Reword HD scale multiplier comment

This commit is contained in:
Bartłomiej Dach 2021-06-15 22:32:26 +02:00
parent 6d2b5252c6
commit a549aebb3f

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@ -19,13 +19,16 @@ namespace osu.Game.Rulesets.Taiko.Mods
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;
// In stable Taiko, hit position is 160, so playfield is essentially 160 pixels shorter /// <summary>
// than actual screen width. Normalized screen height is 480, so on a 4:3 screen the /// In stable taiko, the hit position is 160, so the active playfield is essentially 160 pixels shorter
// playfield ratio will actually be (640 - 160) / 480 = 1 /// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the
// For custom resolutions (x:y), screen width with normalized height becomes 480 * x / y instead, /// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1.
// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3 /// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead,
// The following is 4:3 playfield ratio divided by 16:9 playfield ratio /// 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 const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0);
private BeatmapDifficulty difficulty; private BeatmapDifficulty difficulty;
private ControlPointInfo controlPointInfo; private ControlPointInfo controlPointInfo;