mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-08-18 14:05:06 +00:00
Propagate Conductor rework to dependent classes.
This commit is contained in:
parent
f6c38f9bdd
commit
506e4bf680
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@ -88,14 +88,14 @@ class LatencyState extends MusicBeatSubState
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// // musSpec.visType = FREQUENCIES;
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// add(musSpec);
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for (beat in 0...Math.floor(FlxG.sound.music.length / Conductor.crochet))
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for (beat in 0...Math.floor(FlxG.sound.music.length / Conductor.beatLengthMs))
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{
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var beatTick:FlxSprite = new FlxSprite(songPosToX(beat * Conductor.crochet), FlxG.height - 15);
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var beatTick:FlxSprite = new FlxSprite(songPosToX(beat * Conductor.beatLengthMs), FlxG.height - 15);
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beatTick.makeGraphic(2, 15);
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beatTick.alpha = 0.3;
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add(beatTick);
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var offsetTxt:FlxText = new FlxText(songPosToX(beat * Conductor.crochet), FlxG.height - 26, 0, "swag");
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var offsetTxt:FlxText = new FlxText(songPosToX(beat * Conductor.beatLengthMs), FlxG.height - 26, 0, "swag");
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offsetTxt.alpha = 0.5;
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diffGrp.add(offsetTxt);
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@ -127,7 +127,7 @@ class LatencyState extends MusicBeatSubState
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for (i in 0...32)
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{
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var note:Note = new Note(Conductor.crochet * i, 1);
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var note:Note = new Note(Conductor.beatLengthMs * i, 1);
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noteGrp.add(note);
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}
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@ -143,9 +143,9 @@ class LatencyState extends MusicBeatSubState
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override function stepHit():Bool
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{
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if (curStep % 4 == 2)
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if (Conductor.currentStep % 4 == 2)
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{
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blocks.members[((curBeat % 8) + 1) % 8].alpha = 0.5;
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blocks.members[((Conductor.currentBeat % 8) + 1) % 8].alpha = 0.5;
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}
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return super.stepHit();
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@ -153,11 +153,11 @@ class LatencyState extends MusicBeatSubState
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override function beatHit():Bool
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{
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if (curBeat % 8 == 0) blocks.forEach(blok -> {
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if (Conductor.currentBeat % 8 == 0) blocks.forEach(blok -> {
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blok.alpha = 0;
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});
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blocks.members[curBeat % 8].alpha = 1;
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blocks.members[Conductor.currentBeat % 8].alpha = 1;
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// block.visible = !block.visible;
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return super.beatHit();
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@ -198,8 +198,8 @@ class LatencyState extends MusicBeatSubState
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offsetText.text = "AUDIO Offset: " + Conductor.audioOffset + "ms";
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offsetText.text += "\nVIDOE Offset: " + Conductor.visualOffset + "ms";
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offsetText.text += "\ncurStep: " + curStep;
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offsetText.text += "\ncurBeat: " + curBeat;
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offsetText.text += "\ncurrentStep: " + Conductor.currentStep;
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offsetText.text += "\ncurrentBeat: " + Conductor.currentBeat;
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var avgOffsetInput:Float = 0;
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@ -255,7 +255,7 @@ class LatencyState extends MusicBeatSubState
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if (daNote.y < 0 - daNote.height)
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{
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daNote.alpha = 1;
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// daNote.data.strumTime += Conductor.crochet * 8;
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// daNote.data.strumTime += Conductor.beatLengthMs * 8;
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}
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});
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@ -266,12 +266,12 @@ class LatencyState extends MusicBeatSubState
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{
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Conductor.songPosition = swagSong.getTimeWithDiff();
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var closestBeat:Int = Math.round(Conductor.songPosition / Conductor.crochet) % diffGrp.members.length;
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var getDiff:Float = Conductor.songPosition - (closestBeat * Conductor.crochet);
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var closestBeat:Int = Math.round(Conductor.songPosition / Conductor.beatLengthMs) % diffGrp.members.length;
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var getDiff:Float = Conductor.songPosition - (closestBeat * Conductor.beatLengthMs);
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getDiff -= Conductor.visualOffset;
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// lil fix for end of song
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if (closestBeat == 0 && getDiff >= Conductor.crochet * 2) getDiff -= FlxG.sound.music.length;
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if (closestBeat == 0 && getDiff >= Conductor.beatLengthMs * 2) getDiff -= FlxG.sound.music.length;
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trace("\tDISTANCE TO CLOSEST BEAT: " + getDiff + "ms");
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trace("\tCLOSEST BEAT: " + closestBeat);
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@ -5,62 +5,96 @@ import flixel.util.FlxColor;
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import funkin.Conductor.BPMChangeEvent;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.module.ModuleHandler;
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import flixel.text.FlxText;
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import funkin.modding.PolymodHandler;
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/**
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* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
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*/
