danoniplus 29.2.0 → 29.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -7,45 +7,50 @@
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7
  [![GitHub All Releases](https://img.shields.io/github/downloads/cwtickle/danoniplus/total?color=%23ff3399&label=downloads%20%28recently%29)](https://github.com/cwtickle/danoniplus/releases)
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  [![GitHub](https://img.shields.io/github/license/cwtickle/danoniplus)](https://github.com/cwtickle/danoniplus/blob/develop/LICENSE)
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  ![AboutDanOni](http://cw7.sakura.ne.jp/danoni/wiki/danonitop.png)
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+
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+ *Dancing Onigiri "CW Edition"* is a rhythm game.
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+ You can create original game data by combining a set of published sources with music files and sequences (text file). See the [wiki](https://github.com/cwtickle/danoniplus-docs/wiki) for details.
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+
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+ The source released here is the **HTML5 (HTML Living Standard) version** of the rhythm game *"Dancing Onigiri"* that was previously released as Flash.
10
15
 
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  Dancing☆Onigiri (CW Edition)は、ブラウザで動作するキーボードを使ったリズムゲームです。
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  公開しているソース一式と、音楽ファイル・譜面データ(テキスト)を組み合わせることで
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- オリジナルのゲームデータを作ることができます。詳細は[Wiki](https://github.com/cwtickle/danoniplus/wiki)をご覧ください。
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- *Dancing Onigiri "CW Edition"* is a rhythm game.
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- You can create original game data by combining a set of published sources with music files and sequences (text file). See the [wiki](https://github.com/cwtickle/danoniplus/wiki/Sidebar-En) for details.
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+ オリジナルのゲームデータを作ることができます。詳細は[Wiki](https://github.com/cwtickle/danoniplus/wiki)をご覧ください。
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  ここで公開しているソースは、以前Flashとして公開していたリズムゲーム
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  「Dancing☆Onigiri」の **HTML5 (HTML Living Standard)** 版です。
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  これまでのParaFla版に比べ、さまざまな機能強化を行っています。
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- The source released here is the **HTML5 (HTML Living Standard) version** of the rhythm game *"Dancing Onigiri"* that was previously released as Flash.
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- Compared to the previous ParaFla version, we have made various enhancements.
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23
 
23
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  ## Demo
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- - [Demo1](http://cw7.sakura.ne.jp/danoni/2013/0237_Cllema.html) クレマ / 木下たまき
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- - [Demo2](http://cw7.sakura.ne.jp/danoni/2017/0305_ShiningStar.html) シャイニングスター / 魔王魂
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- - [Demo3](http://cw7.sakura.ne.jp/danoni/2018/0315_PetitMagie.html) プチ・マギエ / Napi
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+ - [Demo1](https://cw7.sakura.ne.jp/danoni/2013/0237_Cllema.html) クレマ / Kinoshita Tamaki
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+ - [Demo2](https://cw7.sakura.ne.jp/danoni/2017/0305_ShiningStar.html) シャイニングスター / MaouDamashii
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+ - [Demo3](https://cw7.sakura.ne.jp/danoni/2018/0315_PetitMagie.html) プチ・マギエ / Napi
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28
 
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  ## How to Play / 遊び方
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+ This is a rhythm game, using Keyboard on the website.
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+ There are many playstyles in the *Dancing Onigiri*. For example, 5keys, 7keys, 11keys, etc.
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+ The details are as follows.
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+ -> [How to Play](https://github.com/cwtickle/danoniplus-docs/wiki/AboutGameSystem)
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+
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  リズムに合わせてやってくる矢印・フリーズアローを、ステップゾーン上で押すリズムゲームです。
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  キーボードを使って遊びます。
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- This is a rhythm game, using Keyboard on the website.
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37
  下記は7keyの例ですが、他にも5keyや11keyなど多様なプレイスタイルがあります。
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- There are many playstyles in the *Dancing Onigiri*. For example, 5keys, 7keys, 11keys, etc.
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38
 
35
- 詳細は下記をご覧ください。(The details are as follows.)
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+ 詳細は下記をご覧ください。
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  -> [How to Play](https://github.com/cwtickle/danoniplus/wiki/AboutGameSystem)
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38
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  ![HowtoPlay](http://cw7.sakura.ne.jp/danoni/wiki/howtoplay1.png)
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- (画像は開発中のものです)
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+ (The image is under development. / 画像は開発中のものです)
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41
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  ### Rule / ゲームのルール
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- タイミング良くキーボードを押すと(・∀・)イイ!!や(゚∀゚)キター!!となり、ライフが上がります。
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- 一方、タイミングを外すと(´・ω・\`)ショボーン、(\`Д´)ウワァン、(・A・)イクナイとなり、ライフが下がります。
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- ゲーム終了までにライフゲージのライフが残っているか、ノルマ以上であればゲームクリアです。
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  When you press the keyboard with good timing *:D Perfect!!* *:) O.K.* and life will go up.
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  On the other hand, if you remove the timing *:( Bad*, *:_( Miss*, *:( N.G.* will be, life falls.
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  If the life of the life gauge remains by the end of the game or it is over the quota, the game is cleared.
48
49
 
50
+ タイミング良くキーボードを押すと(・∀・)イイ!!や(゚∀゚)キター!!となり、ライフが上がります。
51
+ 一方、タイミングを外すと(´・ω・\`)ショボーン、(\`Д´)ウワァン、(・A・)イクナイとなり、ライフが下がります。
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+ ゲーム終了までにライフゲージのライフが残っているか、ノルマ以上であればゲームクリアです。
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+
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  ## Works / 公開作品
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  - [Dancing☆Onigiri 難易度表 for.js](http://dodl4.g3.xrea.com/)
51
56
  - [多鍵データベース](http://apoi108.sakura.ne.jp/danoni/ta/index.php)
@@ -53,43 +58,43 @@ If the life of the life gauge remains by the end of the game or it is over the q
53
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  - [Dancing☆Onigiri 作品一覧](https://cw7.sakura.ne.jp/lst/)
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59
 
55
60
  ## How to Make / 作り方
56
- - [譜面の作成概要](https://github.com/cwtickle/danoniplus/wiki/HowToMake)
57
- - [ParaFla!ソース利用者向け移行方法](https://github.com/cwtickle/danoniplus/wiki/forParaFlaUser)
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+ - [How to make chart overview](https://github.com/cwtickle/danoniplus-docs/wiki/HowtoMake) / [譜面の作成概要](https://github.com/cwtickle/danoniplus/wiki/HowtoMake)
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+ - [ParaFla!ソース利用者向け移行方法 (Japanese Only)](https://github.com/cwtickle/danoniplus/wiki/forParaFlaUser)
58
63
 
