remove isGF

This commit is contained in:
lunarcleint
2024-04-12 19:18:52 -07:00
parent 59164cbb1d
commit a5131cd091
10 changed files with 10 additions and 19 deletions
@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character x="-50" y="330" isGF="false" flipX="true" isPlayer="true" antialiasing="true" sprite="bf-holding-gf-dead" color="#31B0D1">
<character x="-50" y="330" flipX="true" isPlayer="true" antialiasing="true" sprite="bf-holding-gf-dead" color="#31B0D1">
<anim x="0" loop="false" y="0" fps="24" anim="BF Dies with GF" name="firstDeath"/>
<anim x="0" loop="false" y="-17" fps="24" anim="BF Dead with GF Loop" name="deathLoop"/>
<anim x="0" loop="false" y="14" fps="24" anim="RETRY confirm holding gf" name="deathConfirm"/>
+1 -1
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character icon="bf-pixel-dead" x="200" y="570" isGF="false" scale="6" flipX="true" isPlayer="true" antialiasing="false" sprite="bf-pixel-dead" color="#7BD6F6">
<character icon="bf-pixel-dead" x="200" y="570" scale="6" flipX="true" isPlayer="true" antialiasing="false" sprite="bf-pixel-dead" color="#7BD6F6">
<anim x="0" loop="false" y="0" fps="24" anim="BF Dies pixel" name="firstDeath"/>
<anim x="-5" loop="true" y="-2" fps="24" anim="Retry Loop" name="deathLoop"/>
<anim x="-5" loop="false" y="-2" fps="24" anim="RETRY CONFIRM" name="deathConfirm"/>
+1 -1
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character isPlayer="false" flipX="false" isGF="true" x="75" y="335" icon="gf" color="#A5004D">
<character isPlayer="false" flipX="false" x="75" y="335" icon="gf" color="#A5004D">
<anim name="danceLeft" anim="GF Dancing Beat Hair blowing CAR" fps="24" loop="false" x="0" y="0" indices="30,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
<anim name="danceRight" anim="GF Dancing Beat Hair blowing CAR" fps="24" loop="false" x="0" y="0" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
</character>
+1 -1
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character x="115" icon="gf" y="325" isGF="true" flipX="false" isPlayer="false" antialiasing="true" color="#A5004D">
<character x="115" icon="gf" y="325" flipX="false" isPlayer="false" antialiasing="true" color="#A5004D">
<anim x="0" loop="true" y="-9" fps="24" anim="GF FEAR" name="scared"/>
<anim x="0" loop="false" y="-9" fps="24" anim="GF Down Note" name="singDOWN"/>
<anim x="0" loop="false" y="-9" fps="24" anim="GF Dancing Beat" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" name="danceRight"/>
+1 -1
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character icon="gf" isGF="true" flipX="false" isPlayer="false" antialiasing="true" color="#A5004D">
<character icon="gf" flipX="false" isPlayer="false" antialiasing="true" color="#A5004D">
<anim x="0" loop="false" y="0" fps="24" anim="GF Dancing at Gunpoint" indices="30,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" name="danceLeft"/>
<anim x="0" loop="true" y="0" fps="24" anim="GF Dancing at Gunpoint" name="dance-cutscene"/>
<anim x="-315" loop="true" y="6" fps="24" anim="GF Crying at Gunpoint" indices="0,1,2,3,4,5,6,7,8,9,10,11,12" name="sad"/>
+1 -1
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character isPlayer="false" flipX="false" isGF="true" x="100" y="275" color="#A5004D">
<character isPlayer="false" flipX="false" x="100" y="275" color="#A5004D">
<anim name="cheer" anim="GF Cheer" fps="24" loop="false" />
<anim name="singUP" anim="GF Up Note" fps="24" loop="false" x="0" y="0" />
<anim name="singLEFT" anim="GF left note" fps="24" loop="false" x="0" y="0" />
+1 -1
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character x="150" icon="senpai" camx="100" y="360" isGF="false" scale="6" camy="87" isPlayer="false" antialiasing="false" sprite="senpai" color="#FFAA6F">
<character x="150" icon="senpai" camx="100" y="360" scale="6" camy="87" isPlayer="false" antialiasing="false" sprite="senpai" color="#FFAA6F">
