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Use "x" for cursor position in diagrams
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@ -121,20 +121,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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// 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:
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// 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:
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// 1. <======o==>
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// 1. <======x==>
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// | /
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// | /
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// o
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// x
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// 2. <======o==>---o
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// 2. <======x==>---x
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// |______|
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// |______|
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// 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).
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// 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).
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// The pattern (o--o) has distance JumpDistance.
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// The pattern (x--x) has distance JumpDistance.
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// The pattern (>--o) is a new distance we'll call "tailJumpDistance".
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// The pattern (>--x) is a new distance we'll call "tailJumpDistance".
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// 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).
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// 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).
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// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--o).
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// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--x).
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// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
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// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
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//
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//
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