I guess it depends on your frame of reference and approach. The code is already implemented for fixed objects (taiko and mania), it would be more complex to code it for dynamic objects, and multiple angles, and so forth. And it would be more or less harder to do in an efficient manner. It wouldn't be unreasonably difficult to compare screen/ grid positions in real time. Notes are already given coordinates, and the game can already track coordinate movement of the cursor.
Ephemeral wrote:I don't see how you could possibly know, please refrain from making grand assumptions about the difficulty of implementing a particular feature - some require a lot more effort than you'd think.
TheVileOne wrote:It is not hard to implement.
I support this.
Upon hit, compare cursorPosition to notePosition in buffer. Compare X position of cursor to notePosition in the buffer. Compare Y position in the buffer. From this information, calculate pixel difference from center of note. Next part would be a bit trickier. If you want complete 1/100th degree of accuracy, you would take note's diameter based on circle size, and compare it to the pixel difference.
Lets say the note is 20 pixels wide. The pixel difference is 10 pixels. 10/20 = 0.5 = 50% accuracy. I guess the note's actual width is unimportant compared to the size of the hit window.
It's probably not very efficient to do it the simple maths way. Bring on complex bit comparisons.... It can be as complex or as easy as one wants it to be.
Oh and there will be bugs. On a complexity scale, this seems to me to be a 6 where 10 would be impossible to implement. 4 if it's inefficient and buggy.