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improving
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@@ -728,6 +728,11 @@ class Judgement:
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index = int(self.texture_animation.attribute)
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hit_color = ray.fade(ray.WHITE, self.fade_animation_1.attribute)
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color = ray.fade(ray.WHITE, self.fade_animation_2.attribute)
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if self.curr_hit_ms is not None:
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if float(self.curr_hit_ms) < -(global_data.config['general']['hard_judge']):
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color = ray.fade(ray.BLUE, self.fade_animation_2.attribute)
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elif float(self.curr_hit_ms) > (global_data.config['general']['hard_judge']):
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color = ray.fade(ray.RED, self.fade_animation_2.attribute)
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if self.type == 'GOOD':
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if self.big:
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ray.draw_texture(textures_1[21], 342, 184, color)
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@@ -736,9 +741,6 @@ class Judgement:
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ray.draw_texture(textures_1[19], 342, 184, color)
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ray.draw_texture(textures_2[index+5], 304, 143, hit_color)
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ray.draw_texture(textures_2[9], 370, int(y), color)
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if self.curr_hit_ms is not None:
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pass
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#ray.draw_text(self.curr_hit_ms, 370, int(y)-20, 40, ray.fade(ray.YELLOW, self.fade_animation_1.attribute))
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elif self.type == 'OK':
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if self.big:
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ray.draw_texture(textures_1[20], 342, 184, color)
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@@ -747,12 +749,8 @@ class Judgement:
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ray.draw_texture(textures_1[18], 342, 184, color)
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ray.draw_texture(textures_2[index], 304, 143, hit_color)
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ray.draw_texture(textures_2[4], 370, int(y), color)
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if self.curr_hit_ms is not None:
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ray.draw_text(self.curr_hit_ms, 370, int(y)-20, 40, ray.fade(ray.WHITE, self.fade_animation_1.attribute))
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elif self.type == 'BAD':
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ray.draw_texture(textures_2[10], 370, int(y), color)
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if self.curr_hit_ms is not None:
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ray.draw_text(self.curr_hit_ms, 370, int(y)-20, 40, ray.fade(ray.BLUE, self.fade_animation_1.attribute))
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class LaneHitEffect:
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def __init__(self, type: str):
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