59
64
  ### How to Install / 導入方法
60
- - [Releases](https://github.com/cwtickle/danoniplus/releases)からダウンロードします。(Download from [Releases](https://github.com/cwtickle/danoniplus/releases).)
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- - npmからの導入も可能です。(You can install from npm.)
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+ - Download from [Changelog](https://github.com/cwtickle/danoniplus-docs/wiki/Changelog-latest). You can also install from npm.
66
+ - [Releases](https://github.com/cwtickle/danoniplus/releases)からダウンロードします。npmからの導入も可能です。
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  ```
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  npm i danoniplus
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  ```
65
- - バージョン名を直接指定するときは下記のように @以降をバージョン指定します。
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- (When directly specifying the version name, specify the version after @ as shown below.)
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+ - When directly specifying the version name, specify the version after @ as shown below.
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+ - バージョン名を直接指定するときは下記のように @以降をバージョン指定します。
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  ```
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  npm i danoniplus@26.1.2
69
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  ```
70
75
 
71
76
  ## System requirements / 動作環境
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- ブラウザで動作します。(Using browser.)
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- - Google Chrome, Opera, Vivaldi (WebKit), Firefox (Gecko)
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- ※Firefoxの場合、環境により動作が安定しない場合があります。
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+ - Windows, Mac OS, Linux, Android, iPad OS
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+ - Google Chrome, Microsoft Edge, Opera, Vivaldi, Safari (WebKit), Firefox (Gecko)
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+
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+ ## Difference from Flash Version / Flash版との差異 (Japanese Only)
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+ *Dancing Onigiri "CW Edition"* basically conforms to the specifications of *ParaFla!* Version, but the details are different from the conventional ones. See below for details.
75
82
 
76
- ## Difference from Flash Version / Flash版との差異について
77
83
  Dancing☆Onigiri (CW Edition)では基本的にParaFla!版の仕様に準拠していますが、
78
84
  細かい点が従来と異なります。詳細は下記をご覧ください。
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- *Dancing Onigiri "CW Edition"* basically conforms to the specifications of *ParaFla!* Version,
80
- but the details are different from the conventional ones. See below for details.
81
- - [Flash版との差異](https://github.com/cwtickle/danoniplus/wiki/DifferenceFromFlashVer)
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+ - [Difference from Flash Version / Flash版との差異 (Japanese)](https://github.com/cwtickle/danoniplus/wiki/DifferenceFromFlashVer)
82
86
 
83
- ## How to Contribute / 開発者の方へ
84
- 開発にご協力いただける方は、下記をご覧ください。GitHubアカウントの無い方でも協力できます!
87
+ ## How to Contribute / 開発者の方へ
85
88
  If you would like to cooperate with the development, please see below. Even if you don't have a GitHub account, you can cooperate!
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- - [貢献の仕方 / How to Contribute](https://github.com/cwtickle/danoniplus/blob/develop/.github/CONTRIBUTING.md)
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- - [要望・不具合報告用Gitter](https://gitter.im/danonicw/community)
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- - [コントリビューター / Contributors](https://github.com/cwtickle/danoniplus/blob/develop/CONTRIBUTORS.md)
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+
90
+ 開発にご協力いただける方は、下記をご覧ください。GitHubアカウントの無い方でも協力できます!
91
+ - [How to Contribute / 貢献の仕方](https://github.com/cwtickle/danoniplus/blob/develop/.github/CONTRIBUTING.md)
92
+ - [Gitter for requests and bug reports / 要望・不具合報告(Gitter)](https://gitter.im/danonicw/community)
93
+ - [Contributors / コントリビューター](https://github.com/cwtickle/danoniplus/blob/develop/CONTRIBUTORS.md)
89
94
 
90
95
  ## Community / コミュニティ
91
- - [Dancing☆Onigiri Discordサーバー](https://discord.gg/TegbHFY7zg)
92
- - [得点報告用Gitter](https://gitter.im/danonicw/freeboard)
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+ - [Dancing☆Onigiri Discord server](https://discord.gg/TegbHFY7zg)
97
+ - [Gitter for score reporting / 得点報告(Gitter)](https://gitter.im/danonicw/freeboard)
93
98
  - [Twitter #danoni](https://twitter.com/search?q=%23danoni&src=typed_query&f=live)
94
99
 
95
100
  ## Related Tools Repository / 関連リポジトリ・ツール
@@ -101,7 +106,7 @@ If you would like to cooperate with the development, please see below. Even if y
101
106
  - [Dancing☆Onigiri Chart Converter](https://github.com/cwtickle/danoniplus-converter) @cwtickle
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107
  - [ダンおにゲージ計算機 (Gauge Calculator)](http://www.omission0.com/other/gauge_calculator/) @goe0
103
108
 
104
- ### キリズマ
109
+ ### Kirizma / キリズマ
105
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  - [キリズマ譜面データ変換機](https://github.com/suzme/kirizma-converter) @suzme
106
111
  - [キリズマ歌詞表示作成ツール](https://github.com/prlg25/kirizma_lyric) @prlg25
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  - [キリズマ難易度表](https://github.com/suzme/kirizma) @suzme
package/js/danoni_main.js CHANGED
@@ -4,12 +4,12 @@
4
4
  *
5
5
  * Source by tickle
6
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  * Created : 2018/10/08
7
- * Revised : 2022/11/09
7
+ * Revised : 2022/12/09
8
8
  *
9
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  * https://github.com/cwtickle/danoniplus
10
10
  */
11
- const g_version = `Ver 29.2.0`;
12
- const g_revisedDate = `2022/11/09`;
11
+ const g_version = `Ver 29.3.1`;
12
+ const g_revisedDate = `2022/12/09`;
13
13
  const g_alphaVersion = ``;
14
14
 
15
15
  // カスタム用バージョン (danoni_custom.js 等で指定可)
@@ -1509,7 +1509,7 @@ const drawBaseSpriteData = (_spriteData, _name, _condition = true) => {
1509
1509
  baseSprite.innerHTML = _spriteData.htmlText;
1510
1510
  }
1511
1511
  }
1512
- }
1512
+ };
1513
1513
 
1514
1514
  /**
1515
1515
  * 背景・マスクモーションの表示(タイトル・リザルト用)
@@ -2425,6 +2425,14 @@ const headerConvert = _dosObj => {
2425
2425
  // ヘッダー群の格納先
2426
2426
  const obj = {};
2427
2427
 
2428
+ /**
2429
+ * ロケールを含んだヘッダーの取得
2430
+ * @param {object} _obj
2431
+ * @param {string} _param
2432
+ * @returns
2433
+ */
2434
+ const getHeader = (_obj, _param) => _obj[`${_param}${g_localeObj.val}`] ?? _obj[_param];
2435
+
2428
2436
  // フォントの設定
2429
2437
  obj.customFont = _dosObj.customFont ?? ``;
2430
2438
  g_headerObj.customFont = obj.customFont;
@@ -2485,7 +2493,7 @@ const headerConvert = _dosObj => {
2485
2493
  obj.artistNames = [];
2486
2494
  obj.musicNos = [];
2487
2495
 
