Game: Improve gauge
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@@ -18,10 +18,11 @@ class Game{
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title: selectedSong.title,
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difficulty: this.rules.difficulty
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}
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this.HPGain = 100 / this.songData.circles.filter(circle => {
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var combo = this.songData.circles.filter(circle => {
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var type = circle.type
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return (type === "don" || type === "ka" || type === "daiDon" || type === "daiKa") && (!circle.branch || circle.branch.active)
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}).length
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this.soulPoints = this.rules.soulPoints(combo)
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this.paused = false
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this.started = false
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this.mainMusicPlaying = false
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@@ -628,12 +629,15 @@ class Game{
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switch(score){
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case 450:
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this.globalScore.good++
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this.globalScore.gauge += this.soulPoints.good
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break
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case 230:
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this.globalScore.ok++
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this.globalScore.gauge += this.soulPoints.ok
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break
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case 0:
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this.globalScore.bad++
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this.globalScore.gauge += this.soulPoints.bad
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break
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}
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if (this.songData.scoremode) {
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@@ -647,12 +651,10 @@ class Game{
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}
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}
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// Gauge update
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if(score !== 0){
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this.globalScore.gauge += this.HPGain
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}else if(this.globalScore.gauge - this.HPGain > 0){
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this.globalScore.gauge -= this.HPGain
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}else{
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if(this.globalScore.gauge < 0){
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this.globalScore.gauge = 0
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}else if(this.globalScore.gauge > 10000){
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this.globalScore.gauge = 10000
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}
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// Points update
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if (this.songData.scoremode == 2) {
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@@ -719,10 +721,6 @@ class Game{
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this.currentCircle = closestCircle
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}
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}
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this.HPGain = 100 / this.songData.circles.filter(circle => {
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var type = circle.type
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return (type === "don" || type === "ka" || type === "daiDon" || type === "daiKa") && (!circle.branch || circle.branch.active)
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}).length
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if(this.controller.multiplayer === 1){
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p2.send("branch", activeName)
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}
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