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class MusicBeatSubState extends FlxSubState
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{
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public var leftWatermarkText:FlxText = null;
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public var rightWatermarkText:FlxText = null;
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public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
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{
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super(bgColor);
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}
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var curStep:Int = 0;
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var curBeat:Int = 0;
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var controls(get, never):Controls;
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inline function get_controls():Controls
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return PlayerSettings.player1.controls;
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override function update(elapsed:Float)
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override function create():Void
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{
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// everyStep();
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var oldStep:Int = curStep;
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super.create();
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updateCurStep();
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curBeat = Math.floor(curStep / 4);
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createWatermarkText();
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if (oldStep != curStep && curStep >= 0) stepHit();
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Conductor.beatHit.add(this.beatHit);
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Conductor.stepHit.add(this.stepHit);
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}
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public override function destroy():Void
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{
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super.destroy();
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Conductor.beatHit.remove(this.beatHit);
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Conductor.stepHit.remove(this.stepHit);
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// Rebindable volume keys.
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if (controls.VOLUME_MUTE) FlxG.sound.toggleMuted();
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else if (controls.VOLUME_UP) FlxG.sound.changeVolume(0.1);
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else if (controls.VOLUME_DOWN) FlxG.sound.changeVolume(-0.1);
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// Emergency exit button.
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if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
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// This can now be used in EVERY STATE YAY!
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if (FlxG.keys.justPressed.F5) debug_refreshModules();
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}
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function updateCurStep():Void
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function debug_refreshModules()
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{
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var lastChange:BPMChangeEvent =
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{
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stepTime: 0,
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songTime: 0,
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bpm: 0
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}
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for (i in 0...Conductor.bpmChangeMap.length)
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{
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if (Conductor.songPosition > Conductor.bpmChangeMap[i].songTime) lastChange = Conductor.bpmChangeMap[i];
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}
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PolymodHandler.forceReloadAssets();
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curStep = lastChange.stepTime + Math.floor(((Conductor.songPosition - Conductor.audioOffset) - lastChange.songTime) / Conductor.stepCrochet);
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// Restart the current state, so old data is cleared.
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FlxG.resetState();
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}
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/**
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* Called when a step is hit in the current song.
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* Continues outside of PlayState, for things like animations in menus.
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* @return Whether the event should continue (not canceled).
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*/
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public function stepHit():Bool
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{
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var event = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, curBeat, curStep);
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var event:ScriptEvent = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, Conductor.currentBeat, Conductor.currentStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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if (curStep % 4 == 0) beatHit();
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return true;
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}
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/**
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* Called when a beat is hit in the current song.
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* Continues outside of PlayState, for things like animations in menus.
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* @return Whether the event should continue (not canceled).
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*/
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public function beatHit():Bool
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{
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var event:ScriptEvent = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, Conductor.currentBeat, Conductor.currentStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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return true;
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}
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@ -70,6 +104,25 @@ class MusicBeatSubState extends FlxSubState
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ModuleHandler.callEvent(event);
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}
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function createWatermarkText():Void
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{
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// Both have an xPos of 0, but a width equal to the full screen.
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// The rightWatermarkText is right aligned, which puts the text in the correct spot.
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leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
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rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
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// 100,000 should be good enough.
