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Refactor cursor #116
Refactor cursor #116
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Basically "refactors" fl? i really don't know how to call this but it's something along this lines, i already tested it and couldn't find any bugs,.
src/ru/nsu/ccfit/zuev/osu/game/cursor/flashlight/MainFlashLightSprite.java
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src/ru/nsu/ccfit/zuev/osu/game/cursor/flashlight/MainFlashLightSprite.java
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…tSprite.java Co-authored-by: Rian8337 <[email protected]>
…lashLightSprite.java" This reverts commit 7cfebf7.
Also adds FL 0.50ms fadeout delay, and some slight refactoring on cursor related things aswell
(rian) I am sorry for not checking this b4 Please refer to this: ppy/osu@8f101e4 And this: https://github.com/ppy/osu/blob/master/osu.Game.Rulesets.Osu/Mods/OsuModFlashlight.cs#L69
actually i have found something odd |
I reduced the fl shadows not just to "match" lazer FL which does not has that bigger shadows but also because since i added delay to FL, that little "cursor" thing just feels weird with the delay.
Wait i mean, adds custom fl delay, range = 120-1200 |
the one that i had ut before has a little white "artifact", in this one i fixed this. also deleteted flashlight_dim_layer.png, it isn't used anymore
because exponentialout was causing teleporting like effects
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Just a few minor nits.
I believe there is a better way for emulating auto cursor's movement without storing all objects inside a separate LinkedList
, but I'm not super sure about it (I'll take a look later). Additionally, I haven't tested these changes in-game so I may need more changes later.
From a quick look, I think the color of mod customization text is too bright? Maybe a darker green can work since it's hard to read at the current state. |
I've replaced your auto cursor emulation with a new one that doesn't need to store all objects inside a separate list. It also fixes an issue where the cursor position would be wrong on stacked objects (because you didn't include position offset in original emulation). Test it for bugs if you'd like. Still need to figure out why the cursor teleports to the left-corner of the screen for a brief moment before it starts spinning a spinner. |
i removed checks for AutoCursor, because a instance of AutoCursor shouldn't even be created if the gamehelper isn't auto. also removed some no longer necessary booleans.
I haven't gotten time to look at this, but I think the auto cursor emulation can also be applied for AP mod and not just Auto (it's called an "auto-based cursor" for a reason, anyway). |
Superseded by #143. |
Basically "refactors" fl and cursor related things, and some other changes aswell.