Use "x" for cursor position in diagrams

This commit is contained in:
Dan Balasescu 2021-12-08 14:57:21 +09:00
parent ded86282c1
commit 7c0f7b1baa

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@ -121,20 +121,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
//
// We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns:
//
// 1. <======o==>
// 1. <======x==>
// | /
// o
// x
//
// 2. <======o==>---o
// 2. <======x==>---x
// |______|
//
// Where "<==>" represents a slider, and "o" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position).
// Where "<==>" represents a slider, and "x" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position).
//
// The pattern (o--o) has distance JumpDistance.
// The pattern (>--o) is a new distance we'll call "tailJumpDistance".
// The pattern (x--x) has distance JumpDistance.
// The pattern (>--x) is a new distance we'll call "tailJumpDistance".
//
// Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (o--o).
// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--o).
// Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (x--x).
// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--x).
//
// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
//