Scoresheet: Change results screen
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@@ -6,15 +6,17 @@ class Game{
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this.elapsedTime = {}
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this.currentCircle = 0
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this.combo = 0
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this.rules = new GameRules(this)
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this.globalScore = {
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points: 0,
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great: 0,
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good: 0,
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fail: 0,
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ok: 0,
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bad: 0,
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maxCombo: 0,
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drumroll: 0,
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hp: 0,
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song: selectedSong.title
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gauge: 0,
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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 type = circle.getType()
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@@ -28,7 +30,6 @@ class Game{
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this.fadeOutStarted = false
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this.currentTimingPoint = 0
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this.offsetTime = 0
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this.rules = new GameRules(this)
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assets.songs.forEach(song => {
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if(song.id == selectedSong.folder){
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@@ -291,6 +292,11 @@ class Game{
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}else if(this.musicFadeOut === 2 && (ms >= started + 8600 && ms >= this.controller.mainAsset.duration * 1000 + 250)){
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this.controller.displayResults()
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this.musicFadeOut++
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}else if(this.musicFadeOut === 3 && (ms >= started + 9600 && ms >= this.controller.mainAsset.duration * 1000 + 1250)){
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if(this.controller.scoresheet){
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this.controller.scoresheet.startRedraw()
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}
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this.controller.clean()
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}
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}
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}
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@@ -394,22 +400,22 @@ class Game{
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// Circle score
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switch(score){
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case 450:
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this.globalScore.great++
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break
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case 230:
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this.globalScore.good++
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break
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case 230:
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this.globalScore.ok++
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break
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case 0:
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this.globalScore.fail++
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this.globalScore.bad++
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break
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}
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// HP Update
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// Gauge update
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if(score !== 0){
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this.globalScore.hp += this.HPGain
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}else if(this.globalScore.hp - this.HPGain > 0){
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this.globalScore.hp -= this.HPGain
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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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this.globalScore.hp = 0
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this.globalScore.gauge = 0
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}
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// Points update
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score += Math.max(0, Math.floor((Math.min(this.combo, 100) - 1) / 10) * 100)
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