this is a quaver simulator. what does that mean? it means it LITERALLY PLAYS QUAVER MAPS. seriously, go see inside and show all the lists and you'll see they're just .qua files that have been imported.
you can get an idea by looking at the two variables on the right. one is a variable which is the timer in milliseconds. and one is the time a note will spawn at in milliseconds. the reason i had to convert the timer to milliseconds is because the quaver maps have start times in milliseconds. so i needed to convert the timer. basically the engine checks if the timer for a note
advantages
it's easy to mod as the engine is relatively simple compared to other rhythm games for scratch. making it easy to mod and improve
it's a quaver simulator. so there's thousands of maps you can import and play with this game.
limitations
the input system works based on every clone checking it's y location and if it's close enough to the receptors it'll disappear. i did improve the system to allow for ghost tapping and to allow at least 2 notes in the same lane at once but if two notes are too close together they'll both get processed instead of only the closest one. i actually don't know how to fix this so pls let me know if you know how. i really need feedback and help to make this better.
the game isn't compatible with long notes and they aren't even in this game at all. i tried to get it working but not successfully. in fact you can literally find the orphaned code which tries to read the EndTime or whatever
note:
if you see that this project has been deleted and replaced by another or that there's another Quaver project by me it means i've updated the game. i make my scratch projects with turbowarp's offline editor then import them into scratch to share on this platform. so it's a pain in the ass to update a project unless i wanna use the subpar editor scratch normally has.