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leftWatermarkText.zIndex = 100000;
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rightWatermarkText.zIndex = 100000;
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leftWatermarkText.scrollFactor.set(0, 0);
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rightWatermarkText.scrollFactor.set(0, 0);
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leftWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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rightWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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add(leftWatermarkText);
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add(rightWatermarkText);
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}
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/**
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* Close this substate and replace it with a different one.
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*/
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@ -78,15 +131,4 @@ class MusicBeatSubState extends FlxSubState
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this.close();
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this._parentState.openSubState(substate);
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}
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public function beatHit():Bool
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{
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var event = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, curBeat, curStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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return true;
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}
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}
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@ -207,7 +207,7 @@ class Note extends FlxSprite
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prevNote.animation.play(prevNote.colorName + 'hold');
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prevNote.updateHitbox();
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var scaleThing:Float = Math.round((Conductor.stepCrochet) * (0.45 * FlxMath.roundDecimal(SongLoad.getSpeed(), 2)));
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var scaleThing:Float = Math.round((Conductor.stepLengthMs) * (0.45 * FlxMath.roundDecimal(PlayState.instance.currentChart.scrollSpeed, 2)));
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// get them a LIL closer together cuz the antialiasing blurs the edges
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if (antialiasing) scaleThing *= 1.0 + (1.0 / prevNote.frameHeight);
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prevNote.scale.y = scaleThing / prevNote.frameHeight;
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@ -38,7 +38,7 @@ class Countdown
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stopCountdown();
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PlayState.instance.isInCountdown = true;
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Conductor.songPosition = Conductor.crochet * -5;
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Conductor.songPosition = Conductor.beatLengthMs * -5;
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// Handle onBeatHit events manually
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@:privateAccess
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PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
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@ -46,7 +46,7 @@ class Countdown
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// The timer function gets called based on the beat of the song.
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countdownTimer = new FlxTimer();
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countdownTimer.start(Conductor.crochet / 1000, function(tmr:FlxTimer) {
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countdownTimer.start(Conductor.beatLengthMs / 1000, function(tmr:FlxTimer) {
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countdownStep = decrement(countdownStep);
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// Handle onBeatHit events manually
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@ -212,7 +212,7 @@ class Countdown
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countdownSprite.screenCenter();
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// Fade sprite in, then out, then destroy it.
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FlxTween.tween(countdownSprite, {y: countdownSprite.y += 100, alpha: 0}, Conductor.crochet / 1000,
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FlxTween.tween(countdownSprite, {y: countdownSprite.y += 100, alpha: 0}, Conductor.beatLengthMs / 1000,
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{
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ease: FlxEase.cubeInOut,
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onComplete: function(twn:FlxTween) {
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@ -367,7 +367,7 @@ class BaseCharacter extends Bopper
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// This lets you add frames to the end of the sing animation to ease back into the idle!
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holdTimer += event.elapsed;
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var singTimeSec:Float = singTimeSec * (Conductor.crochet * 0.001); // x beats, to ms.
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var singTimeSec:Float = singTimeSec * (Conductor.beatLengthMs * 0.001); // x beats, to ms.
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if (getCurrentAnimation().endsWith('miss')) singTimeSec *= 2; // makes it feel more awkward when you miss
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@ -10,7 +10,7 @@ import funkin.play.event.SongEventData.SongEventFieldType;
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/**
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* This class represents a handler for camera zoom events.
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*
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*
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* Example: Zoom to 1.3x:
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* ```
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* {
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@ -18,8 +18,8 @@ import funkin.play.event.SongEventData.SongEventFieldType;
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* 'v': 1.3
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* }
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* ```
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*
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* Example: Zoom to 1.3x
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*
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* Example: Zoom to 1.3x
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* ```
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* {
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* 'e': 'FocusCamera',
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@ -29,7 +29,7 @@ import funkin.play.event.SongEventData.SongEventFieldType;
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* }
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* }
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* ```
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*
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*
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* Example: Focus on (100, 100):
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* ```
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* {
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@ -76,7 +76,8 @@ class ZoomCameraSongEvent extends SongEvent
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return;
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}
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FlxTween.tween(PlayState.instance, {defaultCameraZoom: zoom * FlxCamera.defaultZoom}, (Conductor.stepCrochet * duration / 1000), {ease: easeFunction});
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FlxTween.tween(PlayState.instance, {defaultCameraZoom: zoom * FlxCamera.defaultZoom}, (Conductor.stepLengthMs * duration / 1000),
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{ease: easeFunction});
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}
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}
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@ -365,7 +365,7 @@ abstract SongNoteData(RawSongNoteData)
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public function get_stepTime():Float
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{
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// TODO: Account for changes in BPM.
