The underlying hitobject.
All difficulty hitobjects in the processed beatmap.
The aim strain generated by the hitobject if sliders are considered.
The aim strain generated by the hitobject if sliders are not considered.
Angle the player has to take to hit this hitobject.
Calculated as the angle between the circles (current-2, current-1, current).
The amount of milliseconds elapsed between this hitobject and the last hitobject.
Adjusted end time of the hitobject, taking speed multiplier into account.
The flashlight strain generated by the hitobject.
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.
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).
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.
The time taken to travel through minimumJumpDistance
, with a minimum value of 25ms.
The note density of the hitobject.
The underlying hitobject.
The tap strain generated by the hitobject if strainTime
isn't modified by
OD. This is used in three-finger detection.
The overlapping factor of the hitobject.
This is used to scale visual skill.
The rhythm multiplier generated by the hitobject. This is used to alter tap strain.
The rhythm strain generated by the hitobject.
Adjusted start time of the hitobject, taking speed multiplier into account.
The amount of milliseconds elapsed since the start time of the previous hitobject, with a minimum of 25ms.
The tap strain generated by the hitobject.
This is also used for osu!standard as opposed to "speed strain".
The fade in time of the hitobject.
The preempt time of the hitobject.
The normalized distance between the start and end position of this hitobject.
The time taken to travel through travelDistance
, with a minimum value of 25ms for a non-zero distance.
Adjusted velocity of the hitobject, taking speed multiplier into account.
The visual strain generated by the hitobject.
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.
The index to move forwards for.
The difficulty hitobject at the index with respect to the current
difficulty hitobject's index, null
if the index is out of range.
Calculates the opacity of the hitobject at a given time.
The time to calculate the hitobject's opacity at.
Whether Hidden mod is used.
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.
The index to move backwards for.
The difficulty hitobject at the index with respect to the current
difficulty hitobject's index, null
if the index is out of range.
Generated using TypeDoc
Represents an osu!standard hit object with difficulty calculation values.