Commit Graph

4 Commits

Author SHA1 Message Date
KatieFrogs
1db4eb6710 ImportSongs: Add plugin support
- Files with filenames that end with .taikoweb.js can be imported and run to add custom functionality to the game
- The plugin file is a javascript module script that should have a class in the default export
- Currently supported methods in the class: name (string), load, start, stop, unload (functions)
- The class can be extended from the Patch class to add automatic patching of variables and functions
- Here are some of the plugins I made: https://github.com/KatieFrogs/taiko-web-plugins
2022-02-11 17:28:22 +03:00
LoveEevee
13d6aaab78 Bug fixes
- Fix chart in Ai want U
- Mute music on song select with Q
- Do not scroll song select background when the tab is not active
- Fix very short inputs not being recognized
- Fix sound being muted when playing the same song again
- Fix multiplayer when audio latency is set
- Fix getting stuck when imported song cannot be restarted
- Fix 2P cursor when ura is selected by both players
- Add KeyboardEvent.key to browser tests
- Separate buttons like Shift+Left into two on the How to Play page
- Change focused button on the custom songs screen to the first one available
- Add favicon to the admin page
- Display the id on the admin new song page
2020-12-04 13:52:35 +03:00
LoveEevee
ff09cb83bd Add global offset
Adds new settings for controlling the note offset while playing. It can be either an actual offset (it is called "Audio Latency" in the settings) or just the visual offset ("Video Latency").
With higher audio latency it means you have to press the button sooner than what you hear, similarly with higher video latency it is sooner than what you see. By offsetting these events the game would play better, however, the sound effect of you hitting the drum would still play at the wrong time, the code cannot anticipate you to hit the drum in the future so to work around this issue a new option that disables drum sounds is also included.
These settings could be set through trial and error but it would be better to get the correct values through the automated latency calibration, where you can hit the drum as you hear sounds or see a blinking animation. I tried making one by measuring latency from user input, adding all the latency up, and dividing, but that gives unreliable results. I hope someone suggests to me what I should be doing during the calibration to get better results, as I cannot figure what to do on my own.
2019-11-28 09:04:40 +03:00
LoveEevee
f05b2518f3 Split language and tutorial, add gamepad settings 2019-04-16 21:06:41 +03:00