[update] Adjusted rank calculation.

This commit is contained in:
falsycat 2019-10-18 00:00:00 +00:00
parent 05f4cfa351
commit 07a3095404
3 changed files with 6 additions and 6 deletions

View File

@ -1,5 +1,5 @@
$define damage_ratio {1.0}
$define nearness_ratio {0.01}
$define damage_ratio {0.75}
$define nearness_ratio {1.0}
// ---- TEMPLATE DECLARATION ----
$define main_color {
@ -56,7 +56,6 @@ $repeat i 3 {
square [$beat..$beat+4] {
$main_square
damage := $damage_ratio*0.01;
color_a = step(0.5, sin(PI*(1-pow(time, 2))*10));
}
square [$beat+4..$beat+26] {
@ -659,7 +658,7 @@ $repeat i 16 {
rotation_z :=
atan2(actor_y - translation_y, actor_x - translation_x) - PI/2;
damage = $damage_ratio * pow(time, 2);
damage = $damage_ratio * pow(time, 4) * 0.1;
}
$repeat x 2 {
$repeat y 2 {

View File

@ -16,9 +16,9 @@ import sj.KeyInput,
class PlayScene : SceneInterface {
public:
///
enum BaseScore = 100000;
enum BaseScore = 10000;
///
enum DamageScoreRatio = 10;
enum DamageScoreRatio = 100;
///
enum NearnessScoreRatio = 10;

View File

@ -167,6 +167,7 @@ class ResultScene : SceneInterface {
static dstring GetRankLetter(int score) {
const ratio = score*1f / RankCalculationRatio;
if (ratio < 0.60) return "D"d;
if (ratio < 0.70) return "C"d;
if (ratio < 0.80) return "B"d;
if (ratio < 0.95) return "A"d;
return "S";