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https://github.com/ppy/osu
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Merge branch 'master' into editor-position-snap
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f395ef24a4
@ -29,8 +29,22 @@ namespace osu.Game.Tests.ScrollAlgorithms
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[Test]
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public void TestDisplayStartTime()
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{
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// Sequential scroll algorithm approximates the start time
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// This should be fixed in the future
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// easy cases - time range adjusted for velocity fits within control point duration
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Assert.AreEqual(2500, algorithm.GetDisplayStartTime(5000, 0, 2500, 1)); // 5000 - (2500 / 1)
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Assert.AreEqual(13750, algorithm.GetDisplayStartTime(15000, 0, 2500, 1)); // 15000 - (2500 / 2)
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Assert.AreEqual(20000, algorithm.GetDisplayStartTime(25000, 0, 2500, 1)); // 25000 - (2500 / 0.5)
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// hard case - time range adjusted for velocity exceeds control point duration
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// 1st multiplier point takes 10000 / 2500 = 4 scroll lengths
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// 2nd multiplier point takes 10000 / (2500 / 2) = 8 scroll lengths
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// 3rd multiplier point takes 2500 / (2500 * 2) = 0.5 scroll lengths up to hitobject start
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// absolute position of the hitobject = 1000 * (4 + 8 + 0.5) = 12500
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// minus one scroll length allowance = 12500 - 1000 = 11500 = 11.5 [scroll lengths]
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// therefore the start time lies within the second multiplier point (because 11.5 < 4 + 8)
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// its exact time position is = 10000 + 7.5 * (2500 / 2) = 19375
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Assert.AreEqual(19375, algorithm.GetDisplayStartTime(22500, 0, 2500, 1000));
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}
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[Test]
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@ -16,6 +16,7 @@ using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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@ -77,19 +78,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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};
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setUpHitObjects();
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hitObjectSpawnDelegate?.Cancel();
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});
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private void setUpHitObjects()
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private void setUpHitObjects() => AddStep("set up hit objects", () =>
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{
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scrollContainers.ForEach(c => c.ControlPoints.Add(new MultiplierControlPoint(0)));
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for (int i = spawn_rate / 2; i <= time_range; i += spawn_rate)
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addHitObject(Time.Current + i);
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hitObjectSpawnDelegate?.Cancel();
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hitObjectSpawnDelegate = Scheduler.AddDelayed(() => addHitObject(Time.Current + time_range), spawn_rate, true);
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}
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});
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private IList<MultiplierControlPoint> testControlPoints => new List<MultiplierControlPoint>
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{
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@ -101,6 +101,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestScrollAlgorithms()
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{
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setUpHitObjects();
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AddStep("constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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AddStep("overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
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AddStep("sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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@ -113,6 +115,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestConstantScrollLifetime()
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{
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setUpHitObjects();
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AddStep("set constant scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Constant));
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// scroll container time range must be less than the rate of spawning hitobjects
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// otherwise the hitobjects will spawn already partly visible on screen and look wrong
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@ -122,14 +126,40 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestSequentialScrollLifetime()
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{
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setUpHitObjects();
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AddStep("set sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range / 2.0));
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AddStep("add control points", () => addControlPoints(testControlPoints, Time.Current));
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}
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[Test]
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public void TestSlowSequentialScroll()
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{
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AddStep("set sequential scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Sequential));
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range));
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AddStep("add control points", () => addControlPoints(
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new List<MultiplierControlPoint>
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{
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new MultiplierControlPoint { Velocity = 0.1 }
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},
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Time.Current + time_range));
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// All of the hit objects added below should be immediately visible on screen
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AddStep("add hit objects", () =>
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{
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for (int i = 0; i < 20; ++i)
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{
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addHitObject(Time.Current + time_range * (2 + 0.1 * i));
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}
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});
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}
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[Test]
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public void TestOverlappingScrollLifetime()
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{
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setUpHitObjects();
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AddStep("set overlapping scroll", () => setScrollAlgorithm(ScrollVisualisationMethod.Overlapping));
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AddStep("set time range", () => scrollContainers.ForEach(c => c.TimeRange = time_range / 2.0));
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AddStep("add control points", () => addControlPoints(testControlPoints, Time.Current));
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@ -221,7 +251,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private class TestDrawableControlPoint : DrawableHitObject<HitObject>
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{
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public TestDrawableControlPoint(ScrollingDirection direction, double time)
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: base(new HitObject { StartTime = time })
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: base(new HitObject { StartTime = time, HitWindows = HitWindows.Empty })
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{
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Origin = Anchor.Centre;
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@ -252,7 +282,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private class TestDrawableHitObject : DrawableHitObject<HitObject>
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{
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public TestDrawableHitObject(double time)
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: base(new HitObject { StartTime = time })
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: base(new HitObject { StartTime = time, HitWindows = HitWindows.Empty })
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{
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Origin = Anchor.Custom;
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OriginPosition = new Vector2(75 / 4.0f);
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@ -22,8 +22,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength)
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{
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double adjustedTime = TimeAt(-offset, originTime, timeRange, scrollLength);
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return adjustedTime - timeRange - 1000;
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return TimeAt(-(scrollLength + offset), originTime, timeRange, scrollLength);
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}
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public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
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