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Class StandardDifficultyHitObject

Hierarchy

  • DifficultyHitObject
    • StandardDifficultyHitObject

Index

Constructors

Properties

angle: null | number = null

Angle the player has to take to hit this StandardDifficultyHitObject. Calculated as the angle between the circles (current-2, current-1, current).

baseObject: StandardHitObject
hitWindowGreat: number = 0

Retrieves the full hit window for a Great {@link HitResult}.

lastObject: StandardHitObject
lazyJumpDistance: number = 0

Normalized distance from the end position of the previous StandardDifficultyHitObject to the start position of this StandardDifficultyHitObject. The "lazy" end position is the position at which the cursor ends up if the previous hitobject is followed with as minimal movement as possible (i.e. on the edge of slider follow circles).

minimumJumpDistance: number = 0

Normalised shortest distance to consider for a jump between the previou StandardDifficultyHitObject and this StandardDifficultyHitObject. This is bounded from above by lazyJumpDistance, and is smaller than the former if a more natural path is able to be taken through the previous StandardDifficultyHitObject.

minimumJumpTime: number = 0

The time taken to travel through minimumJumpDistance, with a minimum of 25ms.

strainTime: number

Milliseconds elapsed since the start time of the previous StandardDifficultyHitObject, with a minimum of 25ms.

travelDistance: number = 0

Normalised distance between the start and end position of this StandardDifficultyHitObject.

travelTime: number = 0

The time taken to travel through travelDistance, with a minimum value of 25ms Slider objects.

Methods

  • opacityAt(time: number, hidden: boolean): number