[update] Adjusted rank calculation.
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@ -1,5 +1,5 @@
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$define damage_ratio {1.0}
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$define damage_ratio {0.75}
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$define nearness_ratio {0.01}
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$define nearness_ratio {1.0}
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// ---- TEMPLATE DECLARATION ----
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// ---- TEMPLATE DECLARATION ----
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$define main_color {
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$define main_color {
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@ -56,7 +56,6 @@ $repeat i 3 {
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square [$beat..$beat+4] {
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square [$beat..$beat+4] {
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$main_square
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$main_square
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damage := $damage_ratio*0.01;
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color_a = step(0.5, sin(PI*(1-pow(time, 2))*10));
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color_a = step(0.5, sin(PI*(1-pow(time, 2))*10));
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}
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}
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square [$beat+4..$beat+26] {
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square [$beat+4..$beat+26] {
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@ -659,7 +658,7 @@ $repeat i 16 {
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rotation_z :=
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rotation_z :=
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atan2(actor_y - translation_y, actor_x - translation_x) - PI/2;
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atan2(actor_y - translation_y, actor_x - translation_x) - PI/2;
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damage = $damage_ratio * pow(time, 2);
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damage = $damage_ratio * pow(time, 4) * 0.1;
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}
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}
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$repeat x 2 {
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$repeat x 2 {
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$repeat y 2 {
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$repeat y 2 {
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@ -16,9 +16,9 @@ import sj.KeyInput,
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class PlayScene : SceneInterface {
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class PlayScene : SceneInterface {
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public:
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public:
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///
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///
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enum BaseScore = 100000;
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enum BaseScore = 10000;
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///
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///
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enum DamageScoreRatio = 10;
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enum DamageScoreRatio = 100;
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///
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///
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enum NearnessScoreRatio = 10;
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enum NearnessScoreRatio = 10;
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@ -167,6 +167,7 @@ class ResultScene : SceneInterface {
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static dstring GetRankLetter(int score) {
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static dstring GetRankLetter(int score) {
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const ratio = score*1f / RankCalculationRatio;
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const ratio = score*1f / RankCalculationRatio;
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if (ratio < 0.60) return "D"d;
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if (ratio < 0.60) return "D"d;
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if (ratio < 0.70) return "C"d;
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if (ratio < 0.80) return "B"d;
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if (ratio < 0.80) return "B"d;
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if (ratio < 0.95) return "A"d;
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if (ratio < 0.95) return "A"d;
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return "S";
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return "S";
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