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mirror of synced 2024-11-24 07:30:21 +01:00

Bug fix (Feature 7) : Mob animation speed now changes when BPM changes

This commit is contained in:
0aubsq 2021-10-07 11:49:54 +02:00
parent 57a1dd949b
commit 35d03af93a
3 changed files with 18 additions and 16 deletions

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@ -3,7 +3,7 @@ TJAPlayer3-Develop-ReWriteのフォーク, 太鼓の達人 ニジイロVerを切
# In progress
Ver. 0.3.4
Ver. 0.3.4.1
Will update this readme later.
@ -26,7 +26,7 @@ Self-made assets will be distributed separately.
☐ Coin earning and change the save file format
☐ Implement 太鼓タワー charts (COURSE: 5) (Ex: https://www.youtube.com/watch?v=rtSe70X1QII)
☐ Multiple ingame backgrounds and 踊り子 sets (And the possibility to choose one on the TJA file, such as the Vocaloid one for Vocaloid maps)
Fix Mob animation within BPM changing maps
Fix Mob animation within BPM changing maps
☐ Fix Soul jauge while playing multiple branch songs
☐ Implement 2P results screen
☐ Find a way to calculate Speed up/down difficulty and adjust the menu preview song accordingly, Add the Song speed setting directly in the in-game menu

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@ -406,6 +406,7 @@ namespace TJAPlayer3
}
#endregion
// Note
if(TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan)
{
n良 = new int[TJAPlayer3.stage選曲.r確定された曲.DanSongs.Count];
@ -3450,6 +3451,7 @@ namespace TJAPlayer3
{
this.actChara.ctChara_Normal[nPlayer] = new CCounter();
}
if (TJAPlayer3.Skin.Game_Chara_Ptn_Clear != 0)
{
double dbPtn_Clear = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Game_Chara_Beat_Clear / this.actChara.arクリアモーション番号.Length / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0);
@ -3459,6 +3461,7 @@ namespace TJAPlayer3
{
this.actChara.ctChara_Clear[nPlayer] = new CCounter();
}
if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGo != 0)
{
double dbPtn_GoGo = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Game_Chara_Beat_GoGo / this.actChara.arゴーゴーモーション番号.Length / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0);
@ -3468,6 +3471,7 @@ namespace TJAPlayer3
{
this.actChara.ctChara_GoGo[nPlayer] = new CCounter();
}
if (TJAPlayer3.Skin.Game_Dancer_Ptn != 0)
{
double dbUnit_dancer = (((60 / (TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM))) / this.actDancer.ar踊り子モーション番号.Length) / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0);
@ -3477,6 +3481,7 @@ namespace TJAPlayer3
{
this.actDancer.ct踊り子モーション = new CCounter();
}
if (TJAPlayer3.Skin.Game_Mob_Ptn != 0 && TJAPlayer3.Skin.Game_Mob_Beat > 0 ) //2018.6.15 Game_Mob_Beatが0のままCCounter生成をされて無限ループが発生しないよう対策
{
this.actMob.ctMob = new CCounter(1, 180, 60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM * TJAPlayer3.Skin.Game_Mob_Beat / 180 / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0), CSound管理.rc演奏用タイマ);
@ -3487,6 +3492,7 @@ namespace TJAPlayer3
this.actMob.ctMob = new CCounter();
this.actMob.ctMobPtn = new CCounter();
}
TJAPlayer3.stage演奏ドラム画面.PuchiChara.ChangeBPM(60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0));
}
if (!bPAUSE)//2020.07.08 Mr-Ojii KabanFriends氏のコードを参考に
@ -3712,8 +3718,9 @@ namespace TJAPlayer3
}
if (TJAPlayer3.Skin.Game_Mob_Ptn != 0)
{
this.actMob.ctMob = new CCounter(1, 180, 60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM * TJAPlayer3.Skin.Game_Mob_Beat / 180 / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0), CSound管理.rc演奏用タイマ);
this.actMob.ctMobPtn = new CCounter(0, TJAPlayer3.Skin.Game_Mob_Ptn - 1, 60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM * TJAPlayer3.Skin.Game_Mob_Ptn_Beat / TJAPlayer3.Skin.Game_Mob_Ptn / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0), CSound管理.rc演奏用タイマ);
this.actMob.ctMobPtn = new CCounter(0, TJAPlayer3.Skin.Game_Mob_Ptn - 1, 60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM * TJAPlayer3.Skin.Game_Mob_Ptn_Beat / TJAPlayer3.Skin.Game_Mob_Ptn, CSound管理.rc演奏用タイマ);
// this.actMob.ctMobPtn = new CCounter(0, TJAPlayer3.Skin.Game_Mob_Ptn - 1, 60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM * TJAPlayer3.Skin.Game_Mob_Ptn_Beat / TJAPlayer3.Skin.Game_Mob_Ptn, CSound管理.rc演奏用タイマ);
} else
{
this.actMob.ctMob = new CCounter();

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@ -609,23 +609,18 @@ namespace TJAPlayer3
for (int i = 0; i < TJAPlayer3.stage選曲.r確定された曲.DanSongs.Count; i++)
{
// To alter in order to shift the whole tab
int baseX = 255;
int baseY = 100;
TJAPlayer3.Tx.DanResult_SongPanel_Main.t2D描画(TJAPlayer3.app.Device, baseX, baseY + 183 * i, new Rectangle(0, 1 + 170 * Math.Min(i, 2), 960, 170));
int baseY = 100 + 183 * i;
TJAPlayer3.Tx.DanResult_SongPanel_Main.t2D描画(TJAPlayer3.app.Device, baseX, baseY, new Rectangle(0, 1 + 170 * Math.Min(i, 2), 960, 170));
}
#endregion
/*
int TmpTimer = Math.Max(0, (2 * 255) - (int)(this.actParameterPanel.ct全体進行.n現在の値 - MountainAppearValue - 255));
TJAPlayer3.Tx.Result_Work[i].Opacity = TmpTimer / 2;
TJAPlayer3.Tx.Result_Work[i].vc拡大縮小倍率.X = 0.6f;
TJAPlayer3.Tx.Result_Work[i].vc拡大縮小倍率.Y = 0.6f;
*/
// TJAPlayer3.act文字コンソール.tPrint(0, 0, C文字コンソール.Eフォント種別.白, ctMob.n現在の値.ToString());
@ -654,15 +649,15 @@ namespace TJAPlayer3
TJAPlayer3.Tx.DanResult_Rank.vc拡大縮小倍率.Y = 1f;
TJAPlayer3.Tx.DanResult_Rank.t2D拡大率考慮中央基準描画(TJAPlayer3.app.Device, 130, 380, new Rectangle(334 * (2 * comboType + successType), 0, 334, 334));
}
#endregion
if (!b音声再生 && !TJAPlayer3.Skin.bgmDanResult.b再生中)
{
TJAPlayer3.Skin.bgmDanResult.t再生する();
b音声再生 = true;
}
}
#endregion
#endregion