diff --git a/osu.Game/Graphics/Backgrounds/TrianglesV2.cs b/osu.Game/Graphics/Backgrounds/TrianglesV2.cs
index 01e4a39431..da31c6112b 100644
--- a/osu.Game/Graphics/Backgrounds/TrianglesV2.cs
+++ b/osu.Game/Graphics/Backgrounds/TrianglesV2.cs
@@ -57,14 +57,6 @@ namespace osu.Game.Graphics.Backgrounds
///
protected virtual float SpawnRatio => 1;
- private readonly BindableFloat triangleScale = new BindableFloat(1f);
-
- public float TriangleScale
- {
- get => triangleScale.Value;
- set => triangleScale.Value = value;
- }
-
///
/// The relative velocity of the triangles. Default is 1.
///
@@ -102,7 +94,7 @@ namespace osu.Game.Graphics.Backgrounds
colourTop.BindValueChanged(_ => updateTexture());
colourBottom.BindValueChanged(_ => updateTexture(), true);
- triangleScale.BindValueChanged(_ => Reset(), true);
+ addTriangles(true);
}
private void updateTexture()
@@ -138,20 +130,17 @@ namespace osu.Game.Graphics.Backgrounds
float elapsedSeconds = (float)Time.Elapsed / 1000;
// Since position is relative, the velocity needs to scale inversely with DrawHeight.
- // Since we will later multiply by the scale of individual triangles we normalize by
- // dividing by triangleScale.
- float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * TriangleScale);
+ float movedDistance = -elapsedSeconds * Velocity * base_velocity / DrawHeight;
for (int i = 0; i < parts.Count; i++)
{
TriangleParticle newParticle = parts[i];
- // Scale moved distance by the size of the triangle. Smaller triangles should move more slowly.
- newParticle.Position.Y += Math.Max(0.5f, parts[i].Scale) * movedDistance;
+ newParticle.Position.Y += Math.Max(0.5f, parts[i].SpeedMultiplier) * movedDistance;
parts[i] = newParticle;
- float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * equilateral_triangle_ratio / DrawHeight;
+ float bottomPos = parts[i].Position.Y + triangle_size * equilateral_triangle_ratio / DrawHeight;
if (bottomPos < 0)
parts.RemoveAt(i);
}
@@ -177,7 +166,7 @@ namespace osu.Game.Graphics.Backgrounds
// Limited by the maximum size of QuadVertexBuffer for safety.
const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2);
- AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.002f / (TriangleScale * TriangleScale) * SpawnRatio);
+ AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.001f * SpawnRatio);
int currentCount = parts.Count;
@@ -194,7 +183,7 @@ namespace osu.Game.Graphics.Backgrounds
if (randomY)
{
// since triangles are drawn from the top - allow them to be positioned a bit above the screen
- float maxOffset = triangle_size * particle.Scale * equilateral_triangle_ratio / DrawHeight;
+ float maxOffset = triangle_size * equilateral_triangle_ratio / DrawHeight;
y = Interpolation.ValueAt(nextRandom(), -maxOffset, 1f, 0f, 1f);
}
@@ -204,7 +193,7 @@ namespace osu.Game.Graphics.Backgrounds
}
///
- /// Creates a triangle particle with a random scale.
+ /// Creates a triangle particle with a random speed multiplier.
///
/// The triangle particle.
protected virtual TriangleParticle CreateTriangle()
@@ -215,9 +204,9 @@ namespace osu.Game.Graphics.Backgrounds
float u1 = 1 - nextRandom(); //uniform(0,1] random floats
float u2 = 1 - nextRandom();
float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1)
- float scale = Math.Max(TriangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
+ float speedMultiplier = Math.Max(mean + std_dev * randStdNormal, 0.1f); // random normal(mean,stdDev^2)
- return new TriangleParticle { Scale = scale };
+ return new TriangleParticle { SpeedMultiplier = speedMultiplier };
}
private float nextRandom() => (float)(stableRandom?.NextDouble() ?? RNG.NextSingle());
@@ -267,7 +256,7 @@ namespace osu.Game.Graphics.Backgrounds
foreach (TriangleParticle particle in parts)
{
- var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * equilateral_triangle_ratio);
+ var offset = triangle_size * new Vector2(0.5f, equilateral_triangle_ratio);
Vector2 topLeft = particle.Position * size + new Vector2(-offset.X, 0f);
Vector2 topRight = particle.Position * size + new Vector2(offset.X, 0);
@@ -310,9 +299,9 @@ namespace osu.Game.Graphics.Backgrounds
public Vector2 Position;
///
- /// The scale of the triangle.
+ /// The speed multiplier of the triangle.
///
- public float Scale;
+ public float SpeedMultiplier;
}
}
}