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@doot-games/judge

v0.1.0

Published

Timing windows, judgment, scoring, combo, life, and hold handling. Pure logic driven by song time.

Readme

@doot-games/judge

Timing windows, judgment, scoring, combo, life, and hold handling. Pure logic driven by song time, no DOM and no audio. The renderer reads its public fields (lastJudge, combo, holdActive, life, score) each frame.

Windows

Half-windows in seconds, the modern StepMania 5 defaults verified against src/Player.cpp:

| Judgment | half-window | |---|---| | Marvelous | 22.5 ms | | Perfect | 45 ms | | Great | 90 ms | | Good | 135 ms | | Boo | 180 ms |

Freeze release grace is 0.25 s: a hold may be released for up to that long before it drops. Combo follows ITG: Marvelous, Perfect, and Great keep it; Good, Boo, and Miss break it.

API

new Judge(chart, options?) or createJudge(chart, options?).

  • hit(lane, t) register a tap at song time t. Returns the judgment name or null.
  • update(t, held) advance to song time t; held is the per-lane key-down array, used for the freeze grace. Sweeps missed taps and finishes or drops holds.
  • accuracy() percent over the note total. results() the end-of-song summary with counts, maxCombo, score, accuracy, grade, and fullCombo.
  • WINDOWS, HOLD_GRACE, and gradeFor(accuracyPct) are exported for reuse.

Options: maxScore (default 1000000), onJudge(event), and now() for a deterministic clock in tests. Score is accuracy over the note total plus a flat bonus per freeze fully held, kept in one place so a completed hold and a judged tap agree.