bye april fools😭

man that was buggy af
This commit is contained in:
⍚~Nex
2024-04-02 23:50:59 +02:00
parent 9ae160ca9c
commit ef2891bbe6
28 changed files with 87 additions and 2902 deletions
-1
View File
@@ -1,5 +1,4 @@
story mode
visual novel
freeplay
options
donate
Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 109 KiB

@@ -1,17 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<TextureAtlas imagePath="visual novel.png">
<!-- Created with Adobe Animate version 21.0.1.37179 -->
<!-- http://www.adobe.com/products/animate.html -->
<SubTexture name="visual novel basic0000" x="0" y="0" width="738" height="140"/>
<SubTexture name="visual novel basic0001" x="0" y="0" width="738" height="140"/>
<SubTexture name="visual novel basic0002" x="0" y="0" width="738" height="140"/>
<SubTexture name="visual novel basic0003" x="738" y="0" width="738" height="140"/>
<SubTexture name="visual novel basic0004" x="738" y="0" width="738" height="140"/>
<SubTexture name="visual novel basic0005" x="738" y="0" width="738" height="140"/>
<SubTexture name="visual novel basic0006" x="0" y="140" width="738" height="140"/>
<SubTexture name="visual novel basic0007" x="0" y="140" width="738" height="140"/>
<SubTexture name="visual novel basic0008" x="0" y="140" width="738" height="140"/>
<SubTexture name="visual novel white0000" x="738" y="140" width="791" height="198" frameX="0" frameY="-7" frameWidth="795" frameHeight="211"/>
<SubTexture name="visual novel white0001" x="0" y="338" width="780" height="211" frameX="-5" frameY="0" frameWidth="795" frameHeight="211"/>
<SubTexture name="visual novel white0002" x="780" y="338" width="793" height="196" frameX="-2" frameY="-11" frameWidth="795" frameHeight="211"/>
</TextureAtlas>
Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.7 MiB

After

Width:  |  Height:  |  Size: 845 KiB

+57 -56
View File
@@ -1,60 +1,61 @@
<?xml version="1.0" encoding="UTF-8"?>
<!--
Created with Funkin Packer v0.1.3 https://neeeoo.github.io/funkin-packer/
Created with Funkin Packer v0.0.4 https://neeeoo.github.io/funkin-packer/ and edited by Nex_isDumb
-->
<TextureAtlas imagePath="titleEnter.png" width="1139" height="3815">
<SubTexture name="ENTER PRESSED0000" x="1" y="3655" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="ENTER PRESSED0001" x="1" y="3735" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="ENTER PRESSED0002" x="1" y="3655" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="ENTER PRESSED0003" x="1" y="3735" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="ENTER PRESSED0004" x="1" y="3655" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="ENTER PRESSED0005" x="1" y="3735" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="ENTER PRESSED0006" x="1" y="3735" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="ENTER PRESSED0007" x="1" y="3655" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="ENTER PRESSED0008" x="1" y="3735" width="1137" height="79" frameX="-160" frameY="-0" frameWidth="1477" frameHeight="79"/>
<SubTexture name="Press Enter to Begin0000" x="1" y="1" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0001" x="1" y="88" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0002" x="1" y="175" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0003" x="1" y="262" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0004" x="1" y="349" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0005" x="1" y="436" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0006" x="1" y="523" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0007" x="1" y="610" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0008" x="1" y="697" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0009" x="1" y="784" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0010" x="1" y="871" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0011" x="1" y="958" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0012" x="1" y="1045" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0013" x="1" y="1132" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0014" x="1" y="1219" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0015" x="1" y="1306" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0016" x="1" y="1393" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0017" x="1" y="1480" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0018" x="1" y="1567" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0019" x="1" y="1654" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0020" x="1" y="1741" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0021" x="1" y="1828" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0022" x="1" y="1915" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0023" x="1" y="1915" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0024" x="1" y="2002" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0025" x="1" y="1741" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0026" x="1" y="2089" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0027" x="1" y="2176" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0028" x="1" y="2263" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0029" x="1" y="2350" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0030" x="1" y="2437" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0031" x="1" y="2524" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0032" x="1" y="2611" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0033" x="1" y="2698" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0034" x="1" y="2785" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0035" x="1" y="2872" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0036" x="1" y="2959" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0037" x="1" y="3046" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0038" x="1" y="3133" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0039" x="1" y="3220" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0040" x="1" y="3307" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0041" x="1" y="3394" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0042" x="1" y="3481" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0043" x="1" y="3568" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<SubTexture name="Press Enter to Begin0044" x="1" y="1" width="1137" height="86" frameX="-168" frameY="-3" frameWidth="1495" frameHeight="96"/>
<TextureAtlas imagePath="titleEnter.png" width="1012" height="2300">
