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Standardize osu!catch coordinate system
There were two coordinate systems used: - 0..512 (used in osu!stable) - 0..1 (relative coordinate) This commit replaces the usage of the relative coordinate system to the coordinate system of 0..512.
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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Catch.UI
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/// <summary>
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/// The relative space to cover in 1 millisecond. based on 1 game pixel per millisecond as in osu-stable.
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/// </summary>
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public const double BASE_SPEED = 1.0 / 512;
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public const double BASE_SPEED = 1.0;
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public Container ExplodingFruitTarget;
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@ -104,9 +104,6 @@ namespace osu.Game.Rulesets.Catch.UI
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{
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this.trailsTarget = trailsTarget;
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RelativePositionAxes = Axes.X;
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X = 0.5f;
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Origin = Anchor.TopCentre;
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Size = new Vector2(CatcherArea.CATCHER_SIZE);
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@ -209,8 +206,8 @@ namespace osu.Game.Rulesets.Catch.UI
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var halfCatchWidth = catchWidth * 0.5f;
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// this stuff wil disappear once we move fruit to non-relative coordinate space in the future.
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var catchObjectPosition = fruit.X * CatchPlayfield.BASE_WIDTH;
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var catcherPosition = Position.X * CatchPlayfield.BASE_WIDTH;
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var catchObjectPosition = fruit.X;
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var catcherPosition = Position.X;
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var validCatch =
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catchObjectPosition >= catcherPosition - halfCatchWidth &&
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@ -224,7 +221,7 @@ namespace osu.Game.Rulesets.Catch.UI
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{
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var target = fruit.HyperDashTarget;
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var timeDifference = target.StartTime - fruit.StartTime;
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double positionDifference = target.X * CatchPlayfield.BASE_WIDTH - catcherPosition;
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double positionDifference = target.X - catcherPosition;
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var velocity = positionDifference / Math.Max(1.0, timeDifference - 1000.0 / 60.0);
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SetHyperDashState(Math.Abs(velocity), target.X);
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@ -331,7 +328,7 @@ namespace osu.Game.Rulesets.Catch.UI
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public void UpdatePosition(float position)
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{
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position = Math.Clamp(position, 0, 1);
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position = Math.Clamp(position, 0, CatchPlayfield.WIDTH);
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if (position == X)
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return;
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