ばいそく機能を追加
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@@ -2,8 +2,9 @@
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constructor(...args){
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this.init(...args)
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}
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init(controller){
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init(controller, baisoku = 1){
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this.controller = controller
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this.baisoku = baisoku
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this.canvas = document.getElementById("canvas")
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this.ctx = this.canvas.getContext("2d")
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@@ -1487,11 +1488,11 @@
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var measureH = 130 * mul
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measures.forEach(measure => {
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var timeForDistance = this.posToMs(distanceForCircle, measure.speed)
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var timeForDistance = this.posToMs(distanceForCircle, measure.speed * this.baisoku)
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var startingTime = measure.ms - timeForDistance + this.controller.videoLatency
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var finishTime = measure.ms + this.posToMs(this.slotPos.x - this.slotPos.paddingLeft + 3, measure.speed) + this.controller.videoLatency
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var finishTime = measure.ms + this.posToMs(this.slotPos.x - this.slotPos.paddingLeft + 3, measure.speed * this.baisoku) + this.controller.videoLatency
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if(measure.visible && (!measure.branch || measure.branch.active) && ms >= startingTime && ms <= finishTime){
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var measureX = this.slotPos.x + this.msToPos(measure.ms - ms + this.controller.videoLatency, measure.speed)
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var measureX = this.slotPos.x + this.msToPos(measure.ms - ms + this.controller.videoLatency, measure.speed * this.baisoku)
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this.ctx.strokeStyle = measure.branchFirst ? "#ff0" : "#bdbdbd"
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this.ctx.lineWidth = 3
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this.ctx.beginPath()
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@@ -1537,7 +1538,7 @@
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for(var i = circles.length; i--;){
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var circle = circles[i]
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var speed = circle.speed
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var speed = circle.speed * this.baisoku
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var timeForDistance = this.posToMs(distanceForCircle + this.slotPos.size / 2, speed)
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var startingTime = circle.ms - timeForDistance + this.controller.videoLatency
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@@ -1626,7 +1627,7 @@
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var circleMs = circle.ms
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var endTime = circle.endTime
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var animated = circle.animating
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var speed = circle.speed
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var speed = circle.speed * this.baisoku
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var played = circle.isPlayed
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var drumroll = 0
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var endX = 0
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