Add slider position randomisation

This commit is contained in:
Pasi4K5 2021-05-14 23:04:09 +02:00
parent dbc2318710
commit 3fa6a0413b
1 changed files with 68 additions and 22 deletions

View File

@ -53,9 +53,10 @@ public void ApplyToBeatmap(IBeatmap beatmap)
var prevObjectInfo = new HitObjectInfo
{
AngleRad = 0,
PosUnchanged = hitObjects[0].Position,
PosChanged = hitObjects[0].Position
StartPosUnchanged = hitObjects[0].Position,
EndPosUnchanged = hitObjects[0].EndPosition,
StartPosChanged = hitObjects[0].Position,
EndPosChanged = hitObjects[0].EndPosition
};
float rateOfChangeMultiplier = 0;
@ -66,18 +67,36 @@ public void ApplyToBeatmap(IBeatmap beatmap)
var currentObjectInfo = new HitObjectInfo
{
AngleRad = 0,
PosUnchanged = h.EndPosition,
PosChanged = Vector2.Zero
StartPosUnchanged = h.Position,
EndPosUnchanged = h.EndPosition,
StartPosChanged = Vector2.Zero,
EndPosChanged = Vector2.Zero
};
// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
if (i % 3 == 0)
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
if (h is HitCircle circle)
var distanceToPrev = Vector2.Distance(prevObjectInfo.EndPosUnchanged, currentObjectInfo.StartPosUnchanged);
switch (h)
{
var distanceToPrev = Vector2.Distance(currentObjectInfo.PosUnchanged, prevObjectInfo.PosUnchanged);
case HitCircle circle:
getObjectInfo(
rateOfChangeMultiplier,
prevObjectInfo,
distanceToPrev,
ref currentObjectInfo
);
circle.Position = currentObjectInfo.StartPosChanged;
currentObjectInfo.EndPosChanged = currentObjectInfo.StartPosChanged;
break;
case Slider slider:
currentObjectInfo.EndPosUnchanged = slider.EndPosition;
currentObjectInfo.EndPosUnchanged = slider.TailCircle.Position;
getObjectInfo(
rateOfChangeMultiplier,
@ -86,10 +105,12 @@ public void ApplyToBeatmap(IBeatmap beatmap)
ref currentObjectInfo
);
circle.Position = currentObjectInfo.PosChanged;
}
slider.Position = currentObjectInfo.StartPosChanged;
currentObjectInfo.EndPosChanged = slider.TailCircle.Position;
// TODO: Implement slider position randomisation
moveSliderIntoPlayfield(ref slider, ref currentObjectInfo);
break;
}
prevObjectInfo = currentObjectInfo;
}
@ -116,10 +137,10 @@ private void getObjectInfo(float rateOfChangeMultiplier, HitObjectInfo prevObjec
distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
);
posRelativeToPrev = getRotatedVector(prevObjectInfo.PosChanged, posRelativeToPrev);
posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPosChanged, posRelativeToPrev);
currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
var position = Vector2.Add(prevObjectInfo.PosChanged, posRelativeToPrev);
var position = Vector2.Add(prevObjectInfo.EndPosChanged, posRelativeToPrev);
// Move hit objects back into the playfield if they are outside of it,
// which would sometimes happen during big jumps otherwise.
@ -133,7 +154,30 @@ private void getObjectInfo(float rateOfChangeMultiplier, HitObjectInfo prevObjec
else if (position.Y > OsuPlayfield.BASE_SIZE.Y)
position.Y = OsuPlayfield.BASE_SIZE.Y;
currentObjectInfo.PosChanged = position;
currentObjectInfo.StartPosChanged = position;
}
private void moveSliderIntoPlayfield(ref Slider slider, ref HitObjectInfo currentObjectInfo)
{
foreach (var controlPoint in slider.Path.ControlPoints)
{
// Position of controlPoint relative to slider.Position
var pos = controlPoint.Position.Value;
var playfieldSize = OsuPlayfield.BASE_SIZE;
if (pos.X + slider.Position.X < 0)
slider.Position = new Vector2(-pos.X, slider.Position.Y);
else if (pos.X + slider.Position.X > playfieldSize.X)
slider.Position = new Vector2(playfieldSize.X - pos.X, slider.Position.Y);
if (pos.Y + slider.Position.Y < 0)
slider.Position = new Vector2(slider.Position.X, -pos.Y);
else if (pos.Y + slider.Position.Y > playfieldSize.Y)
slider.Position = new Vector2(slider.Position.X, playfieldSize.Y - pos.Y);
}
currentObjectInfo.EndPosChanged = slider.TailCircle.Position;
}
/// <summary>
@ -217,8 +261,10 @@ private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination,
private struct HitObjectInfo
{
internal float AngleRad { get; set; }
internal Vector2 PosUnchanged { get; set; }
internal Vector2 PosChanged { get; set; }
internal Vector2 StartPosUnchanged { get; set; }
internal Vector2 EndPosUnchanged { get; set; }
internal Vector2 StartPosChanged { get; set; }
internal Vector2 EndPosChanged { get; set; }
}
}