diff --git a/source/Conductor.hx b/source/Conductor.hx index 9f3f50031..49d2cd290 100644 --- a/source/Conductor.hx +++ b/source/Conductor.hx @@ -23,9 +23,6 @@ class Conductor public static var lastSongPos:Float; public static var offset:Float = 0; - public static var safeFrames:Int = 10; - public static var safeZoneOffset:Float = (safeFrames / 60) * 1000; // is calculated in create(), is safeFrames in milliseconds - public static var bpmChangeMap:Array = []; public function new() diff --git a/source/Note.hx b/source/Note.hx index ef57dc6f1..acde0b250 100644 --- a/source/Note.hx +++ b/source/Note.hx @@ -34,7 +34,6 @@ class Note extends FlxSprite public var isSustainNote:Bool = false; public var colorSwap:ColorSwap; - public var noteScore:Float = 1; public static var swagWidth:Float = 160 * 0.7; public static var PURP_NOTE:Int = 0; @@ -42,6 +41,15 @@ class Note extends FlxSprite public static var BLUE_NOTE:Int = 1; public static var RED_NOTE:Int = 3; + // SCORING STUFF + public static var safeFrames:Int = 10; + public static var HIT_WINDOW:Float = (safeFrames / 60) * 1000; // 166.67 ms hit window + // anything above bad threshold is shit + public static var BAD_THRESHOLD:Float = 0.8; // 125ms , 8 frames + public static var GOOD_THRESHOLD:Float = 0.55; // 91.67ms , 5.5 frames + public static var SICK_THRESHOLD:Float = 0.2; // 33.33ms , 2 frames + // anything below sick threshold is sick + public static var arrowColors:Array = [1, 1, 1, 1]; public function new(strumTime:Float, noteData:Int, ?prevNote:Note, ?sustainNote:Bool = false) @@ -145,7 +153,6 @@ class Note extends FlxSprite if (isSustainNote && prevNote != null) { - noteScore * 0.2; alpha = 0.6; if (PreferencesMenu.getPref('downscroll')) @@ -224,9 +231,9 @@ class Note extends FlxSprite } else { - if (strumTime > Conductor.songPosition - Conductor.safeZoneOffset) - { // The * 0.5 is so that it's easier to hit them too late, instead of too early - if (strumTime < Conductor.songPosition + (Conductor.safeZoneOffset * 0.5)) + if (strumTime > Conductor.songPosition - HIT_WINDOW) + { // * 0.2 if sustain note, so u have to keep holding it closer to all the way thru! + if (strumTime < Conductor.songPosition + (HIT_WINDOW * (isSustainNote ? 0.2 : 1))) canBeHit = true; } else diff --git a/source/PlayState.hx b/source/PlayState.hx index 51ea7d0d1..832c6d42a 100644 --- a/source/PlayState.hx +++ b/source/PlayState.hx @@ -2339,19 +2339,19 @@ class PlayState extends MusicBeatState var isSick:Bool = true; - if (noteDiff > Conductor.safeZoneOffset * 0.9) + if (noteDiff > Note.HIT_WINDOW * Note.BAD_THRESHOLD) { daRating = 'shit'; score = 50; isSick = false; // shitty copypaste on this literally just because im lazy and tired lol! } - else if (noteDiff > Conductor.safeZoneOffset * 0.75) + else if (noteDiff > Note.HIT_WINDOW * Note.GOOD_THRESHOLD) { daRating = 'bad'; score = 100; isSick = false; } - else if (noteDiff > Conductor.safeZoneOffset * 0.2) + else if (noteDiff > Note.HIT_WINDOW * Note.SICK_THRESHOLD) { daRating = 'good'; score = 200;