2488
- const dosMusicTitle = _dosObj[`musicTitle${g_localeObj.val}`] ?? _dosObj.musicTitle;
2496
+ const dosMusicTitle = getHeader(_dosObj, `musicTitle`);
2489
2497
  if (hasVal(dosMusicTitle)) {
2490
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  const musicData = splitLF2(dosMusicTitle);
2491
2499
 
@@ -2543,13 +2551,13 @@ const headerConvert = _dosObj => {
2543
2551
  obj.frzAttempt = setIntVal(_dosObj.frzAttempt, C_FRM_FRZATTEMPT);
2544
2552
 
2545
2553
  // 製作者表示
2546
- const dosTuning = _dosObj[`tuning${g_localeObj.val}`] ?? _dosObj.tuning;
2554
+ const dosTuning = getHeader(_dosObj, `tuning`);
2547
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  if (hasVal(dosTuning)) {
2548
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  const tunings = dosTuning.split(`,`);
2549
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  obj.tuning = escapeHtmlForEnabledTag(tunings[0]);
2550
2558
  obj.creatorUrl = (tunings.length > 1 ? tunings[1] : (g_presetObj.tuningUrl ?? ``));
2551
2559
  } else {
2552
- obj.tuning = escapeHtmlForEnabledTag(g_presetObj[`tuning${g_localeObj.val}`] ?? g_presetObj.tuning ?? `name`);
2560
+ obj.tuning = escapeHtmlForEnabledTag(getHeader(g_presetObj, `tuning`) ?? `name`);
2553
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  obj.creatorUrl = g_presetObj.tuningUrl ?? ``;
2554
2562
  }
2555
2563
  obj.tuningInit = obj.tuning;
@@ -2804,12 +2812,12 @@ const headerConvert = _dosObj => {
2804
2812
  obj.readyHtml = _dosObj.readyHtml ?? ``;
2805
2813
 
2806
2814
  // デフォルト曲名表示のフォントサイズ
2807
- obj.titlesize = _dosObj.titlesize ?? ``;
2815
+ obj.titlesize = getHeader(_dosObj, `titlesize`) ?? ``;
2808
2816
 
2809
2817
  // デフォルト曲名表示のフォント名
2810
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  // (使用例: |titlefont=Century,Meiryo UI|)
2811
2819
  obj.titlefonts = g_titleLists.defaultFonts.concat();
2812
- _dosObj.titlefont?.split(`$`).forEach((font, j) => obj.titlefonts[j] = `'${(font.replaceAll(`,`, `', '`))}'`);
2820
+ getHeader(_dosObj, `titlefont`)?.split(`$`).forEach((font, j) => obj.titlefonts[j] = `'${(font.replaceAll(`,`, `', '`))}'`);
2813
2821
  if (obj.titlefonts[1] === undefined) {
2814
2822
  obj.titlefonts[1] = obj.titlefonts[0];
2815
2823
  }
@@ -2826,7 +2834,7 @@ const headerConvert = _dosObj => {
2826
2834
 
2827
2835
  // デフォルト曲名表示の表示位置調整
2828
2836
  obj.titlepos = [[0, 0], [0, 0]];
2829
- _dosObj.titlepos?.split(`$`).forEach((pos, j) => obj.titlepos[j] = pos.split(`,`).map(x => parseFloat(x)));
2837
+ getHeader(_dosObj, `titlepos`)?.split(`$`).forEach((pos, j) => obj.titlepos[j] = pos.split(`,`).map(x => parseFloat(x)));
2830
2838
 
2831
2839
  // タイトル文字のアニメーション設定
2832
2840
  obj.titleAnimationName = [`leftToRight`];
@@ -2856,7 +2864,7 @@ const headerConvert = _dosObj => {
2856
2864
  }
2857
2865
 
2858
2866
  // デフォルト曲名表示の複数行時の縦間隔
2859
- obj.titlelineheight = setIntVal(_dosObj.titlelineheight, ``);
2867
+ obj.titlelineheight = setIntVal(getHeader(_dosObj, `titlelineheight`), ``);
2860
2868
 
2861
2869
  // フリーズアローの始点で通常矢印の判定を行うか(dotさんソース方式)
2862
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  obj.frzStartjdgUse = setBoolVal(_dosObj.frzStartjdgUse ?? g_presetObj.frzStartjdgUse);
@@ -3329,7 +3337,7 @@ const getGaugeSetting = (_dosObj, _name, _difLength, { scoreId = 0 } = {}) => {
3329
3337
  const gaugeDetails = [
3330
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  g_presetObj.gaugeCustom[_name].Border, g_presetObj.gaugeCustom[_name].Recovery,
3331
3339
  g_presetObj.gaugeCustom[_name].Damage, g_presetObj.gaugeCustom[_name].Init,
3332
- ]
3340
+ ];
3333
3341
  if (gaugeUpdateFlg) {
3334
3342
  gaugeCreateFlg = setGaugeDetails(scoreId, gaugeDetails);
3335
3343
  } else {
@@ -3813,7 +3821,7 @@ const titleInit = _ => {
3813
3821
  // ヘルプ
3814
3822
  createCss2Button(`btnHelp`, `?`, _ => true,
3815
3823
  Object.assign(g_lblPosObj.btnHelp, {
3816
- resetFunc: _ => openLink(`https://github.com/cwtickle/danoniplus/wiki/AboutGameSystem`),
3824
+ resetFunc: _ => openLink(g_lblNameObj.helpUrl),
3817
3825
  }), g_cssObj.button_Setting),
3818
3826
 
3819
3827
  // 製作者表示
@@ -3832,7 +3840,7 @@ const titleInit = _ => {
3832
3840
  // セキュリティリンク
3833
3841
  createCss2Button(`lnkComparison`, `🛡`, _ => true,
3834
3842
  Object.assign(g_lblPosObj.lnkComparison, {
3835
- resetFunc: _ => openLink(`https://github.com/cwtickle/danoniplus/security/policy`),
3843
+ resetFunc: _ => openLink(g_lblNameObj.securityUrl),
3836
3844
  }), g_cssObj.button_Tweet),
3837
3845
  );
3838
3846
 