<anim x="0" loop="false" y="0" fps="24" anim="Angry Senpai Idle" name="idle"/>
<anim x="4" loop="false" y="1" fps="24" anim="Angry Senpai LEFT NOTE" name="singLEFT"/>
<anim x="2" loop="false" y="0" fps="24" anim="Angry Senpai DOWN NOTE" name="singDOWN"/>
+1 -1
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character x="0" icon="tankman" y="180" isGF="false" flipX="true" isPlayer="true" sprite="tankman" color="#FFFFFF">
<character x="0" icon="tankman" y="180" flipX="true" isPlayer="true" sprite="tankman" color="#FFFFFF">
<anim x="0" loop="false" y="0" fps="24" anim="Tankman Idle Dance instance 100" name="idle"/>
<anim x="-1" loop="false" y="-7" fps="24" anim="Tankman Right Note instance 1000" name="singRIGHT"/>
<anim x="98" loop="false" y="-90" fps="24" anim="Tankman DOWN note instance 1000" name="singDOWN"/>
@@ -23,7 +23,6 @@ class CharacterInfoScreen extends UISubstateWindow {
public var singTimeStepper:UINumericStepper;
public var customPropertiesButtonList:UIButtonList<PropertyButton>;
public var isPlayerCheckbox:UICheckbox;
public var isGFCheckbox:UICheckbox;
public var saveButton:UIButton;
public var closeButton:UIButton;
@@ -119,11 +118,7 @@ class CharacterInfoScreen extends UISubstateWindow {
add(isPlayerCheckbox);
addLabelOn(isPlayerCheckbox, "Is Player");
isGFCheckbox = new UICheckbox(isPlayerCheckbox.x + 128, positionXStepper.y + 10 + 32 + 28, "isGF", character.isGF);
add(isGFCheckbox);
addLabelOn(isGFCheckbox, "Is GF");
for (checkbox in [isPlayerCheckbox, isGFCheckbox, antialiasingCheckbox, flipXCheckbox])
for (checkbox in [isPlayerCheckbox, antialiasingCheckbox, flipXCheckbox])
{checkbox.y += 4; checkbox.x += 6;}
saveButton = new UIButton(windowSpr.x + windowSpr.bWidth - 20, windowSpr.y + windowSpr.bHeight- 20, "Save & Close", function() {
@@ -168,7 +163,6 @@ class CharacterInfoScreen extends UISubstateWindow {
var xml = Xml.createElement("character");
xml.set("isPlayer", isPlayerCheckbox.checked ? "true" : "false");
xml.set("isGF", isGFCheckbox.checked ? "true" : "false");
xml.set("x", Std.string(positionXStepper.value));
xml.set("y", Std.string(positionYStepper.value));
xml.set("gameOverChar", gameOverCharTextBox.label.text);
+1 -4
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@@ -34,7 +34,6 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
public var stunned(default, set):Bool = false;
public var isPlayer:Bool = false;
public var isGF:Bool = false;
public var curCharacter:String = 'bf';
public var sprite:String = 'bf';
@@ -386,7 +385,6 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
sprite = curCharacter;
if (xml.x.exists("isPlayer")) playerOffsets = (xml.x.get("isPlayer") == "true");
if (xml.x.exists("isGF")) isGF = (xml.x.get("isGF") == "true");
if (xml.x.exists("x")) globalOffset.x = Std.parseFloat(xml.x.get("x"));
if (xml.x.exists("y")) globalOffset.y = Std.parseFloat(xml.x.get("y"));
if (xml.x.exists("gameOverChar")) gameOverCharacter = xml.x.get("gameOverChar");
@@ -407,7 +405,7 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
var hasInterval:Bool = xml.x.exists("interval");
if (hasInterval) beatInterval = Std.parseInt(xml.x.get("interval"));
var tempList = ["isPlayer", "isGF", "x", "y", "gameOverChar", "camx", "camy", "holdTime", "flipX", "icon", "color", "scale", "antialiasing", "sprite", "interval"];
var tempList = ["isPlayer", "x", "y", "gameOverChar", "camx", "camy", "holdTime", "flipX", "icon", "color", "scale", "antialiasing", "sprite", "interval"];
var atts = xml.x.attributes();
for (i in atts)
if (!tempList.contains(i))
@@ -429,7 +427,6 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
public function buildXML(?animsOrder:Array<String>):Xml {
var xml = Xml.createElement("character");
xml.set("isPlayer", playerOffsets == true ? "true" : "false");
xml.set("isGF", isGF == true ? "true" : "false");
xml.set("x", Std.string(globalOffset.x));
xml.set("y", Std.string(globalOffset.y));
xml.set("gameOverChar", gameOverCharacter);