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return this.t / Conductor.stepCrochet;
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return this.t / Conductor.stepLengthMs;
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}
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/**
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@ -551,7 +551,7 @@ abstract SongEventData(RawSongEventData)
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public function get_stepTime():Float
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{
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// TODO: Account for changes in BPM.
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return this.t / Conductor.stepCrochet;
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return this.t / Conductor.stepLengthMs;
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}
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public var event(get, set):String;
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@ -658,7 +658,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
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public function onBeatHit(event:SongTimeScriptEvent):Void
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{
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// Override me in your scripted stage to perform custom behavior!
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// Make sure to call super.onBeatHit(curBeat) if you want to keep the boppers dancing.
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// Make sure to call super.onBeatHit(event) if you want to keep the boppers dancing.
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for (bopper in boppers)
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{
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@ -59,7 +59,7 @@ class PopUpStuff extends FlxTypedGroup<FlxSprite>
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remove(rating, true);
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rating.destroy();
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},
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startDelay: Conductor.crochet * 0.001
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startDelay: Conductor.beatLengthMs * 0.001
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});
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}
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@ -109,7 +109,7 @@ class PopUpStuff extends FlxTypedGroup<FlxSprite>
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remove(comboSpr, true);
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comboSpr.destroy();
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},
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startDelay: Conductor.crochet * 0.001
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startDelay: Conductor.beatLengthMs * 0.001
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});
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var seperatedScore:Array<Int> = [];
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@ -155,7 +155,7 @@ class PopUpStuff extends FlxTypedGroup<FlxSprite>
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remove(numScore, true);
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numScore.destroy();
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},
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startDelay: Conductor.crochet * 0.002
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startDelay: Conductor.beatLengthMs * 0.002
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});
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daLoop++;
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@ -189,12 +189,12 @@ class ChartEditorState extends HaxeUIState
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function get_scrollPositionInMs():Float
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{
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return scrollPositionInSteps * Conductor.stepCrochet;
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return scrollPositionInSteps * Conductor.stepLengthMs;
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}
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function set_scrollPositionInMs(value:Float):Float
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{
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scrollPositionInPixels = value / Conductor.stepCrochet;
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scrollPositionInPixels = value / Conductor.stepLengthMs;
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return value;
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}
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@ -223,7 +223,7 @@ class ChartEditorState extends HaxeUIState
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function get_playheadPositionInMs():Float
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{
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return playheadPositionInSteps * Conductor.stepCrochet;
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return playheadPositionInSteps * Conductor.stepLengthMs;
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}
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/**
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@ -263,7 +263,7 @@ class ChartEditorState extends HaxeUIState
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function get_songLengthInMs():Float
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{
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return songLengthInSteps * Conductor.stepCrochet;
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return songLengthInSteps * Conductor.stepLengthMs;
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}
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function set_songLengthInMs(value:Float):Float
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@ -1667,7 +1667,7 @@ class ChartEditorState extends HaxeUIState
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// The song position of the cursor, in steps.
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var cursorFractionalStep:Float = cursorY / GRID_SIZE / (16 / noteSnapQuant);
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var cursorStep:Int = Std.int(Math.floor(cursorFractionalStep));
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var cursorMs:Float = cursorStep * Conductor.stepCrochet * (16 / noteSnapQuant);
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var cursorMs:Float = cursorStep * Conductor.stepLengthMs * (16 / noteSnapQuant);
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// The direction value for the column at the cursor.
