Sort out weirdness in marker display when hitting early and fix judge code
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@ -41,6 +41,10 @@
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- Back
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- Back
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- Start Button Action
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- Start Button Action
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## Gameplay
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- Precise Input handling, the dirty way
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- Sort out the wierdness when hitting early
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## Misc
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## Misc
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- Handling Resolution changes
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- Handling Resolution changes
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- reload preferences on change
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- reload preferences on change
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7
TODO.md
7
TODO.md
@ -2,7 +2,12 @@
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## Misc
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## Misc
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## Gameplay Screen
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## Gameplay Screen
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- Precise Input handling, the dirty way
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- Score
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- compute
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- display
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- Combo
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- compute
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- display
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## Results Screen
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## Results Screen
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@ -79,7 +79,7 @@ namespace Gameplay {
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if (note.timed_judgment) {
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if (note.timed_judgment) {
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sprite = marker.get_sprite(
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sprite = marker.get_sprite(
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judgement_to_animation(note.timed_judgment->judgement),
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judgement_to_animation(note.timed_judgment->judgement),
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music_time-note.timing+note.timed_judgment->delta
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music_time-note.timing-note.timed_judgment->delta
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);
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);
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} else {
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} else {
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sprite = marker.get_sprite(
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sprite = marker.get_sprite(
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@ -25,18 +25,14 @@ namespace Gameplay {
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}
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}
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// Numbers from http://544332133981.hatenablog.com/entry/bemani-rank_4
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// Numbers from http://544332133981.hatenablog.com/entry/bemani-rank_4
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// which themselves are apparently from jubeat analyser's code.
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// which themselves are apparently from jubeat analyser's code.
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// Here they are divided by 2 because we are checking against an absolute
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if (delta_abs < sf::milliseconds(42)) {
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// offset from the target time position
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if (delta_abs < sf::milliseconds(21)) {
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return Judgement::Perfect;
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return Judgement::Perfect;
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} else if (delta_abs < sf::milliseconds(46)) {
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} else if (delta_abs < sf::milliseconds(92)) {
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return Judgement::Great;
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return Judgement::Great;
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} else if (delta_abs < sf::milliseconds(83)) {
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} else if (delta_abs < sf::milliseconds(166)) {
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return Judgement::Good;
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return Judgement::Good;
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} else if (delta_abs < sf::milliseconds(250)) {
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return Judgement::Poor;
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} else {
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} else {
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return Judgement::Miss;
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return Judgement::Poor;
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}
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}
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}
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}
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