<SubTexture name="ENTER PRESSED0000" x="3" y="3" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="ENTER PRESSED0001" x="3" y="95" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="ENTER PRESSED0002" x="3" y="3" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="ENTER PRESSED0003" x="3" y="95" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="ENTER PRESSED0004" x="3" y="3" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="ENTER PRESSED0005" x="3" y="95" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="ENTER PRESSED0006" x="3" y="95" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="ENTER PRESSED0007" x="3" y="3" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="ENTER PRESSED0008" x="3" y="95" width="1006" height="86" frameX="-25" frameY="-6" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0000" x="3" y="187" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0001" x="3" y="279" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0002" x="3" y="371" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0003" x="3" y="463" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0004" x="3" y="555" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0005" x="3" y="647" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0006" x="3" y="739" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0007" x="3" y="831" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0008" x="3" y="923" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0009" x="3" y="1015" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0010" x="3" y="1107" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0011" x="3" y="1199" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0012" x="3" y="1291" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0013" x="3" y="1383" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0014" x="3" y="1475" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0015" x="3" y="1567" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0016" x="3" y="1659" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0017" x="3" y="1751" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0018" x="3" y="1843" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0019" x="3" y="1935" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0020" x="3" y="2027" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0021" x="3" y="2119" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0022" x="3" y="2211" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0045" x="3" y="187" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0044" x="3" y="279" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0043" x="3" y="371" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0042" x="3" y="463" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0041" x="3" y="555" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0040" x="3" y="647" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0039" x="3" y="739" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0038" x="3" y="831" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0037" x="3" y="923" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0036" x="3" y="1015" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0035" x="3" y="1107" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0034" x="3" y="1199" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0033" x="3" y="1291" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0032" x="3" y="1383" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0031" x="3" y="1475" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0030" x="3" y="1567" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0029" x="3" y="1659" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0028" x="3" y="1751" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0027" x="3" y="1843" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0026" x="3" y="1935" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0025" x="3" y="2027" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0024" x="3" y="2119" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
<SubTexture name="Press Enter to Begin0023" x="3" y="2211" width="1006" height="86" frameX="-25" frameY="-7" frameWidth="1075" frameHeight="100"/>
</TextureAtlas>
Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 37 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.
Binary file not shown.
-556
View File
@@ -1,556 +0,0 @@
<vn>
<!-- Characters -->
<character id="pessy">
<name>Pessy</name>
<image>pessy</image>
<scale>1</scale>
<color>653BA9</color>
<side>left</side>
</character>
<character id="cody">
<name>Cody</name>
<image>cody</image>
<scale>1</scale>
<color>A36BCC</color>
<side>right</side>
</character>
<character id="gaysex">
<name>Pessy &amp; Cody</name>
<image>kiss</image>
<scale>1</scale>
<color>7c4cb6</color>
<side>center</side>
<offset>0,50</offset>
</character>
<!-- Dialogue -->
<entry id="start" bg="school">
The day starts of as usual, with Cody and Pessy meeting each other whilst on the way to school
</entry>
<entry character="pessy" bg="school">
Hey Cody! How are you doing?
</entry>
<entry character="cody" bg="school">
Hey Pessy, I'm doing well!
</entry>
<entry character="pessy" bg="school">
Did you sleep well Cody?
<choice id="sleepyes">Yes i did</choice>
<choice id="sleepno">No i didn't</choice>
</entry>
<entry id="sleepyes" character="cody" bg="school">
I slept well, I dreamt about all the possibilities of what Friday Night Funkin' could include in their next update!
</entry>
<entry character="cody" bg="school">
I imagine what the lemon demon songs for the erect difficulty would sound like!
</entry>
<entry character="pessy" bg="school">
Oh yeah!! I bet it's gonna sound really creepy but also good!
</entry>
<entry character="cody" bg="school" next="talk-current-mods">
I bet. The voice actor for him is really good at it!
</entry>
<entry id="sleepno" character="cody" bg="school">
I had a horrible nightmare, I dreamt of Friday Night Funkin' getting canceled.
</entry>
<entry character="cody" bg="school">
It was due to the developers being exposed of spending all the kickstarter money on crack. A team member who is against this posted a google doc of the situation on twitter.
</entry>
<entry character="pessy" bg="school">
Oh man that must have been a really bad nightmare. At least they are now showing teasers online like that erect sampler they showed the other day!
</entry>
<entry character="cody" bg="school" next="talk-current-mods">
Yeah, I'm really glad that they are now finally doing that after almost 3 years of nothing. The FNF mods were really making this community alive.
</entry>
talk about current mods, where each engine talking about each others engines mods and how cool they are
<entry id="talk-current-mods" character="cody" bg="school">
Have you heard about the mod…
<choice id="talkimpostor">Talk about: Impostor V4</choice>
<choice id="talkhotline">Talk about: Hotline 024</choice>
<choice id="talkmario">Talk about: Mario's Madness</choice>
<choice id="talk17">Talk about: 17 Bucks</choice>
</entry>
<entry id="talkimpostor" character="cody" bg="school">
Vs Impostor?
