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double notes???
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de0ccd03f3
commit
cb22536109
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@ -1250,6 +1250,8 @@ class PlayState extends MusicBeatState
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var downR = controls.DOWN_R;
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var downR = controls.DOWN_R;
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var leftR = controls.LEFT_R;
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var leftR = controls.LEFT_R;
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var controlArray:Array<Bool> = [leftP, downP, upP, rightP];
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// FlxG.watch.addQuick('asdfa', upP);
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// FlxG.watch.addQuick('asdfa', upP);
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if ((upP || rightP || downP || leftP) && !boyfriend.stunned && generatedMusic)
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if ((upP || rightP || downP || leftP) && !boyfriend.stunned && generatedMusic)
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{
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{
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@ -1257,14 +1259,17 @@ class PlayState extends MusicBeatState
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var possibleNotes:Array<Note> = [];
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var possibleNotes:Array<Note> = [];
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var ignoreList:Array<Int> = [];
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notes.forEachAlive(function(daNote:Note)
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notes.forEachAlive(function(daNote:Note)
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{
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{
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if (daNote.canBeHit && daNote.mustPress && !daNote.tooLate)
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if (daNote.canBeHit && daNote.mustPress && !daNote.tooLate)
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{
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{
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// the sorting probably doesn't need to be in here? who cares lol
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possibleNotes.push(daNote);
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possibleNotes.push(daNote);
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trace(possibleNotes[0].strumTime);
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possibleNotes.sort((a, b) -> Std.int(a.strumTime - b.strumTime));
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possibleNotes.sort((a, b) -> Std.int(a.strumTime - b.strumTime));
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trace(possibleNotes[0].strumTime);
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ignoreList.push(daNote.noteData);
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}
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}
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});
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});
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@ -1275,22 +1280,44 @@ class PlayState extends MusicBeatState
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if (perfectMode)
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if (perfectMode)
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noteCheck(true, daNote);
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noteCheck(true, daNote);
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switch (daNote.noteData)
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for (coolNote in possibleNotes)
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{
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{
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case 2: // NOTES YOU JUST PRESSED
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if (controlArray[coolNote.noteData])
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if (upP || rightP || downP || leftP)
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goodNoteHit(coolNote);
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noteCheck(upP, daNote);
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else
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case 3:
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{
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if (upP || rightP || downP || leftP)
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var inIgnoreList:Bool = false;
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noteCheck(rightP, daNote);
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for (shit in 0...ignoreList.length)
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case 1:
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{
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if (upP || rightP || downP || leftP)
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if (controlArray[ignoreList[shit]])
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noteCheck(downP, daNote);
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inIgnoreList = true;
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case 0:
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}
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if (upP || rightP || downP || leftP)
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if (!inIgnoreList)
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noteCheck(leftP, daNote);
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badNoteCheck();
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}
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}
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}
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/*
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if (controlArray[daNote.noteData])
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goodNoteHit(daNote);
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*/
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// trace(daNote.noteData);
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/*
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switch (daNote.noteData)
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{
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case 2: // NOTES YOU JUST PRESSED
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if (upP || rightP || downP || leftP)
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noteCheck(upP, daNote);
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case 3:
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if (upP || rightP || downP || leftP)
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noteCheck(rightP, daNote);
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case 1:
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if (upP || rightP || downP || leftP)
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noteCheck(downP, daNote);
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case 0:
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if (upP || rightP || downP || leftP)
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noteCheck(leftP, daNote);
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}
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*/
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if (daNote.wasGoodHit)
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if (daNote.wasGoodHit)
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{
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{
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daNote.kill();
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daNote.kill();
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@ -1423,30 +1450,6 @@ class PlayState extends MusicBeatState
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var downP = controls.DOWN_P;
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var downP = controls.DOWN_P;
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var leftP = controls.LEFT_P;
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var leftP = controls.LEFT_P;
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var gamepad = FlxG.gamepads.lastActive;
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if (gamepad != null)
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{
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if (gamepad.anyJustPressed(["DPAD_LEFT", "LEFT_STICK_DIGITAL_LEFT", X]))
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{
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leftP = true;
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}
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if (gamepad.anyJustPressed(["DPAD_RIGHT", "LEFT_STICK_DIGITAL_RIGHT", B]))
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{
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rightP = true;
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}
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if (gamepad.anyJustPressed(['DPAD_UP', "LEFT_STICK_DIGITAL_UP", Y]))
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{
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upP = true;
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}
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if (gamepad.anyJustPressed(["DPAD_DOWN", "LEFT_STICK_DIGITAL_DOWN", A]))
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{
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downP = true;
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}
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}
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if (leftP)
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if (leftP)
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noteMiss(0);
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noteMiss(0);
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if (upP)
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if (upP)
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