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Represents an osu!standard hit object with difficulty calculation values.

Hierarchy

  • DifficultyHitObject

Index

Constructors

Properties

aimStrainWithSliders: number

The aim strain generated by the hitobject if sliders are considered.

aimStrainWithoutSliders: number

The aim strain generated by the hitobject if sliders are not considered.

angle: null | number

Angle the player has to take to hit this hitobject.

Calculated as the angle between the circles (current-2, current-1, current).

deltaTime: number

The amount of milliseconds elapsed between this hitobject and the last hitobject.

endTime: number

Adjusted end time of the hitobject, taking speed multiplier into account.

flashlightStrain: number

The flashlight strain generated by the hitobject.

index: number

The index of this hitobject in the list of all hitobjects.

This is one less than the actual index of the hitobject in the beatmap.

lazyJumpDistance: number

The normalized distance from the "lazy" end position of the previous hitobject to the start position of this hitobject.

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

The normalized shortest distance to consider for a jump between the previous hitobject and this hitobject.

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 hitobject.

Suppose a linear slider - circle pattern. Following the slider lazily (see: lazyJumpDistance) will result in underestimating the true end position of the slider as being closer towards the start position. As a result, lazyJumpDistance overestimates the jump distance because the player is able to take a more natural path by following through the slider to its end, such that the jump is felt as only starting from the slider's true end position.

Now consider a slider - circle pattern where the circle is stacked along the path inside the slider. In this case, the lazy end position correctly estimates the true end position of the slider and provides the more natural movement path.

minimumJumpTime: number

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

noteDensity: number

The note density of the hitobject.

The underlying hitobject.

originalTapStrain: number

The tap strain generated by the hitobject if strainTime isn't modified by OD. This is used in three-finger detection.

overlappingFactor: number

The overlapping factor of the hitobject.

This is used to scale visual skill.

rhythmMultiplier: number

The rhythm multiplier generated by the hitobject. This is used to alter tap strain.

rhythmStrain: number

The rhythm strain generated by the hitobject.

startTime: number

Adjusted start time of the hitobject, taking speed multiplier into account.

strainTime: number

The amount of milliseconds elapsed since the start time of the previous hitobject, with a minimum of 25ms.

tapStrain: number

The tap strain generated by the hitobject.

This is also used for osu!standard as opposed to "speed strain".

timeFadeIn: number

The fade in time of the hitobject.

timePreempt: number

The preempt time of the hitobject.

travelDistance: number

The normalized distance between the start and end position of this hitobject.

travelTime: number

The time taken to travel through travelDistance, with a minimum value of 25ms for a non-zero distance.

velocity: number

Adjusted velocity of the hitobject, taking speed multiplier into account.

visualStrain: number

The visual strain generated by the hitobject.

Methods

  • Gets the difficulty hitobject at a specific index with respect to the current difficulty hitobject's index.

    Will return null if the index is out of range.

    Parameters

    • forwardsIndex: number

      The index to move forwards for.

    Returns null | <internal>.DifficultyHitObject

    The difficulty hitobject at the index with respect to the current difficulty hitobject's index, null if the index is out of range.

  • opacityAt(time: number, isHidden: boolean): number
  • Calculates the opacity of the hitobject at a given time.

    Parameters

    • time: number

      The time to calculate the hitobject's opacity at.

    • isHidden: boolean

      Whether Hidden mod is used.

    Returns number

    The opacity of the hitobject at the given time.

  • Gets the difficulty hitobject at a specific index with respect to the current difficulty hitobject's index.

    Will return null if the index is out of range.

    Parameters

    • backwardsIndex: number

      The index to move backwards for.

    Returns null | <internal>.DifficultyHitObject

    The difficulty hitobject at the index with respect to the current difficulty hitobject's index, null if the index is out of range.

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