</entry>
<entry character="pessy" bg="school">
Yea i heard about that! I find it very sus! Ha.
</entry>
<entry character="pessy" bg="school">
But actually it's a really good mod. I like how Maroon's parasite form looks! It really fits for his song.
</entry>
<entry character="cody" bg="school">
Yeah me too!! My favorite part from Vs Impostor is Finale. That song is so good I love it to death!!!
</entry>
<entry character="pessy" bg="school">
I don't blame you! That's the best song from the mod tbh.
</entry>
<entry character="pessy" bg="school">
Have you heard about Sunday's Desolation?
</entry>
<entry character="cody" bg="school">
Oh yeah I did! That's such a good mod. It's really high quality for a fanmade mod about Wednesday's Infidelity!
</entry>
<entry character="pessy" bg="school">
Yeah, it even has one of your developers for your engine on the team. That's really awesome!!
</entry>
<entry character="cody" bg="school" next="fnfstuff">
I think that's really cool actually. I like that this mod is all about Oswald from the original mod. Really cool that the team is making a whole mod about him!
</entry>
—-
<entry id="talkhotline" character="cody" bg="school">
Hotline 024?
</entry>
<entry character="pessy" bg="school">
Yea i heard about that! I really like Nikku's character design, and how she can mimic other voices!
</entry>
<entry character="cody" bg="school">
Yeah!! There's even a whole tricky-themed song in the mod, and even Nikku is mimicking Tricky's voice at certain parts!!
</entry>
<entry character="pessy" bg="school">
Kinda sucks that the original tricky mod was made on Kade Engine, Kevin is just really too much of a hardcoding guy and he is really unoptimized. I don't like talking to him that much.
</entry>
<entry character="cody" bg="school">
I do see him hanging out with the other engines. But lately his popularity has kinda stopped.
</entry>
<entry character="pessy" bg="school">
Yeah… I do admit he's the reason why people started modding FNF though, he's the one that started FNF modding!
</entry>
<entry character="cody" bg="school">
I agree… He actually makes me feel nostalgic of the early era of FNF modding…
</entry>
<entry character="pessy" bg="school">
Have you seen Cyber Sensation recently?
</entry>
<entry character="cody" bg="school">
I did actually! Unfortunate that it got canceled though…
</entry>
<entry character="pessy" bg="school" next="fnfstuff">
Yeah… the creator had to leave the community. Got exhausted from the game.
</entry>
<entry character="cody" bg="school">
I don't blame her. FNF does get really tiring after a good while.
</entry>
—---
<entry id="talkmario" character="cody" bg="school">
Mario's Madness?
</entry>
<entry character="pessy" bg="school">
Yeah! That's one of the trending mods right now! I like how All-Stars play out. It's such a sad but awesome ending!
</entry>
<entry character="cody" bg="school">
I agree!! Some people are mad about it, but to be honest BF wins too much. He had to lose at some point.
</entry>
<entry character="pessy" bg="school">
True. Sometimes all good things must come to an end.
</entry>
<entry character="cody" bg="school">
heyy mmv2 reference!! That's from the dialogue when mario sees bf again before All-Stars happens lol!!
</entry>
<entry character="pessy" bg="school">
omg LMAO cody you're so funny!!!
</entry>
<entry bg="school">
They laughed for a solid 5 minutes.
</entry>
<entry character="pessy" bg="school">
haha….. Anyways, did you hear about Gorefield getting a big update?
</entry>
<entry character="cody" bg="school">
Yeah I did!! V2 is such a huge improvement from V1 it's insane.
</entry>
<entry character="pessy" bg="school">
Yeah!! I like how Cataclysm goes… It's pretty similar to All-Stars
</entry>
<entry character="cody" bg="school">
It's a really awesome song to be honest!! Such an awesome ending to the mod. I like that there are flashbacks of the previous songs played and that they are being controlled by Godfield.
</entry>
<entry character="pessy" bg="school">
Again, it's like how All-Stars play out! Like how Ultra M is controlling the past enemies the player faced against at Act 4.
</entry>
<entry character="cody" bg="school" next="fnfstuff">
I really like that mods do that.
</entry>
—---
<entry id="talk17" character="cody" bg="school">
17 Bucks?
</entry>
<entry character="pessy" bg="school">
Yeah I have! The charm of it is actually so amazing.
</entry>
<entry character="cody" bg="school">
I agree, my favorite song from the mod is Kevinteenbucks.
</entry>
<entry character="pessy" bg="school">
Cool! Mine is Fitin'. The song loops forever but to be honest that's really funny to me!
