fix steps reseting in gameplay

This commit is contained in:
KadeDeveloper 2021-08-13 02:12:21 -07:00
parent e09957267c
commit b2fef2db49
2 changed files with 33 additions and 25 deletions

View File

@ -101,6 +101,7 @@ class MusicBeatState extends FlxUIState
} }
else if (ste < curStep) else if (ste < curStep)
{ {
trace("reset steps for some reason?? at " + Conductor.songPosition);
//Song reset? //Song reset?
curStep = ste; curStep = ste;
updateBeat(); updateBeat();
@ -126,6 +127,7 @@ class MusicBeatState extends FlxUIState
else if (nextStep < curStep) else if (nextStep < curStep)
{ {
//Song reset? //Song reset?
trace("(no bpm change) reset steps for some reason?? at " + Conductor.songPosition);
curStep = nextStep; curStep = nextStep;
updateBeat(); updateBeat();
stepHit(); stepHit();

View File

@ -2246,12 +2246,18 @@ class PlayState extends MusicBeatState
var data = TimingStruct.AllTimings[currentIndex - 1]; var data = TimingStruct.AllTimings[currentIndex - 1];
data.endBeat = beat; data.endBeat = beat;
data.length = (data.endBeat - data.startBeat) / (data.bpm / 60); data.length = (data.endBeat - data.startBeat) / (data.bpm / 60);
var step = ((60 / data.bpm) * 1000) / 4;
TimingStruct.AllTimings[currentIndex].startStep = Math.floor(((data.endBeat / (data.bpm / 60)) * 1000) / step);
TimingStruct.AllTimings[currentIndex].startTime = data.startTime + data.length; TimingStruct.AllTimings[currentIndex].startTime = data.startTime + data.length;
} }
currentIndex++; currentIndex++;
} }
} }
recalculateAllSectionTimes();
regenerateLines();
updateFrame++; updateFrame++;
} }
else if (updateFrame != 5) else if (updateFrame != 5)