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

Open cuckydev opened this issue 4 years ago • 3 comments

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.

cuckydev avatar Sep 25 '21 01:09 cuckydev

SHIT insert vine boom here

ghost avatar Sep 25 '21 01:09 ghost

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 avatar Sep 25 '21 11:09 htv04

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.

cuckydev avatar Sep 25 '21 16:09 cuckydev