mirror of
https://github.com/ppy/osu
synced 2024-12-25 00:02:48 +00:00
Merge pull request #14106 from smoogipoo/taiko-classic-mod
Make taiko classic mod emulate the classic "4:3" scroll speed
This commit is contained in:
commit
6bbc23c831
@ -2,10 +2,30 @@
|
|||||||
// See the LICENCE file in the repository root for full licence text.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
|
using osu.Game.Rulesets.Taiko.Objects;
|
||||||
|
using osu.Game.Rulesets.Taiko.UI;
|
||||||
|
using osu.Game.Rulesets.UI;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Mods
|
namespace osu.Game.Rulesets.Taiko.Mods
|
||||||
{
|
{
|
||||||
public class TaikoModClassic : ModClassic
|
public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
|
||||||
{
|
{
|
||||||
|
private DrawableTaikoRuleset drawableTaikoRuleset;
|
||||||
|
|
||||||
|
public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
|
||||||
|
{
|
||||||
|
drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update(Playfield playfield)
|
||||||
|
{
|
||||||
|
// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
|
||||||
|
const float scroll_rate = 10;
|
||||||
|
|
||||||
|
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
|
||||||
|
float ratio = drawableTaikoRuleset.DrawHeight / 480;
|
||||||
|
|
||||||
|
drawableTaikoRuleset.TimeRange.Value = (playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -12,23 +12,11 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
|||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Mods
|
namespace osu.Game.Rulesets.Taiko.Mods
|
||||||
{
|
{
|
||||||
public class TaikoModHidden : ModHidden, IApplicableToDifficulty
|
public class TaikoModHidden : ModHidden
|
||||||
{
|
{
|
||||||
public override string Description => @"Beats fade out before you hit them!";
|
public override string Description => @"Beats fade out before you hit them!";
|
||||||
public override double ScoreMultiplier => 1.06;
|
public override double ScoreMultiplier => 1.06;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// In osu-stable, the hit position is 160, so the active playfield is essentially 160 pixels shorter
|
|
||||||
/// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the
|
|
||||||
/// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1.
|
|
||||||
/// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead,
|
|
||||||
/// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3.
|
|
||||||
/// This constant is equal to the playfield ratio on 4:3 screens divided by the playfield ratio on 16:9 screens.
|
|
||||||
/// </summary>
|
|
||||||
private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0);
|
|
||||||
|
|
||||||
private double originalSliderMultiplier;
|
|
||||||
|
|
||||||
private ControlPointInfo controlPointInfo;
|
private ControlPointInfo controlPointInfo;
|
||||||
|
|
||||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||||
@ -41,7 +29,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
|
|||||||
double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
|
double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
|
||||||
double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
|
double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
|
||||||
|
|
||||||
return originalSliderMultiplier * speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
|
return speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||||
@ -69,22 +57,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ReadFromDifficulty(BeatmapDifficulty difficulty)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
|
|
||||||
{
|
|
||||||
// needs to be read after all processing has been run (TaikoBeatmapConverter applies an adjustment which would otherwise be omitted).
|
|
||||||
originalSliderMultiplier = difficulty.SliderMultiplier;
|
|
||||||
|
|
||||||
// osu-stable has an added playfield cover that essentially forces a 4:3 playfield ratio, by cutting off all objects past that size.
|
|
||||||
// This is not yet implemented; instead a playfield adjustment container is present which maintains a 16:9 ratio.
|
|
||||||
// For now, increase the slider multiplier proportionally so that the notes stay on the screen for the same amount of time as on stable.
|
|
||||||
// Note that this means that the notes will scroll faster as they have a longer distance to travel on the screen in that same amount of time.
|
|
||||||
difficulty.SliderMultiplier /= hd_sv_scale;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void ApplyToBeatmap(IBeatmap beatmap)
|
public override void ApplyToBeatmap(IBeatmap beatmap)
|
||||||
{
|
{
|
||||||
controlPointInfo = beatmap.ControlPointInfo;
|
controlPointInfo = beatmap.ControlPointInfo;
|
||||||
|
@ -3,6 +3,7 @@
|
|||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Graphics;
|
using osu.Framework.Graphics;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
using osu.Game.Rulesets.Objects.Drawables;
|
using osu.Game.Rulesets.Objects.Drawables;
|
||||||
@ -24,12 +25,14 @@ namespace osu.Game.Rulesets.Taiko.UI
|
|||||||
{
|
{
|
||||||
public class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObject>
|
public class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObject>
|
||||||
{
|
{
|
||||||
private SkinnableDrawable scroller;
|
public new BindableDouble TimeRange => base.TimeRange;
|
||||||
|
|
||||||
protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
|
protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
|
||||||
|
|
||||||
protected override bool UserScrollSpeedAdjustment => false;
|
protected override bool UserScrollSpeedAdjustment => false;
|
||||||
|
|
||||||
|
private SkinnableDrawable scroller;
|
||||||
|
|
||||||
public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
|
public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
|
||||||
: base(ruleset, beatmap, mods)
|
: base(ruleset, beatmap, mods)
|
||||||
{
|
{
|
||||||
|
@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The maximum span of time that may be visible by the length of the scrolling axes.
|
/// The maximum span of time that may be visible by the length of the scrolling axes.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private const double time_span_max = 10000;
|
private const double time_span_max = 20000;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
|
/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
|
||||||
|
Loading…
Reference in New Issue
Block a user