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That is the fastest I have ever fixed a bug holy shit.

This commit is contained in:
EliteMasterEric 2023-10-06 11:42:39 -04:00
parent e0d6a9a188
commit 4a4708fe23
2 changed files with 20 additions and 108 deletions

View file

@ -1893,6 +1893,7 @@ class PlayState extends MusicBeatSubState
{
// Grant the player health.
health += Constants.HEALTH_HOLD_BONUS_PER_SECOND * elapsed;
songScore += Std.int(Constants.SCORE_HOLD_BONUS_PER_SECOND * elapsed);
}
// TODO: Potential penalty for dropping a hold note?
@ -2013,103 +2014,6 @@ class PlayState extends MusicBeatSubState
}
}
/**
* Handle player inputs.
*/
function keyShit(test:Bool):Void
{
// control arrays, order L D R U
var holdArray:Array<Bool> = [controls.NOTE_LEFT, controls.NOTE_DOWN, controls.NOTE_UP, controls.NOTE_RIGHT];
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var releaseArray:Array<Bool> = [
controls.NOTE_LEFT_R,
controls.NOTE_DOWN_R,
controls.NOTE_UP_R,
controls.NOTE_RIGHT_R
];
// if (pressArray.contains(true))
// {
// var lol:Array<Int> = cast pressArray;
// inputSpitter.push(Std.int(Conductor.songPosition) + ' ' + lol.join(' '));
// }
// HOLDS, check for sustain notes
if (holdArray.contains(true) && generatedMusic)
{
/*
activeNotes.forEachAlive(function(daNote:Note) {
if (daNote.isSustainNote && daNote.canBeHit && daNote.mustPress && holdArray[daNote.data.noteData]) goodNoteHit(daNote);
});
*/
}
// PRESSES, check for note hits
if (pressArray.contains(true) && generatedMusic)
{
Haptic.vibrate(100, 100);
if (currentStage != null && currentStage.getBoyfriend() != null)
{
currentStage.getBoyfriend().holdTimer = 0;
}
var possibleNotes:Array<NoteSprite> = []; // notes that can be hit
var directionList:Array<Int> = []; // directions that can be hit
var dumbNotes:Array<NoteSprite> = []; // notes to kill later
for (note in dumbNotes)
{
FlxG.log.add('killing dumb ass note at ' + note.noteData.time);
note.kill();
// activeNotes.remove(note, true);
note.destroy();
}
possibleNotes.sort((a, b) -> Std.int(a.noteData.time - b.noteData.time));
if (perfectMode)
{
goodNoteHit(possibleNotes[0], null);
}
else if (possibleNotes.length > 0)
{
for (shit in 0...pressArray.length)
{ // if a direction is hit that shouldn't be
if (pressArray[shit] && !directionList.contains(shit)) ghostNoteMiss(shit);
}
for (coolNote in possibleNotes)
{
if (pressArray[coolNote.noteData.getDirection()]) goodNoteHit(coolNote, null);
}
}
else
{
// HNGGG I really want to add an option for ghost tapping
// L + ratio
for (shit in 0...pressArray.length)
if (pressArray[shit]) ghostNoteMiss(shit, false);
}
}
if (currentStage == null) return;
for (keyId => isPressed in pressArray)
{
if (playerStrumline == null) continue;
var dir:NoteDirection = Strumline.DIRECTIONS[keyId];
if (isPressed && !playerStrumline.isConfirm(dir)) playerStrumline.playPress(dir);
if (!holdArray[keyId]) playerStrumline.playStatic(dir);
}
}
function goodNoteHit(note:NoteSprite, input:PreciseInputEvent):Void
{
var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, Highscore.tallies.combo + 1, true);
@ -2118,19 +2022,16 @@ class PlayState extends MusicBeatSubState
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) return;
if (!note.isHoldNote)
{
Highscore.tallies.combo++;
Highscore.tallies.totalNotesHit++;
Highscore.tallies.combo++;
Highscore.tallies.totalNotesHit++;
if (Highscore.tallies.combo > Highscore.tallies.maxCombo) Highscore.tallies.maxCombo = Highscore.tallies.combo;
if (Highscore.tallies.combo > Highscore.tallies.maxCombo) Highscore.tallies.maxCombo = Highscore.tallies.combo;
popUpScore(note, input);
}
popUpScore(note, input);
playerStrumline.hitNote(note);
if (note.holdNoteSprite != null)
if (note.isHoldNote && note.holdNoteSprite != null)
{
playerStrumline.playNoteHoldCover(note.holdNoteSprite);
}

View file

@ -288,16 +288,27 @@ class Constants
public static final HEALTH_MINE_PENALTY:Float = 15.0 / 100.0 * HEALTH_MAX; // 15.0%
/**
* If true, the player will not receive the ghost miss penalty if there are no notes within the hit window.
* This is the thing people have been begging for forever lolol.
* SCORE VALUES
*/
public static final GHOST_TAPPING:Bool = false;
// ==============================
/**
* The amount of score the player gains for every send they hold a hold note.
* A fraction of this value is granted every frame.
*/
public static final SCORE_HOLD_BONUS_PER_SECOND:Float = 250.0;
/**
* OTHER
*/
// ==============================
/**
* If true, the player will not receive the ghost miss penalty if there are no notes within the hit window.
* This is the thing people have been begging for forever lolol.
*/
public static final GHOST_TAPPING:Bool = false;
/**
* The separator between an asset library and the asset path.
*/