diff options
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/UMain.pas | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas index fd0c9eb5..3cf2f7d0 100644 --- a/Game/Code/Classes/UMain.pas +++ b/Game/Code/Classes/UMain.pas @@ -59,7 +59,7 @@ type IlNut: integer;
Note: array of record
Start: integer;
- Lenght: integer;
+ Length: integer;
Detekt: real; // accurate place, detected in the note
Tone: real;
Perfect: boolean; // true if the note matches the original one, lit the star
@@ -747,9 +747,9 @@ begin for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do
begin
if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and
- (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Lenght >= LineState.MidBeat) then
+ (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length >= LineState.MidBeat) then
begin
- Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Lenght);
+ Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Length);
end;
end;
@@ -758,7 +758,7 @@ begin // wylacza ostatnia nute po przejsciu
{// todo: Lyrics
if (Ini.LyricsEffect = 1) and (Done = 1) and
- (LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Lenght)
+ (LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length)
then Sender.LyricMain.Selected := -1;
if Done > 1 then Done := 1;
@@ -943,9 +943,9 @@ begin for Count := 0 to Lines[0].Line[S].HighNote do
begin
if ((Lines[0].Line[S].Note[Count].Start <= LineState.CurrentBeatD)
- and (Lines[0].Line[S].Note[Count].Start + Lines[0].Line[S].Note[Count].Lenght - 1 >= LineState.CurrentBeatD))
+ and (Lines[0].Line[S].Note[Count].Start + Lines[0].Line[S].Note[Count].Length - 1 >= LineState.CurrentBeatD))
and (not Lines[0].Line[S].Note[Count].FreeStyle) // but don't allow when it's FreeStyle note
- and (Lines[0].Line[S].Note[Count].Lenght > 0) then // and make sure the note lenghts is at least 1
+ and (Lines[0].Line[S].Note[Count].Length > 0) then // and make sure the note lengths is at least 1
begin
SDet := S;
Mozna := true;
@@ -967,7 +967,7 @@ begin begin
if (Lines[0].Line[S].Note[Count].Start <= LineState.OldBeatD+1) and
(Lines[0].Line[S].Note[Count].Start +
- Lines[0].Line[S].Note[Count].Lenght > LineState.OldBeatD+1) then
+ Lines[0].Line[S].Note[Count].Length > LineState.OldBeatD+1) then
begin
// to robi, tylko dla pary nut (oryginalnej i gracza)
@@ -1027,15 +1027,15 @@ begin if S = SMax then
begin
New := true;
- // jezeli ostatnia ma ten sam Tone
+ // if last has the same tone
if (Player[CP].IlNut > 0 ) and
(Player[CP].Note[Player[CP].HighNote].Tone = AudioInputProcessor.Sound[CP].Tone) and
- (Player[CP].Note[Player[CP].HighNote].Start + Player[CP].Note[Player[CP].HighNote].Lenght = LineState.CurrentBeatD) then
+ (Player[CP].Note[Player[CP].HighNote].Start + Player[CP].Note[Player[CP].HighNote].Length = LineState.CurrentBeatD) then
begin
New := false;
end;
- // jezeli jest jakas nowa nuta na sprawdzanym beacie
+ // if is not as new note to control "beacie" (TODO: translate polish "beacie")
for Count := 0 to Lines[0].Line[S].HighNote do
begin
if (Lines[0].Line[S].Note[Count].Start = LineState.CurrentBeatD) then
@@ -1050,7 +1050,7 @@ begin Player[CP].HighNote := Player[CP].HighNote + 1;
SetLength(Player[CP].Note, Player[CP].IlNut);
Player[CP].Note[Player[CP].HighNote].Start := LineState.CurrentBeatD;
- Player[CP].Note[Player[CP].HighNote].Lenght := 1;
+ Player[CP].Note[Player[CP].HighNote].Length := 1;
Player[CP].Note[Player[CP].HighNote].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
Player[CP].Note[Player[CP].HighNote].Detekt := LineState.MidBeat;
@@ -1062,14 +1062,14 @@ begin else
begin
// przedluzenie nuty
- Player[CP].Note[Player[CP].HighNote].Lenght := Player[CP].Note[Player[CP].HighNote].Lenght + 1;
+ Player[CP].Note[Player[CP].HighNote].Length := Player[CP].Note[Player[CP].HighNote].Length + 1;
end;
// check for perfect note and then lit the star (on Draw)
for Count := 0 to Lines[0].Line[S].HighNote do
begin
if (Lines[0].Line[S].Note[Count].Start = Player[CP].Note[Player[CP].HighNote].Start) and
- (Lines[0].Line[S].Note[Count].Lenght = Player[CP].Note[Player[CP].HighNote].Lenght) and
+ (Lines[0].Line[S].Note[Count].Length = Player[CP].Note[Player[CP].HighNote].Length) and
(Lines[0].Line[S].Note[Count].Tone = Player[CP].Note[Player[CP].HighNote].Tone) then
begin
Player[CP].Note[Player[CP].HighNote].Perfect := true;
@@ -1085,7 +1085,7 @@ begin if (sDet >= low(Lines[0].Line)) and (sDet <= high(Lines[0].Line)) then
begin
if assigned( Sender ) and
- ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Lenght - 1) = LineState.CurrentBeatD) then
+ ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Length - 1) = LineState.CurrentBeatD) then
begin
Sender.onSentenceEnd(sDet);
end;
|