- Improve the soul gauge to fill properly. The algorithm is different for each difficulty.
- Saves score to localStorage, the whole score is correct now.
- Adds crowns to song selection screen.
The scores would take a lot of space if stored as readable objects so they are stored compressed. If you need to edit your scores, you can do so by opening dev console and entering `scoreStorage.get()`. Expand to the song and double click on values that you need to edit. When you are done editing, do not forget to save your scores with `scoreStorage.save()`. Adding new scores can be done with `scoreStorage.add`, first get a template with `obj=scoreStorage.template(),obj` and after editing, add it with `scoreStorage.add("song name", "oni", obj)`. To remove a score use `scoreStorage.remove("song name"[, "oni"])`.
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.