@@ -3958,7 +3966,7 @@ const setWindowStyle = (_text, _bkColor, _textColor, _align = C_ALIGN_LEFT) => {
3958
3966
  const tmplbl = createDivCss2Label(`lblTmpWarning`, _text, {
3959
3967
  x: 0, y: 70, w: g_sWidth, h: 20, siz: C_SIZ_MAIN, lineHeight: `15px`, fontFamily: getBasicFont(),
3960
3968
  whiteSpace: `normal`,
3961
- })
3969
+ });
3962
3970
  divRoot.appendChild(tmplbl);
3963
3971
  const range = new Range();
3964
3972
  range.selectNode(tmplbl);
@@ -4271,7 +4279,7 @@ const createOptionWindow = _sprite => {
4271
4279
  lnkDifficulty,
4272
4280
  makeMiniCssButton(`lnkDifficulty`, `R`, 0, _ => nextDifficulty(), { dy: -10, dh: 10 }),
4273
4281
  makeMiniCssButton(`lnkDifficulty`, `L`, 0, _ => nextDifficulty(-1), { dy: -10, dh: 10 }),
4274
- )
4282
+ );
4275
4283
  createScText(spriteList.difficulty, `Difficulty`);
4276
4284
  if (g_headerObj.difSelectorUse) {
4277
4285
  createScText(spriteList.difficulty, `DifficultyList`, { x: 147, y: -10, targetLabel: `lnkDifficulty` });
@@ -4627,7 +4635,7 @@ const createOptionWindow = _sprite => {
4627
4635
  `****** ${g_lblNameObj.s_printTitle} [${g_version}] ******\r\n\r\n`
4628
4636
  + `\t${g_lblNameObj.s_printHeader}\r\n\r\n${printData}`, g_msgInfoObj.I_0003
4629
4637
  );
4630
- }, g_lblPosObj.lnkDifInfo, g_cssObj.button_RevON),
4638
+ }, g_lblPosObj.lnkDifInfo),
4631
4639
  );
4632
4640
  createScText(lnkDifInfo, `DifInfo`, { targetLabel: `lnkDifInfo`, x: -10 });
4633
4641
  };
@@ -4921,7 +4929,7 @@ const createOptionWindow = _sprite => {
4921
4929
  createDivCss2Label(`lblFadeinBar`, `<input id="fadeinSlider" type="range" value="${g_stateObj.fadein}" min="0" max="99" step="1">`,
4922
4930
  g_lblPosObj.lblFadeinBar),
4923
4931
 
4924
- )
4932
+ );
4925
4933
 
4926
4934
  const fadeinSlider = document.querySelector(`#fadeinSlider`);
4927
4935
  fadeinSlider.addEventListener(`input`, _ =>
@@ -5160,7 +5168,7 @@ const createGeneralSetting = (_obj, _settingName, { unitName = ``,
5160
5168
  setSetting(skipTerms[0] * (-1), _settingName, unitName, roundNum);
5161
5169
  addLFunc();
5162
5170
  }),
5163
- )
5171
+ );
5164
5172
 
5165
5173
  // 右回し・左回しボタン(内側)
5166
5174
  if (skipTerms[1] > 1) {
@@ -5626,7 +5634,7 @@ const keyConfigInit = (_kcType = g_kcType) => {
5626
5634
  createDescDiv(`kcDesc`, g_lblNameObj.kcDesc.split(`{0}`).join(g_kCd[C_KEY_RETRY])
5627
5635
  .split(`{1}:`).join(g_isMac ? `` : `Delete:`)),
5628
5636
 
5629
- createDescDiv(`kcShuffleDesc`, g_lblNameObj.kcShuffleDesc),
5637
+ createDescDiv(`kcShuffleDesc`, g_headerObj.shuffleUse ? g_lblNameObj.kcShuffleDesc : g_lblNameObj.kcNoShuffleDesc),
5630
5638
  );
5631
5639
 
5632
5640
  // キーの一覧を表示
@@ -5937,7 +5945,7 @@ const keyConfigInit = (_kcType = g_kcType) => {
5937
5945
  }),
5938
5946
  makeMiniKCButton(`lnkImgType`, `L`, _ => setImgType(-1), { x: imgBaseX - 10, y: imgBaseY }),
5939
5947
  makeMiniKCButton(`lnkImgType`, `R`, _ => setImgType(), { x: imgBaseX + g_sWidth / 6, y: imgBaseY }),
5940
- )
5948
+ );
5941
5949
  }
5942
5950
 
5943
5951
  // カラー/シャッフルグループ切替ボタン(カラー/シャッフルパターンが複数ある場合のみ)
@@ -7384,14 +7392,9 @@ const getBrakeTrace = _frms => {
7384
7392
  const getFirstArrivalFrame = (_startFrame, _speedOnFrame, _motionOnFrame) => {
7385
7393
  let startY = 0;
7386
7394
  let frm = _startFrame;
7387
- let motionFrm = C_MOTION_STD_POS;
7388
7395
 
7389
7396
  while (g_posObj.distY - startY > 0) {
7390
7397
  startY += _speedOnFrame[frm];
7391
-
7392
- if (_speedOnFrame[frm] !== 0) {
7393
- motionFrm++;
7394
- }
7395
7398
  frm++;
7396
7399
  }
7397
7400
  return frm;
@@ -7503,7 +7506,7 @@ const pushArrows = (_dataObj, _speedOnFrame, _motionOnFrame, _firstArrivalFrame)
7503
7506
  } else {
7504
7507
 
7505
7508
  // 速度変化が間に入るときは再計算
7506
- if (arrowArrivalFrm < spdPrev) {
7509
+ while (arrowArrivalFrm < spdPrev) {
7507
7510
  spdk -= 2;
7508
7511
  spdNext = spdPrev;
7509
7512
  spdPrev = _dataObj.speedData[spdk];
@@ -7656,7 +7659,7 @@ const pushArrows = (_dataObj, _speedOnFrame, _motionOnFrame, _firstArrivalFrame)
7656
7659
  }
7657
7660
 
7658
7661
  // カットした箇所をリストから削除
7659
- if (getLength(_data[startNum], _type) > 0) {
7662
+ if (getLength(_data[startNum]) > 0) {
7660
7663
  _data[startNum] = _data[startNum].filter(list => getLength(list) > 0);
7661
7664
  }
7662
7665
 
@@ -7706,9 +7709,9 @@ const getArrowStartFrame = (_frame, _speedOnFrame, _motionOnFrame) => {
7706
7709
  };
7707
7710
 
7708
7711
  while (g_posObj.distY - obj.startY > 0) {
7709
- obj.startY += _speedOnFrame[obj.frm];
7712
+ obj.startY += _speedOnFrame[obj.frm - 1];
7710
7713
 
7711
- if (_speedOnFrame[obj.frm] !== 0) {
7714
+ if (_speedOnFrame[obj.frm - 1] !== 0) {
7712
7715
  obj.motionFrm++;
7713
7716
  }
7714
7717
  obj.frm--;
@@ -7770,7 +7773,7 @@ const convertReplaceNums = _ => {
7770
7773
  const pushColors = (_header, _frame, _val, _colorCd, _allFlg) => {
7771
7774
 
7772
7775
  const tkObj = getKeyInfo();
7773
- const grdFlg = (g_colorType === `Type0` ? !g_headerObj.defaultColorgrd[0] : g_headerObj.defaultColorgrd[0])
7776
+ const grdFlg = (g_colorType === `Type0` ? !g_headerObj.defaultColorgrd[0] : g_headerObj.defaultColorgrd[0]);
7774
7777
  const colorCd = makeColorGradation(_colorCd, { _defaultColorgrd: [grdFlg, g_headerObj.defaultColorgrd[1]] });
7775
7778
  const addAll = Number(_allFlg) * 1000;
7776
7779
  const allUseTypes = [];
@@ -8789,12 +8792,13 @@ const mainInit = _ => {
8789
8792
 