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var cursorColumn:Int = Math.floor(cursorX / GRID_SIZE);
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if (cursorColumn < 0) cursorColumn = 0;
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@ -1705,7 +1705,7 @@ class ChartEditorState extends HaxeUIState
|
|||
// We released the mouse. Select the notes in the box.
|
||||
var cursorFractionalStepStart:Float = cursorYStart / GRID_SIZE;
|
||||
var cursorStepStart:Int = Math.floor(cursorFractionalStepStart);
|
||||
var cursorMsStart:Float = cursorStepStart * Conductor.stepCrochet;
|
||||
var cursorMsStart:Float = cursorStepStart * Conductor.stepLengthMs;
|
||||
var cursorColumnBase:Int = Math.floor(cursorX / GRID_SIZE);
|
||||
var cursorColumnBaseStart:Int = Math.floor(cursorXStart / GRID_SIZE);
|
||||
|
||||
|
@ -1878,11 +1878,11 @@ class ChartEditorState extends HaxeUIState
|
|||
// Handle extending the note as you drag.
|
||||
|
||||
// Since use Math.floor and stepCrochet here, the hold notes will be beat snapped.
|
||||
var dragLengthSteps:Float = Math.floor((cursorMs - currentPlaceNoteData.time) / Conductor.stepCrochet);
|
||||
var dragLengthSteps:Float = Math.floor((cursorMs - currentPlaceNoteData.time) / Conductor.stepLengthMs);
|
||||
|
||||
// Without this, the newly placed note feels too short compared to the user's input.
|
||||
var INCREMENT:Float = 1.0;
|
||||
var dragLengthMs:Float = (dragLengthSteps + INCREMENT) * Conductor.stepCrochet;
|
||||
var dragLengthMs:Float = (dragLengthSteps + INCREMENT) * Conductor.stepLengthMs;
|
||||
|
||||
// TODO: Add and update some sort of preview?
|
||||
|
||||
|
@ -2187,7 +2187,7 @@ class ChartEditorState extends HaxeUIState
|
|||
}
|
||||
|
||||
// Get the position the note should be at.
|
||||
var noteTimePixels:Float = noteData.time / Conductor.stepCrochet * GRID_SIZE;
|
||||
var noteTimePixels:Float = noteData.time / Conductor.stepLengthMs * GRID_SIZE;
|
||||
|
||||
// Make sure the note appears when scrolling up.
|
||||
var modifiedViewAreaTop = viewAreaTop - GRID_SIZE;
|
||||
|
@ -2213,7 +2213,7 @@ class ChartEditorState extends HaxeUIState
|
|||
{
|
||||
// If the note is a hold, we need to make sure it's long enough.
|
||||
var noteLengthMs:Float = noteSprite.noteData.length;
|
||||
var noteLengthSteps:Float = (noteLengthMs / Conductor.stepCrochet);
|
||||
var noteLengthSteps:Float = (noteLengthMs / Conductor.stepLengthMs);
|
||||
var lastNoteSprite:ChartEditorNoteSprite = noteSprite;
|
||||
|
||||
while (noteLengthSteps > 0)
|
||||
|
@ -2237,7 +2237,7 @@ class ChartEditorState extends HaxeUIState
|
|||
// Make sure the last note sprite shows the end cap properly.
|
||||
lastNoteSprite.childNoteSprite = null;
|
||||
|
||||
// var noteLengthPixels:Float = (noteLengthMs / Conductor.stepCrochet + 1) * GRID_SIZE;
|
||||
// var noteLengthPixels:Float = (noteLengthMs / Conductor.stepLengthMs + 1) * GRID_SIZE;
|
||||
// add(new FlxSprite(noteSprite.x, noteSprite.y - renderedNotes.y + noteLengthPixels).makeGraphic(40, 2, 0xFFFF0000));
|
||||
}
|
||||
}
|
||||
|
@ -2252,7 +2252,7 @@ class ChartEditorState extends HaxeUIState
|
|||
}
|
||||
|
||||
// Get the position the event should be at.
|
||||
var eventTimePixels:Float = eventData.time / Conductor.stepCrochet * GRID_SIZE;
|
||||
var eventTimePixels:Float = eventData.time / Conductor.stepLengthMs * GRID_SIZE;
|
||||
|
||||
// Make sure the event appears when scrolling up.
|
||||
var modifiedViewAreaTop = viewAreaTop - GRID_SIZE;
|
||||
|
|
Loading…
Reference in a new issue