Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Issue: Input and judgements are broken due to pixel comparisons instead of time comparisons #15

Open
cuckydev opened this issue Sep 25, 2021 · 3 comments
Assignees
Labels
enhancement New feature or request

Comments

@cuckydev
Copy link

As the title says, the input and judgement system doesn't work correctly due to the usage of pixels for judgement and miss checks instead of timing. This causes very unstable hit detection and is not how any other game ever would handle this.

@ghost
Copy link

ghost commented Sep 25, 2021

SHIT
insert vine boom here

@HTV04
Copy link
Owner

HTV04 commented Sep 25, 2021

Hmm, I assumed that because the arrows corresponded to the current (interpolated) milliseconds of the song that other rhythm games did something similar. The only thing I could think that could screw this up is the speed value, since it gives the arrows less time over the thresholds (maybe that could be fixed by making the speed cosmetic-only somehow?)

I'm kind of confused on how I should fix this though, what would be the best way to implement this?

@HTV04 HTV04 self-assigned this Sep 25, 2021
@HTV04 HTV04 added the enhancement New feature or request label Sep 25, 2021
@cuckydev
Copy link
Author

You should keep the time value of notes in the note structure and use that for hit detection and timing. Position and speed should be purely visual / cosmetic.

@HTV04 HTV04 pinned this issue Dec 30, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

2 participants