8790
8793
  if (g_workObj.judgArrowCnt[_j] === _k - 1 && _cnt <= g_judgObj.arrowJ[g_judgPosObj.shakin]) {
8791
8794
  const prevArrowName = `arrow${_j}_${g_workObj.judgArrowCnt[_j]}`;
8795
+ const prevArrow = g_attrObj[prevArrowName];
8792
8796
 
8793
- if (g_attrObj[prevArrowName].cnt < (-1) * g_judgObj.arrowJ[g_judgPosObj.ii]) {
8797
+ if (prevArrow.cnt < (-1) * g_judgObj.arrowJ[g_judgPosObj.ii]) {
8794
8798
 
8795
8799
  // 自身より前の矢印が未判定の場合、強制的に枠外判定を行い矢印を削除
8796
- if (g_attrObj[prevArrowName].cnt >= (-1) * g_judgObj.arrowJ[g_judgPosObj.uwan]) {
8797
- judgeUwan(g_attrObj[prevArrowName].cnt);
8800
+ if (prevArrow.cnt >= (-1) * g_judgObj.arrowJ[g_judgPosObj.uwan]) {
8801
+ judgeUwan(prevArrow.cnt);
8798
8802
  judgeObjDelete.arrow(_j, prevArrowName);
8799
8803
  }
8800
8804
  }
@@ -8809,15 +8813,15 @@ const mainInit = _ => {
8809
8813
 
8810
8814
  if (g_workObj.judgFrzCnt[_j] === _k - 1 && _cnt <= g_judgObj.frzJ[g_judgPosObj.sfsf]) {
8811
8815
  const prevFrzName = `frz${_j}_${g_workObj.judgFrzCnt[_j]}`;
8816
+ const prevFrz = g_attrObj[prevFrzName];
8812
8817
 
8813
- if (g_attrObj[prevFrzName].isMoving &&
8814
- g_attrObj[prevFrzName].cnt < (-1) * g_judgObj.frzJ[g_judgPosObj.kita]) {
8818
+ if (prevFrz.isMoving && prevFrz.cnt < (-1) * g_judgObj.frzJ[g_judgPosObj.kita]) {
8815
8819
 
8816
8820
  // 自身より前のフリーズアローが未判定の場合、強制的に枠外判定を行いフリーズアローを削除
8817
- if (g_attrObj[prevFrzName].cnt >= (-1) * g_judgObj.frzJ[g_judgPosObj.iknai]) {
8818
- judgeIknai(g_attrObj[prevFrzName].cnt);
8821
+ if (prevFrz.cnt >= (-1) * g_judgObj.frzJ[g_judgPosObj.iknai]) {
8822
+ judgeIknai(prevFrz.cnt);
8819
8823
  if (g_headerObj.frzStartjdgUse) {
8820
- judgeUwan(g_attrObj[prevFrzName].cnt);
8824
+ judgeUwan(prevFrz.cnt);
8821
8825
  }
8822
8826
  }
8823
8827
  judgeObjDelete.frz(_j, prevFrzName);
@@ -8921,20 +8925,21 @@ const mainInit = _ => {
8921
8925
  */
8922
8926
  const movArrow = (_j, _k, _name) => {
8923
8927
  const arrowName = `${_name}${_j}_${_k}`;
8928
+ const currentArrow = g_attrObj[arrowName];
8924
8929
 
8925
8930
  // 全体色変化 (移動時)
8926
8931
  changeColorFunc[_name](_j, _k);
8927
8932
 
8928
8933
  // 移動
8929
8934
  if (g_workObj.currentSpeed !== 0) {
8930
- const boostCnt = g_attrObj[arrowName].boostCnt;
8931
- g_attrObj[arrowName].prevY = g_attrObj[arrowName].y;
8932
- g_attrObj[arrowName].y -= (g_workObj.currentSpeed * g_attrObj[arrowName].boostSpd + g_workObj.motionOnFrames[boostCnt] * g_attrObj[arrowName].boostDir) * g_attrObj[arrowName].dir;
8933
- document.getElementById(arrowName).style.top = `${g_attrObj[arrowName].y}px`;
8934
- g_attrObj[arrowName].boostCnt--;
8935
- }
8936
- judgeMotionFunc[`${_name}${g_stateObj.autoAll}`](_j, arrowName, --g_attrObj[arrowName].cnt);
8937
- judgeNextFunc[`${_name}${g_stateObj.autoAll}`](_j, _k, g_attrObj[arrowName].cnt);
8935
+ const boostCnt = currentArrow.boostCnt;
8936
+ currentArrow.prevY = currentArrow.y;
8937
+ currentArrow.y -= (g_workObj.currentSpeed * currentArrow.boostSpd + g_workObj.motionOnFrames[boostCnt] * currentArrow.boostDir) * currentArrow.dir;
8938
+ document.getElementById(arrowName).style.top = `${currentArrow.y}px`;
8939
+ currentArrow.boostCnt--;
8940
+ }
8941
+ judgeMotionFunc[`${_name}${g_stateObj.autoAll}`](_j, arrowName, --currentArrow.cnt);
8942
+ judgeNextFunc[`${_name}${g_stateObj.autoAll}`](_j, _k, currentArrow.cnt);
8938
8943
  };
8939
8944
 
8940
8945
  /**
@@ -9022,24 +9027,25 @@ const mainInit = _ => {
9022
9027
  const movFrzArrow = (_j, _k, _name) => {
9023
9028
  const frzNo = `${_j}_${_k}`;
9024
9029
  const frzName = `${_name}${frzNo}`;
9025
- const movY = g_workObj.currentSpeed * g_attrObj[frzName].boostSpd * g_attrObj[frzName].dir;
9030
+ const currentFrz = g_attrObj[frzName];
9031
+ const movY = g_workObj.currentSpeed * currentFrz.boostSpd * currentFrz.dir;
9026
9032
 
9027
- if (!g_attrObj[frzName].judgEndFlg) {
9028
- if (g_attrObj[frzName].isMoving) {
9033
+ if (!currentFrz.judgEndFlg) {
9034
+ if (currentFrz.isMoving) {
9029
9035
 
9030
9036
  // 全体色変化 (通常時)
9031
9037
  changeColorFunc[_name](_j, _k, `Normal`);
9032
9038
 
