senpai: expand dong
This commit is contained in:
@@ -0,0 +1,10 @@
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<!DOCTYPE codename-engine-character>
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<character isPlayer="true" flipX="true" x="200" y="570" antialiasing="false" scale="6" camx="-200" camy="-20">
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<anim name="idle" anim="BF IDLE" fps="24" loop="false" x="0" y="0" />
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<!-- Offsets are actually multiplied by scale -->
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<anim name="singLEFT" anim="BF LEFT NOTE" fps="24" loop="false" x="0" y="0" />
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<anim name="singDOWN" anim="BF DOWN NOTE" fps="24" loop="false" x="0" y="0" />
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<anim name="singUP" anim="BF UP NOTE" fps="24" loop="false" x="0" y="0" />
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<anim name="singRIGHT" anim="BF RIGHT NOTE" fps="24" loop="false" x="0" y="0" />
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</character>
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@@ -0,0 +1,5 @@
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<!DOCTYPE codename-engine-character>
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<character isPlayer="false" flipX="false" x="180" y="300" antialiasing="false" scale="6" camx="180" camy="300">
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<anim name="danceLeft" anim="GF IDLE" fps="24" loop="false" indices="30,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" x="0" y="0" />
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<anim name="danceRight" anim="GF IDLE" fps="24" loop="false" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" x="0" y="0" />
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</character>
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@@ -4,13 +4,13 @@
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<!-- Sing Animations -->
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<anim name="singLEFT" anim="Pico Note Right0" fps="24" loop="false" x="65" y="9" />
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<anim name="singDOWN" anim="Pico Down Note0" fps="24" loop="false" x="-86" y="-80" />
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<anim name="singDOWN" anim="Pico Down Note0" fps="24" loop="false" x="200" y="-70" />
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<anim name="singUP" anim="pico Up note0" fps="24" loop="false" x="-29" y="27" />
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<anim name="singRIGHT" anim="Pico NOTE LEFT0" fps="24" loop="false" x="-68" y="-7" />
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<!-- Miss Animations -->
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<anim name="singLEFTmiss" anim="Pico Note Right Miss" fps="24" loop="false" x="62" y="64" />
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<anim name="singDOWNmiss" anim="Pico Down Note MISS" fps="24" loop="false" x="-86" y="-28" />
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<anim name="singDOWNmiss" anim="Pico Down Note MISS" fps="24" loop="false" x="200" y="-70" />
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<anim name="singUPmiss" anim="pico Up note miss" fps="24" loop="false" x="-19" y="67" />
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<anim name="singRIGHTmiss" anim="Pico NOTE LEFT miss" fps="24" loop="false" x="-60" y="41" />
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</character>
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@@ -0,0 +1,10 @@
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<!DOCTYPE codename-engine-character>
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<character sprite="senpai" isPlayer="false" flipX="false" x="150" y="360" antialiasing="false" scale="6" icon="senpai">
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<anim name="idle" anim="Angry Senpai Idle" fps="24" loop="false" x="0" y="0" />
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<!-- Offsets are actually multiplied by scale -->
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<anim name="singLEFT" anim="Angry Senpai LEFT NOTE" fps="24" loop="false" x="7" y="0" />
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<anim name="singDOWN" anim="Angry Senpai DOWN NOTE" fps="24" loop="false" x="2" y="0" />
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<anim name="singUP" anim="Angry Senpai UP NOTE" fps="24" loop="false" x="1" y="6" />
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<anim name="singRIGHT" anim="Angry Senpai RIGHT NOTE" fps="24" loop="false" x="0" y="0" />
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</character>
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@@ -0,0 +1,10 @@
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<!DOCTYPE codename-engine-character>
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<character isPlayer="false" flipX="false" x="150" y="360" antialiasing="false" scale="6">
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<anim name="idle" anim="Senpai Idle" fps="24" loop="false" x="0" y="0" />
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<!-- Offsets are actually multiplied by scale -->
