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Hierarchy

Implements

  • ISlidableObject

Index

Constructors

Properties

comboIndex: number = 0
comboIndexWithOffsets: number = 0
comboOffset: number = 0
currentComboIndex: number = 0
hitWindows: HitWindows = StandardHitWindows.empty
isNewCombo: boolean = false
lastInCombo: boolean = false
lazyEndPosition?: Vector2

The position of the cursor at the point of completion of this slider if it was hit with as few movements as possible. This is set and used by difficulty calculation.

lazyTravelDistance: number = 0

The distance travelled by the cursor upon completion of this slider if it was hit with as few movements as possible. This is set and used by difficulty calculation.

lazyTravelTime: number = 0

The time taken by the cursor upon completion of this slider if it was hit with as few movements as possible. This is set and used by difficulty calculation.

legacyLastTickOffset?: number
nodeSamples: HitSample[][] = []
path: SliderPath = ...
repeats: number = 0
startPosition: Vector2 = ...
tickDistance: number = 0
tickRate: number = 1
timeFadeIn: number = 400
timePreempt: number = 600
velocity: number = 1
BASE_SCORING_DISTANCE: number = 100

Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).

OBJECT_RADIUS: number = 64

The radius of hit objects (ie. the radius of a Circle).

PREEMPT_MIN: number = 450

Minimum preempt time at AR=10.

Accessors

  • get distance(): number
  • set distance(value: number): void
  • get duration(): number
  • get endPosition(): Vector2
  • get endTime(): number
  • get endX(): number
  • set endX(value: number): void
  • get endY(): number
  • set endY(value: number): void
  • get radius(): number
  • get scale(): number
  • set scale(value: number): void
  • get spanDuration(): number
  • get spans(): number
  • get stackHeight(): number
  • set stackHeight(value: number): void
  • get stackedEndPosition(): Vector2
  • get stackedOffset(): Vector2
  • set stackedOffset(value: Vector2): void
  • get stackedStartPosition(): Vector2
  • get startX(): number
  • set startX(value: number): void
  • get startY(): number
  • set startY(value: number): void

Methods

  • applyDefaultsToSelf(controlPoints: ControlPointInfo, difficulty: BeatmapDifficultySection): void
  • createNestedHitObjects(): void