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https://github.com/ninjamuffin99/Funkin.git
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conductor.instance fixes
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parent
7058d9baa7
commit
e323f46569
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@ -95,14 +95,14 @@ 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.stepLengthMs * 2)))
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for (beat in 0...Math.floor(FlxG.sound.music.length / (Conductor.instance.stepLengthMs * 2)))
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{
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var beatTick:FlxSprite = new FlxSprite(songPosToX(beat * (Conductor.stepLengthMs * 2)), FlxG.height - 15);
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var beatTick:FlxSprite = new FlxSprite(songPosToX(beat * (Conductor.instance.stepLengthMs * 2)), 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.stepLengthMs * 2)), FlxG.height - 26, 0, "swag");
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var offsetTxt:FlxText = new FlxText(songPosToX(beat * (Conductor.instance.stepLengthMs * 2)), FlxG.height - 26, 0, "swag");
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offsetTxt.alpha = 0.5;
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diffGrp.add(offsetTxt);
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@ -134,7 +134,7 @@ class LatencyState extends MusicBeatSubState
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for (i in 0...32)
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{
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var note:NoteSprite = new NoteSprite(NoteStyleRegistry.instance.fetchDefault(), (Conductor.stepLengthMs * 2) * i);
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var note:NoteSprite = new NoteSprite(NoteStyleRegistry.instance.fetchDefault(), (Conductor.instance.stepLengthMs * 2) * i);
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noteGrp.add(note);
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}
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@ -252,7 +252,7 @@ class LatencyState extends MusicBeatSubState
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}*/
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noteGrp.forEach(function(daNote:NoteSprite) {
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daNote.y = (strumLine.y - ((Conductor.songPosition - Conductor.instrumentalOffset) - daNote.strumTime) * 0.45);
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daNote.y = (strumLine.y - ((Conductor.instance.songPosition - Conductor.instance.instrumentalOffset) - daNote.strumTime) * 0.45);
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daNote.x = strumLine.x + 30;
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if (daNote.y < strumLine.y) daNote.alpha = 0.5;
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@ -271,12 +271,12 @@ class LatencyState extends MusicBeatSubState
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{
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Conductor.instance.update(swagSong.getTimeWithDiff());
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var closestBeat:Int = Math.round(Conductor.songPosition / (Conductor.stepLengthMs * 2)) % diffGrp.members.length;
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var getDiff:Float = Conductor.songPosition - (closestBeat * (Conductor.stepLengthMs * 2));
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getDiff -= Conductor.inputOffset;
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var closestBeat:Int = Math.round(Conductor.instance.songPosition / (Conductor.instance.stepLengthMs * 2)) % diffGrp.members.length;
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var getDiff:Float = Conductor.instance.songPosition - (closestBeat * (Conductor.instance.stepLengthMs * 2));
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getDiff -= Conductor.instance.inputOffset;
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// lil fix for end of song
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if (closestBeat == 0 && getDiff >= Conductor.stepLengthMs * 2) getDiff -= FlxG.sound.music.length;
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if (closestBeat == 0 && getDiff >= Conductor.instance.stepLengthMs * 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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