9033
9039
  // 移動
9034
9040
  if (g_workObj.currentSpeed !== 0) {
9035
- g_attrObj[frzName].y -= movY + g_workObj.motionOnFrames[g_attrObj[frzName].boostCnt] * g_attrObj[frzName].dir * g_attrObj[frzName].boostDir;
9036
- document.getElementById(frzName).style.top = `${g_attrObj[frzName].y}px`;
9037
- g_attrObj[frzName].boostCnt--;
9041
+ currentFrz.y -= movY + g_workObj.motionOnFrames[currentFrz.boostCnt] * currentFrz.dir * currentFrz.boostDir;
9042
+ document.getElementById(frzName).style.top = `${currentFrz.y}px`;
9043
+ currentFrz.boostCnt--;
9038
9044
  }
9039
- g_attrObj[frzName].cnt--;
9045
+ currentFrz.cnt--;
9040
9046
 
9041
9047
  // 次フリーズアローへ判定を移すかチェック
9042
- judgeNextFunc[`${_name}${g_stateObj.autoAll}`](_j, _k, g_attrObj[frzName].cnt);
9048
+ judgeNextFunc[`${_name}${g_stateObj.autoAll}`](_j, _k, currentFrz.cnt);
9043
9049
 
9044
9050
  } else {
9045
9051
 
@@ -9047,33 +9053,33 @@ const mainInit = _ => {
9047
9053
  changeColorFunc[_name](_j, _k, `Hit`);
9048
9054
 
9049
9055
  // フリーズアローがヒット中の処理
9050
- if (g_attrObj[frzName].frzBarLength > 0) {
9056
+ if (currentFrz.frzBarLength > 0) {
9051
9057
 
9052
- g_attrObj[frzName].frzBarLength -= movY * g_attrObj[frzName].dir;
9053
- g_attrObj[frzName].barY -= movY * g_attrObj[frzName].dividePos;
9054
- g_attrObj[frzName].btmY -= movY;
9058
+ currentFrz.frzBarLength -= movY * currentFrz.dir;
9059
+ currentFrz.barY -= movY * currentFrz.dividePos;
9060
+ currentFrz.btmY -= movY;
9055
9061
 
9056
- $id(`${_name}Bar${frzNo}`).height = `${g_attrObj[frzName].frzBarLength}px`;
9057
- $id(`${_name}Bar${frzNo}`).top = `${g_attrObj[frzName].barY}px`;
9058
- $id(`${_name}Btm${frzNo}`).top = `${g_attrObj[frzName].btmY}px`;
9059
- $id(`${_name}BtmShadow${frzNo}`).top = `${g_attrObj[frzName].btmY}px`;
9062
+ $id(`${_name}Bar${frzNo}`).height = `${currentFrz.frzBarLength}px`;
9063
+ $id(`${_name}Bar${frzNo}`).top = `${currentFrz.barY}px`;
9064
+ $id(`${_name}Btm${frzNo}`).top = `${currentFrz.btmY}px`;
9065
+ $id(`${_name}BtmShadow${frzNo}`).top = `${currentFrz.btmY}px`;
9060
9066
 
9061
9067
  if (!checkKeyUpFunc[`${_name}${g_stateObj.autoAll}`](_j)) {
9062
- g_attrObj[frzName].keyUpFrame++;
9063
- judgeMotionFunc[`${_name}KeyUp`](_j, _k, frzName, g_attrObj[frzName].cnt);
9068
+ currentFrz.keyUpFrame++;
9069
+ judgeMotionFunc[`${_name}KeyUp`](_j, _k, frzName, currentFrz.cnt);
9064
9070
  }
9065
9071
  } else {
9066
- judgeMotionFunc[`${_name}OK`](_j, _k, frzName, g_attrObj[frzName].cnt);
9072
+ judgeMotionFunc[`${_name}OK`](_j, _k, frzName, currentFrz.cnt);
9067
9073
  }
9068
9074
  }
9069
9075
  // フリーズアローが枠外に出たときの処理
9070
- judgeMotionFunc[`${_name}NG`](_j, _k, frzName, g_attrObj[frzName].cnt);
9076
+ judgeMotionFunc[`${_name}NG`](_j, _k, frzName, currentFrz.cnt);
9071
9077
 
9072
9078
  } else {
9073
- g_attrObj[frzName].frzBarLength -= g_workObj.currentSpeed;
9074
- if (g_attrObj[frzName].frzBarLength > 0) {
9075
- g_attrObj[frzName].y -= movY;
9076
- document.getElementById(frzName).style.top = `${g_attrObj[frzName].y}px`;
9079
+ currentFrz.frzBarLength -= g_workObj.currentSpeed;
9080
+ if (currentFrz.frzBarLength > 0) {
9081
+ currentFrz.y -= movY;
9082
+ document.getElementById(frzName).style.top = `${currentFrz.y}px`;
9077
9083
  } else {
9078
9084
  judgeObjDelete[_name](_j, frzName);
9079
9085
  }
@@ -9442,8 +9448,9 @@ const changeCssMotions = (_header, _name, _frameNum) => {
9442
9448
  const changeHitFrz = (_j, _k, _name) => {
9443
9449
  const frzNo = `${_j}_${_k}`;
9444
9450
  const frzName = `${_name}${frzNo}`;
9451
+ const currentFrz = g_attrObj[frzName];
9445
9452
 
9446
- if (g_attrObj[frzName].keyUpFrame !== 0) {
9453
+ if (currentFrz.keyUpFrame !== 0) {
9447
9454
  return;
9448
9455
  }
9449
9456
 
@@ -9453,25 +9460,22 @@ const changeHitFrz = (_j, _k, _name) => {
9453
9460
  const colorPos = g_keyObj[`color${g_keyObj.currentKey}_${g_keyObj.currentPtn}`][_j];
9454
9461
 
9455
9462
  // フリーズアロー位置の修正(ステップゾーン上に来るように)
9456
- const delFrzLength = parseFloat($id(`stepRoot${_j}`).top) - g_attrObj[frzName].y;
9463
+ const delFrzLength = parseFloat($id(`stepRoot${_j}`).top) - currentFrz.y;
9457
9464
  document.getElementById(frzName).style.top = $id(`stepRoot${_j}`).top;
9458
9465
 
9459
9466
  // 早押ししたboostCnt分のフリーズアロー終端位置の修正
9460
- let delFrzMotionLength = 0;
9461
- for (let i = 0; i < g_attrObj[frzName].cnt; i++) {
9462
- delFrzMotionLength += g_workObj.motionOnFrames[g_attrObj[frzName].boostCnt - i];
9463
- }
9467
+ const delFrzMotionLength = sumData(g_workObj.motionOnFrames.slice(0, currentFrz.boostCnt + 1));
9464
9468
 
9465
- g_attrObj[frzName].frzBarLength -= (delFrzLength + delFrzMotionLength) * g_attrObj[frzName].dir;
9466
- g_attrObj[frzName].barY -= (delFrzLength + delFrzMotionLength) * g_attrObj[frzName].dividePos;
9467
- g_attrObj[frzName].btmY -= delFrzLength + delFrzMotionLength;
9468
- g_attrObj[frzName].y += delFrzLength;
9469
- g_attrObj[frzName].isMoving = false;
9469
+ currentFrz.frzBarLength -= (delFrzLength + delFrzMotionLength) * currentFrz.dir;
9470
+ currentFrz.barY -= (delFrzLength + delFrzMotionLength) * currentFrz.dividePos;
9471
+ currentFrz.btmY -= delFrzLength + delFrzMotionLength;
9472
+ currentFrz.y += delFrzLength;
9473
+ currentFrz.isMoving = false;
9470
9474
 
