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Hierarchy

Implements

  • ISpinnableObject

Index

Constructors

Properties

comboIndex: number = 0
comboIndexWithOffsets: number = 0
comboOffset: number = 0
currentComboIndex: number = 0
endTime: number = 0

The time at which this spinner ends.

hitWindows: HitWindows = StandardHitWindows.empty
isNewCombo: boolean = false
lastInCombo: boolean = false
maximumBonusSpins: number = 1

Number of spins available to give bonus, beyond spinsRequired.

spinsRequired: number = 1

Number of spins required to finish the spinner without miss.

timeFadeIn: number = 400
timePreempt: number = 600
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).

MAXIMUM_ROTATIONS: number = 8

Close to 477rpm.

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.

STABLE_MATCHING_FUDGE: number = 0.6

Spinning doesn't match 1:1 with stable, so let's fudge them easier for the time being.

Accessors

  • get duration(): number
  • get endPosition(): Vector2
  • 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 stackHeight(): number
  • set stackHeight(value: number): void
  • get stackedEndPosition(): Vector2
  • get stackedOffset(): Vector2
  • set stackedOffset(value: Vector2): void
  • get stackedStartPosition(): Vector2

Methods

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