mirror of https://github.com/ppy/osu
Use a better constant for playfield positioning
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@ -28,6 +28,8 @@ protected override void Update()
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base.Update();
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const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768;
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// Matches stable, see https://github.com/peppy/osu-stable-reference/blob/7519cafd1823f1879c0d9c991ba0e5c7fd3bfa02/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L514
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const float base_position = 135f / 480f;
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float relativeHeight = base_relative_height;
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@ -49,14 +51,7 @@ protected override void Update()
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// Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions.
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relativeHeight = Math.Min(relativeHeight, 1f / 3f);
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// Position the taiko playfield exactly one playfield from the top of the screen, if there is enough space for it.
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// Note that the relative height cannot exceed one-third - if that limit is hit, the playfield will be exactly centered.
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float playfieldPosition = relativeHeight;
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// arbitrary offset to make playfield position match stable.
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playfieldPosition += 0.022f;
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Y = playfieldPosition;
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Y = base_position;
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Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f));
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Width = 1 / Scale.X;
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