9471
- styfrzBar.top = `${g_attrObj[frzName].barY}px`;
9472
- styfrzBar.height = `${g_attrObj[frzName].frzBarLength}px`;
9475
+ styfrzBar.top = `${currentFrz.barY}px`;
9476
+ styfrzBar.height = `${currentFrz.frzBarLength}px`;
9473
9477
  styfrzBar.background = g_workObj[`${_name}HitBarColors`][_j];
9474
- styfrzBtm.top = `${g_attrObj[frzName].btmY}px`;
9478
+ styfrzBtm.top = `${currentFrz.btmY}px`;
9475
9479
  styfrzBtm.background = g_workObj[`${_name}HitColors`][_j];
9476
9480
  styfrzBtmShadow.top = styfrzBtm.top;
9477
9481
  if (_name === `frz`) {
@@ -9522,10 +9526,12 @@ const judgeArrow = _j => {
9522
9526
 
9523
9527
  const currentNo = g_workObj.judgArrowCnt[_j];
9524
9528
  const arrowName = `arrow${_j}_${currentNo}`;
9529
+ const currentArrow = g_attrObj[arrowName];
9525
9530
  const existJudgArrow = document.getElementById(arrowName) !== null;
9526
9531
 
9527
9532
  const fcurrentNo = g_workObj.judgFrzCnt[_j];
9528
9533
  const frzName = `frz${_j}_${fcurrentNo}`;
9534
+ const currentFrz = g_attrObj[frzName];
9529
9535
  const existJudgFrz = document.getElementById(frzName) !== null;
9530
9536
 
9531
9537
  const judgeTargetArrow = _difFrame => {
@@ -9536,7 +9542,7 @@ const judgeArrow = _j => {
9536
9542
  displayDiff(_difFrame);
9537
9543
 
9538
9544
  const stepDivHit = document.querySelector(`#stepHit${_j}`);
9539
- stepDivHit.style.top = `${g_attrObj[arrowName].prevY - parseFloat($id(`stepRoot${_j}`).top) - 15}px`;
9545
+ stepDivHit.style.top = `${currentArrow.prevY - parseFloat($id(`stepRoot${_j}`).top) - 15}px`;
9540
9546
  stepDivHit.style.opacity = 0.75;
9541
9547
  stepDivHit.classList.value = ``;
9542
9548
  stepDivHit.classList.add(g_cssObj[`main_step${resultJdg}`]);
@@ -9551,7 +9557,7 @@ const judgeArrow = _j => {
9551
9557
 
9552
9558
  const judgeTargetFrzArrow = _difFrame => {
9553
9559
  const _difCnt = Math.abs(_difFrame);
9554
- if (_difCnt <= g_judgObj.frzJ[g_judgPosObj.iknai] && !g_attrObj[frzName].judgEndFlg
9560
+ if (_difCnt <= g_judgObj.frzJ[g_judgPosObj.iknai] && !currentFrz.judgEndFlg
9555
9561
  && g_workObj.judgFrzHitCnt[_j] <= fcurrentNo) {
9556
9562
 
9557
9563
  if (g_headerObj.frzStartjdgUse) {
@@ -9574,8 +9580,8 @@ const judgeArrow = _j => {
9574
9580
  };
9575
9581
 
9576
9582
  let judgeFlg = false;
9577
- const difFrame = (existJudgArrow ? g_attrObj[arrowName].cnt : Infinity);
9578
- const frzDifFrame = (existJudgFrz ? g_attrObj[frzName].cnt : Infinity);
9583
+ const difFrame = (existJudgArrow ? currentArrow.cnt : Infinity);
9584
+ const frzDifFrame = (existJudgFrz ? currentFrz.cnt : Infinity);
9579
9585
  if (difFrame < frzDifFrame) {
9580
9586
  judgeFlg = judgeTargetArrow(difFrame);
9581
9587
  } else if (difFrame > frzDifFrame) {
@@ -5,7 +5,7 @@
5
5
  *
6
6
  * Source by tickle
7
7
  * Created : 2019/11/19
8
- * Revised : 2022/11/05 (v29.0.1)
8
+ * Revised : 2022/12/09 (v29.3.1)
9
9
  *
10
10
  * https://github.com/cwtickle/danoniplus
11
11
  */
@@ -341,7 +341,7 @@ const g_windowAlign = {
341
341
  $id(`canvas-frame`).marginLeft = `auto`;
342
342
  $id(`canvas-frame`).marginRight = `0px`;
343
343
  },
344
- }
344
+ };
345
345
 
346
346
  const g_imgObj = {};
347
347
 
@@ -422,7 +422,7 @@ const resetImgs = (_baseDir = ``, _exp = `svg`) => {
422
422
  if (g_presetObj.customImageList !== undefined) {
423
423
  g_presetObj.customImageList.forEach(image => reloadImgCustomObj(image, _baseDir, _exp));
424
424
  }
425
- }
425
+ };
426
426
 
427
427
  const reloadImgObj = _ => {
428
428
  g_imgObj.arrow = C_IMG_ARROW;
@@ -642,7 +642,7 @@ const g_pointAllocation = {
642
642
  sfsf: 4,
643
643
  maxCombo: 2,
644
644
  fmaxCombo: 2,
645
- }
645
+ };
646
646
 
647
647
  let C_WOD_FRAME = 30;
648
648
 
@@ -904,7 +904,7 @@ const g_posObj = {
904
904
  stepYR: 0,
905
905
  stepDiffY: 0,
906
906
  arrowHeight: 0,
907
- }
907
+ };
908
908
 
909
909
  const g_diffObj = {
910
910
  arrowJdgY: 0,
@@ -2876,7 +2876,7 @@ const g_lang_msgInfoObj = {
2876
2876
  I_0003: `Charts information is copied to the clipboard!`,
2877
2877
  I_0004: `Play in silence mode because "musicUrl" is not set`,
2878
2878
  },
2879
- }
2879
+ };
2880
2880
 
2881
2881
  /**
2882
2882
  * ショートカット表示のデフォルト値設定
@@ -3086,6 +3086,7 @@ const g_lang_lblNameObj = {
3086
3086
  Ja: {
3087
3087
  kcDesc: `[{0}:スキップ / {1}:(代替キーのみ)キー無効化]`,
3088
3088
  kcShuffleDesc: `番号をクリックでシャッフルグループ、矢印をクリックでカラーグループを変更`,
3089
+ kcNoShuffleDesc: `矢印をクリックでカラーグループを変更`,
3089
3090
  sdDesc: `[クリックでON/OFFを切替、灰色でOFF]`,
3090
3091
  kcShortcutDesc: `プレイ中ショートカット:「{0}」タイトルバック / 「{1}」リトライ`,
3091
3092
  transKeyDesc: `別キーモードではハイスコア、キーコンフィグ等は保存されません`,
@@ -3110,10 +3111,14 @@ const g_lang_lblNameObj = {
3110
3111
  j_iknai: "(・A・)イクナイ",
3111
3112
 
