{
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RelativeSizeAxes = Axes.Both,
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BlendingMode = BlendingMode.Additive,
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RelativeSizeAxes = Axes.Both
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Alpha = 0.5f,
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}
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};
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}
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@ -21,10 +21,11 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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Children = new Drawable[]
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{
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new Triangles
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new TrianglesPiece
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{
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BlendingMode = BlendingMode.Additive,
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RelativeSizeAxes = Axes.Both
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.1f,
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}
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};
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}
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@ -1,46 +0,0 @@
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// Copyright (c) 2007-2017 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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.MathUtils;
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using OpenTK;
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namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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{
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public class Triangles : Container<Triangle>
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{
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public override bool HandleInput => false;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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const float size = 100;
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for (int i = 0; i < 10; i++)
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{
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Add(new Triangle
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{
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.Both,
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Position = new Vector2(RNG.NextSingle(), RNG.NextSingle()),
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Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f),
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// Scaling height by 0.866 results in equiangular triangles (== 60° and equal side length)
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Size = new Vector2(size, 0.866f * size),
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Alpha = RNG.NextSingle() * 0.3f,
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});
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}
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}
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protected override void Update()
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{
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base.Update();
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foreach (Drawable d in Children)
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d.Position -= new Vector2(0, (float)(d.Scale.X * (Time.Elapsed / 2880)));
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}
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}
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}
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@ -0,0 +1,26 @@
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// Copyright (c) 2007-2017 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;
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using osu.Game.Graphics.Backgrounds;
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namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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{
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public class TrianglesPiece : Triangles
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{
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protected override bool ExpireOffScreenTriangles => false;
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protected override bool CreateNewTriangles => false;
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protected override float SpawnRatio => 0.5f;
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public TrianglesPiece()
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{
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TriangleScale = 1.2f;
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}
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protected override void Update()
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{
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if (IsPresent)
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base.Update();
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}
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}
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}
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@ -62,7 +62,7 @@
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<Compile Include="Objects\Drawables\Pieces\RingPiece.cs" />
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<Compile Include="Objects\Drawables\Pieces\SliderBouncer.cs" />
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<Compile Include="Objects\Drawables\Pieces\SpinnerDisc.cs" />
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<Compile Include="Objects\Drawables\Pieces\Triangles.cs" />
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<Compile Include="Objects\Drawables\Pieces\TrianglesPiece.cs" />
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<Compile Include="Objects\Drawables\Pieces\SliderBall.cs" />
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<Compile Include="Objects\Drawables\Pieces\SliderBody.cs" />
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<Compile Include="Objects\OsuHitObjectParser.cs" />
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@ -2,12 +2,10 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.MathUtils;
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using OpenTK;
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using OpenTK.Graphics;
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@ -22,6 +20,21 @@ namespace osu.Game.Graphics.Backgrounds
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public Color4 ColourLight = Color4.White;
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public Color4 ColourDark = Color4.Black;
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/// <summary>
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/// Whether we want to expire triangles as they exit our draw area completely.
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/// </summary>
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protected virtual bool ExpireOffScreenTriangles => true;
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/// <summary>
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/// Whether we should create new triangles as others expire.
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/// </summary>
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protected virtual bool CreateNewTriangles => true;
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/// <summary>
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/// The amount of triangles we want compared to the default distribution.
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/// </summary>
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protected virtual float SpawnRatio => 1;
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private float triangleScale = 1;
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public float TriangleScale
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@ -29,9 +42,11 @@ namespace osu.Game.Graphics.Backgrounds
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get { return triangleScale; }
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set
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{
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float change = value / triangleScale;
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triangleScale = value;
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Children.ForEach(t => t.ScaleTo(triangleScale));
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if (change != 1)
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Children.ForEach(t => t.Scale *= change);
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}
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}
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@ -42,20 +57,20 @@ namespace osu.Game.Graphics.Backgrounds
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addTriangle(true);
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}
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private int aimTriangleCount => (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale));
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private int aimTriangleCount => (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
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protected override void Update()
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{
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base.Update();
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foreach (Drawable d in Children)
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foreach (var t in Children)
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{
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d.Position -= new Vector2(0, (float)(d.Scale.X * (50 / DrawHeight) * (Time.Elapsed / 950)) / triangleScale);
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if (d.DrawPosition.Y + d.DrawSize.Y * d.Scale.Y < 0)
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d.Expire();
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t.Position -= new Vector2(0, (float)(t.Scale.X * (50 / DrawHeight) * (Time.Elapsed / 950)) / triangleScale);
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if (ExpireOffScreenTriangles && t.DrawPosition.Y + t.DrawSize.Y * t.Scale.Y < 0)
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t.Expire();
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}
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while (Children.Count() < aimTriangleCount)
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while (CreateNewTriangles && Children.Count() < aimTriangleCount)
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addTriangle(false);
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}
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@ -77,8 +92,8 @@ namespace osu.Game.Graphics.Backgrounds
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RelativePositionAxes = Axes.Both,
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Scale = new Vector2(scale),
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EdgeSmoothness = new Vector2(1),
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// Scaling height by 0.866 results in equiangular triangles (== 60° and equal side length)
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Colour = GetTriangleShade(),
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// Scaling height by 0.866 results in equiangular triangles (== 60° and equal side length)
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Size = new Vector2(size, 0.866f * size),
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Depth = scale,
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};
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@ -89,8 +104,8 @@ namespace osu.Game.Graphics.Backgrounds
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private void addTriangle(bool randomY)
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{
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var sprite = CreateTriangle();
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var triangleHeight = sprite.DrawHeight / DrawHeight;
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sprite.Position = new Vector2(RNG.NextSingle(), randomY ? (RNG.NextSingle() * (1 + triangleHeight) - triangleHeight) : 1);
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float triangleHeight = (sprite.DrawHeight / DrawHeight);
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sprite.Position = new Vector2(RNG.NextSingle(), randomY ? RNG.NextSingle() * (1 + triangleHeight) - triangleHeight : 1);
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Add(sprite);
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}
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}
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