Lyrics, search, and other fixes
- #LYRIC - Parse #LYRIC commands and apply them to all difficulties that do not have them - #LYRIC command now supports branches - Fix last #LYRIC at the end of the chart getting ignored - Fix the glitchy dragging and dropping of files on the custom song importing page - Fix Ctrl and Shift keys getting stuck on song select when switching tabs with Ctrl(+Shift)+Tab - Search - Fix the search box "random:yes" query to randomize the entire results and not just the first 50 - Add "all:yes" query to the search box to remove the result limit and display all of the results - Fix searching for an invalid query (like "cleared:yes" or ":") unexpectedly returning all the songs - Fix pressing Q then jumping to a song through search not unmuting the sound - Pressing the search key on mobile will hide the keyboard - Fix search tips changing rapidly when the window is resized - Use comments instead of `######` in the issue template so that the warning does not appear in the issue - Fix TJA MAKER: url between angle brackets not working - Add a check for Class field declarations in the browser support warning - Fix gpicker getting stuck if a network error occurs - Fix not being able to replace some assets using a "taiko-web assets" folder - Fix selectable song title not being aligned with the game if the game window is too wide - Allow plugin developers to use the "select" type for the settings options - It uses "options" array and "options_lang" object - Fix plugins not getting removed from the plugin list on syntax error - Fix error messages not working if a default plugin is broken - Fix the start of default plugins not stopping the page from loading on error - Fix not being able to scroll the plugins screen on mobile
This commit is contained in:
@@ -172,37 +172,48 @@ class Game{
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var measure = measures[i]
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if(measure.ms > ms){
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break
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}else if(measure.nextBranch && !measure.gameChecked){
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measure.gameChecked = true
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var branch = measure.nextBranch
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if(branch.type){
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var accuracy = 0
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if(branch.type === "drumroll"){
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if(force.branch){
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var accuracy = Math.max(0, branch.requirement[force.branch])
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}else{
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var accuracy = this.sectionDrumroll
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}else{
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if(measure.nextBranch && !measure.gameChecked){
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measure.gameChecked = true
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var branch = measure.nextBranch
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if(branch.type){
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var accuracy = 0
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if(branch.type === "drumroll"){
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if(force.branch){
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var accuracy = Math.max(0, branch.requirement[force.branch])
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}else{
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var accuracy = this.sectionDrumroll
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}
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}else if(this.sectionNotes.length !== 0){
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if(force.branch){
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var accuracy = Math.max(0, Math.min(100, branch.requirement[force.branch]))
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}else{
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var accuracy = this.sectionNotes.reduce((a, b) => a + b) / this.sectionNotes.length * 100
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}
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}
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}else if(this.sectionNotes.length !== 0){
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if(force.branch){
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var accuracy = Math.max(0, Math.min(100, branch.requirement[force.branch]))
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if(accuracy >= branch.requirement.master){
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this.setBranch(branch, "master")
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}else if(accuracy >= branch.requirement.advanced){
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this.setBranch(branch, "advanced")
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}else{
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var accuracy = this.sectionNotes.reduce((a, b) => a + b) / this.sectionNotes.length * 100
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this.setBranch(branch, "normal")
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}
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}else if(this.controller.multiplayer === 1){
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p2.send("branch", "normal")
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}
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if(accuracy >= branch.requirement.master){
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this.setBranch(branch, "master")
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}else if(accuracy >= branch.requirement.advanced){
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this.setBranch(branch, "advanced")
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}else{
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this.setBranch(branch, "normal")
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}
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}else if(this.controller.multiplayer === 1){
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p2.send("branch", "normal")
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}
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if(!measure.branch){
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this.controller.lyrics.branch = null
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}else if(measure.branch.active){
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this.controller.lyrics.branch = measure.branch.name
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}
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}
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}
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}
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if(this.controller.lyrics){
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this.controller.lyrics.update(ms)
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}
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}
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fixNoteStream(keysDon){
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var circleIsNote = circle => {
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