3112
3113
  j_adj: `推定Adj`,
3114
+
3115
+ helpUrl: `https://github.com/cwtickle/danoniplus/wiki/AboutGameSystem`,
3116
+ securityUrl: `https://github.com/cwtickle/danoniplus/security/policy`,
3113
3117
  },
3114
3118
  En: {
3115
3119
  kcDesc: `[{0}:Skip / {1}:Key invalidation (Alternate keys only)]`,
3116
3120
  kcShuffleDesc: `Click the number to change the shuffle group, and click the arrow to change the color.`,
3121
+ kcNoShuffleDesc: `Click the arrow to change the color group.`,
3117
3122
  sdDesc: `[Click to switch, gray to OFF]`,
3118
3123
  kcShortcutDesc: `Shortcut during play: "{0}" Return to title / "{1}" Retry the game`,
3119
3124
  transKeyDesc: `High score, key config, etc. are not saved in another key mode`,
@@ -3138,6 +3143,9 @@ const g_lang_lblNameObj = {
3138
3143
  j_iknai: ":( N.G.",
3139
3144
 
3140
3145
  j_adj: `Est-Adj.`,
3146
+
3147
+ helpUrl: `https://github.com/cwtickle/danoniplus-docs/wiki/AboutGameSystem`,
3148
+ securityUrl: `https://github.com/cwtickle/danoniplus-docs/wiki/SecurityPolicy`,
3141
3149
  },
3142
3150
  };
3143
3151
 
@@ -3610,4 +3618,4 @@ const loadLegacySettingFunc = _ => {
3610
3618
  if (typeof g_presetKeysData === C_TYP_STRING) {
3611
3619
  g_presetObj.keysData = g_presetKeysData;
3612
3620
  }
3613
- }
3621
+ };
@@ -291,7 +291,7 @@ function createButton(_obj, _func) {
291
291
  div.onmouseover = _ => {
292
292
  style.backgroundColor = _obj.hoverColor;
293
293
  style.cursor = `pointer`;
294
- }
294
+ };
295
295
  const lsnrkeyTS = g_handler.addListener(div, `touchstart`, _ => {
296
296
  style.backgroundColor = _obj.hoverColor;
297
297
  style.cursor = `pointer`;
@@ -301,7 +301,7 @@ function createButton(_obj, _func) {
301
301
  div.onmouseout = _ => {
302
302
  style.backgroundColor = _obj.normalColor;
303
303
  style.cursor = `default`;
304
- }
304
+ };
305
305
  const lsnrkeyTE = g_handler.addListener(div, `touchend`, _ => {
306
306
  style.backgroundColor = _obj.normalColor;
307
307
  style.cursor = `default`;
@@ -12,7 +12,7 @@
12
12
 
13
13
  function loadBinary() {
14
14
  if (location.href.match(`^file`)) {
15
- C_IMG_ARROW = `data:image/svg+xml,${encodeURIComponent('<svg id="arrow" data-name="arrow" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 500 500"><defs><style>.cls-1{fill:none;stroke:#000;stroke-miterlimit:10;stroke-width:20px;}</style></defs><polygon class="cls-1" points="288.91 42.76 32.94 249.83 288.91 456.9 249.87 314.02 466.8 314.02 466.8 187.71 249.87 187.71 288.91 42.76"/></svg>')}`
15
+ C_IMG_ARROW = `data:image/svg+xml,${encodeURIComponent('<svg id="arrow" data-name="arrow" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 500 500"><defs><style>.cls-1{fill:none;stroke:#000;stroke-miterlimit:10;stroke-width:20px;}</style></defs><polygon class="cls-1" points="288.91 42.76 32.94 249.83 288.91 456.9 249.87 314.02 466.8 314.02 466.8 187.71 249.87 187.71 288.91 42.76"/></svg>')}`;
16
16
  C_IMG_ARROWSD = `data:image/svg+xml,${encodeURIComponent('<svg id="arrowShadow" data-name="arrowShadow" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 500 500"><defs><style>.cls-1{stroke:#000;stroke-miterlimit:10;stroke-width:30px;}</style></defs><polygon class="cls-1" points="288.91 42.76 32.94 249.83 288.91 456.9 249.87 314.02 466.8 314.02 466.8 187.71 249.87 187.71 288.91 42.76"/></svg>')}`;
17
17
  C_IMG_ONIGIRI = `data:image/svg+xml,${encodeURIComponent('<svg id="onigiri" data-name="onigiri" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 500 500"><defs><style>.cls-1{fill:none;stroke-width:12px;}.cls-1,.cls-2{stroke:#000;stroke-miterlimit:10;}.cls-2{stroke-width:10px;}</style></defs><line class="cls-1" x1="160.22" y1="238.02" x2="124.03" y2="275.84"/><line class="cls-1" x1="354.94" y1="238.9" x2="391.19" y2="277"/><polyline class="cls-1" points="190.92 262 256.82 433 322.73 262"/><line class="cls-1" x1="205.47" y1="309" x2="308.18" y2="308"/><rect class="cls-2" x="192.63" y="42" width="128.39" height="150"/><line class="cls-1" x1="181.5" y1="42" x2="59.96" y2="195"/><line class="cls-1" x1="331.29" y1="42" x2="444.27" y2="183"/><path class="cls-1" d="M66,213c-81.9,97.55-79.69,176.84,7.71,277"/><path class="cls-1" d="M422,483.88c85.52-95,87.73-172.58,7.71-270.88"/></svg>')}`;
18
18
  C_IMG_AASD = `data:image/svg+xml,${encodeURIComponent('<svg id="aaShadow" data-name="aaShadow" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 500 500"><defs><style>.cls-1{stroke:#000;stroke-miterlimit:10;}</style></defs><polygon class="cls-1" points="177.5 25.5 49.5 180.5 6.5 274.5 -0.5 347.5 13.5 416.5 82 500 410.85 499 479.85 418 500 332 480 250 438 162 333 25 177.5 25.5"/></svg>')}`;
@@ -153,7 +153,7 @@ g_presetObj.customDesignUse = {
153
153
  back: `false`,
154
154
  backMain: `false`,
155
155
  ready: `false`,
156
- }
156
+ };
157
157
 
158
158
  /**
159
159
  デフォルト画像セットの設定
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "danoniplus",
3
- "version": "29.2.0",
3
+ "version": "29.3.1",
4
4
  "description": "Dancing☆Onigiri (CW Edition) - Web-based Rhythm Game",
5
5
  "main": "index.js",
6
6
  "scripts": {