CanvasAsset: Change animation speed with bpm changes
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@@ -804,7 +804,7 @@ class View{
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fireworksAsset.setAnimation("normal")
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fireworksAsset.setAnimationStart(circle.ms)
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var length = fireworksAsset.getAnimationLength("normal")
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fireworksAsset.setAnimationEnd(circle.ms + length * fireworksAsset.speed, () => {
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fireworksAsset.setAnimationEnd(length, () => {
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fireworksAsset.setAnimation(false)
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})
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})
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@@ -812,11 +812,11 @@ class View{
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var don = this.assets.don
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don.setAnimation("gogostart")
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var length = don.getAnimationLength("gogo")
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don.setUpdateSpeed(this.beatInterval / (length / 4))
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don.setUpdateSpeed(4 / length)
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var start = circle.ms - (circle.ms % this.beatInterval)
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don.setAnimationStart(start)
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var length = don.getAnimationLength("gogostart")
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don.setAnimationEnd(start + length * don.speed, don.normalAnimation)
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don.setAnimationEnd(length, don.normalAnimation)
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}
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}
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drawGogoTime(){
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@@ -856,9 +856,9 @@ class View{
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var ms = this.controller.getElapsedTime()
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don.setAnimationStart(ms)
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var length = don.getAnimationLength("normal")
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don.setUpdateSpeed(this.beatInterval / (length / 4))
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don.setUpdateSpeed(4 / length)
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var length = don.getAnimationLength("10combo")
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don.setAnimationEnd(ms + length * don.speed, don.normalAnimation)
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don.setAnimationEnd(length, don.normalAnimation)
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}
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}
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drawTouch(){
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@@ -940,6 +940,10 @@ class View{
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}
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}
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}
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changeBeatInterval(beatMS){
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this.beatInterval = beatMS
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this.assets.changeBeatInterval(beatMS)
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}
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clean(){
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pageEvents.mouseRemove(this)
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if(this.controller.multiplayer === 2){
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