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<anim name="singLEFT" anim="SENPAI LEFT NOTE" fps="24" loop="false" x="7" y="0" />
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<anim name="singDOWN" anim="SENPAI DOWN NOTE" fps="24" loop="false" x="2" y="0" />
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<anim name="singUP" anim="SENPAI UP NOTE" fps="24" loop="false" x="1" y="6" />
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<anim name="singRIGHT" anim="SENPAI RIGHT NOTE" fps="24" loop="false" x="0" y="0" />
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</character>
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After Width: | Height: | Size: 34 KiB |
@@ -0,0 +1,131 @@
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<?xml version="1.0" encoding="utf-8"?>
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<TextureAtlas imagePath="bfPixel.png">
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<!-- http://www.adobe.com/products/animate.html -->
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<SubTexture name="BF DOWN NOTE instance 10013" x="249" y="0" width="73" height="73"/>
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<SubTexture name="BF IDLE instance 10000" x="332" y="0" width="73" height="73"/>
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|
||||
<SubTexture name="GF IDLE0005" x="260" y="0" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0006" x="260" y="0" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0007" x="260" y="0" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0008" x="260" y="0" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0009" x="390" y="0" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0010" x="390" y="0" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0011" x="390" y="0" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0012" x="390" y="0" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0013" x="0" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0014" x="0" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0015" x="130" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0016" x="130" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0017" x="260" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0018" x="260" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0019" x="260" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0020" x="390" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0021" x="390" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0022" x="390" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0023" x="390" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0024" x="390" y="116" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0025" x="0" y="232" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0026" x="0" y="232" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0027" x="0" y="232" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0028" x="0" y="232" width="120" height="106"/>
|
||||
<SubTexture name="GF IDLE0029" x="0" y="232" width="120" height="106"/>
|
||||
</TextureAtlas>
|
||||
+1
-1
@@ -1 +1 @@
|
||||
1111
|
||||
1118
|
||||
@@ -105,6 +105,7 @@ class Character extends FlxSprite implements IBeatReceiver implements IOffsetCom
|
||||
curCharacter = "bf";
|
||||
continue;
|
||||
}
|
||||
var sprite:String = curCharacter;
|
||||
|
||||
if (xml.has.isPlayer) playerOffsets = (xml.att.isPlayer == "true");
|
||||
if (xml.has.isGF) isGF = (xml.att.isGF == "true");
|
||||
@@ -115,8 +116,15 @@ class Character extends FlxSprite implements IBeatReceiver implements IOffsetCom
|
||||
if (xml.has.holdTime) holdTime = CoolUtil.getDefault(Std.parseFloat(xml.att.holdTime), 4);
|
||||
if (xml.has.flipX) flipX = (xml.att.flipX == "true");
|
||||
if (xml.has.icon) icon = xml.att.icon;
|
||||
if (xml.has.scale) {
|
||||
var scale = Std.parseFloat(xml.att.scale).getDefault(1);
|
||||
this.scale.set(scale, scale);
|
||||
updateHitbox();
|
||||
}
|
||||
if (xml.has.antialiasing) antialiasing = (xml.att.antialiasing == "true");
|
||||
if (xml.has.sprite) sprite = xml.att.sprite;
|
||||
|
||||
frames = CoolUtil.loadFrames(Paths.image('characters/$curCharacter'));
|
||||
frames = CoolUtil.loadFrames(Paths.image('characters/$sprite'));
|
||||
for(anim in xml.nodes.anim) {
|
||||
XMLUtil.addXMLAnimation(this, anim);
|
||||
}
|
||||
@@ -283,10 +291,12 @@ class Character extends FlxSprite implements IBeatReceiver implements IOffsetCom
|
||||
switchOffset('singLEFTmiss', 'singRIGHTmiss');
|
||||
}
|
||||
if (isPlayer) flipX = !flipX;
|
||||
__baseFlipped = flipX;
|
||||
dance();
|
||||
script.call("createPost");
|
||||
}
|
||||
|
||||
var __baseFlipped:Bool = false;
|
||||
var isDanceLeftDanceRight:Bool = false;
|
||||
|
||||
public function switchOffset(anim1:String, anim2:String) {
|
||||
@@ -358,13 +368,13 @@ class Character extends FlxSprite implements IBeatReceiver implements IOffsetCom
|
||||
}
|
||||
|
||||
public override function draw() {
|
||||
if (flipX) {
|
||||
if ((isPlayer != playerOffsets) != (flipX != __baseFlipped)) {
|
||||
__reverseDrawProcedure = true;
|
||||
|
||||
flipX = false;
|
||||
flipX = !flipX;
|
||||
scale.x *= -1;
|
||||
super.draw();
|
||||
flipX = true;
|
||||
flipX = !flipX;
|
||||
scale.x *= -1;
|
||||
|
||||
__reverseDrawProcedure = false;
|
||||
|
||||
Reference in New Issue
Block a user