</entry>
<entry character="cody" bg="school">
I think that's funny too! That's actually my first time seeing a mod do that when I first played it.
</entry>
<entry character="pessy" bg="school">
Yeah, it's pretty awesome! Pretty cool how people in this community can code such cool things.
</entry>
<entry character="pessy" bg="school">
Have you heard about YTP Invasion?
</entry>
<entry character="cody" bg="school">
Yeah!! It's not out yet, but it's going to really soon!
</entry>
<entry character="pessy" bg="school">
Yup.. I think it's gonna drop this month actually!
</entry>
<entry character="cody" bg="school">
Whaaat, really??
</entry>
<entry character="pessy" bg="school">
Yes, they announced that sometime ago on their twitter account! They released a trailer about it and everyone got super hyped about it!!
</entry>
<entry character="cody" bg="school">
Woahhh… cool!! What is it all about?
</entry>
<entry character="pessy" bg="school">
Well basically, it's a mod about iconic Youtube Poop (YTP for short) characters rap battling against boyfriend.
</entry>
<entry character="cody" bg="school" next="fnfstuff">
Sounds cool! I think that's gonna be a really awesome mod everyone will love.
</entry>
—---
talk about some stuff that's been happening with the base game
<entry id="fnfstuff" character="cody" bg="school">
Did you see that new FNF blog that recently got released? It shows the new chart editor that's with the base game!
</entry>
<entry character="pessy" bg="school">
I saw!!! It looked really cool. I saw it looked inspired by your editor.
</entry>
<entry character="cody" bg="school">
I know! It feels inspired by yours too!
</entry>
<entry character="pessy" bg="school">
Yeah! I rembeber adding waveforms way back! Also they added your note selection and dragging!
</entry>
<entry character="cody" bg="school">
That just makes me really happy. Even though I'm not that much of a popular engine, the FNF developers still might have taken some inpriation from me. Which is awesome considering they defenitely took some from you!
</entry>
<entry character="pessy" bg="school">
That shows they take advice from FNF modders and FNF engine developers! They care about the community.
</entry>
<entry character="cody" bg="school">
That may be true because they also updated their erect songs after dropping the erect sampler!
</entry>
<entry character="pessy" bg="school">
They did? Wow! That's actually really awesome. What songs did they change?
</entry>
<entry character="cody" bg="school">
So far we only know Fresh and Pico. They dropped the updated versions on their Tiktok account.
</entry>
<entry character="pessy" bg="school">
Oh cool! I didn't really like how BF sounded in Pico. His vocals were kinda just all over the place.
</entry>
<entry character="cody" bg="school">
Yeah they actually changed that! His vocals became less intense and are actually more calm now.
</entry>
<entry character="pessy" bg="school" next="personaltalk">
That's awesome. I really can't wait for the update!
</entry>
—-
small personal talk
<entry id="personaltalk" bg="school">
The both of them start thinking about their personal things. Both of them think they should share it to the other.
</entry>
<entry character="cody" bg="school">
I recently transitioned from alpha to beta state the other day.
</entry>
<entry character="pessy" bg="school">
Oh really? That's great news! Good job on making progress on your engine!
</entry>
<entry character="cody" bg="school">
Thank you! I'm actually excited to release this engine at some point.
</entry>
<entry character="cody" bg="school">
I also heard that you started working on the final version of psych. That's pretty cool!
</entry>
<entry character="cody" bg="school">
I heard it's gonna have a stage editor! I'm really excited to see that!
</entry>
<entry character="pessy" bg="school">
Yea and I'm also working on adding Language support, and a new chart editor.
</entry>
<entry character="cody" bg="school">
Oh awesome!! That's cool that you're finishing your engine. I can't wait for it to drop!
</entry>
<entry bg="school" next="crush">
They both went silent for a moment.
</entry>
—--
talking about crushes
<entry id="crush" character="pessy" bg="school">
I have a crush on this engine where you can softcode literally anything…
</entry>
<entry character="cody" bg="school">
R…really? Who is this engine you're talking about…?
</entry>
<entry character="pessy" bg="school">
…Y-...you…
</entry>
<entry character="cody" bg="school">
…W-what? Oh my god… I think I'm blushing…!!
</entry>
<entry character="pessy" bg="school">
…yeah…
</entry>
<entry character="cody" bg="school">
…well…
<option id="crushaccepted">Tell Pessy your feelings for her</option>
<option id="friendzone">I don't feel the same way</option>
</entry>
<entry id="crushaccepted" character="cody" bg="school">
I have a crush on an engine that is user-friendly and has lua scripting…
</entry>
<entry character="pessy" bg="school">
…Cody…
</entry>
<entry bg="school">
Pessy leans to Cody for a kiss.
<choice id="kiss">Kiss Pessy</choice>
<choice id="no-kiss">Reject the kiss</choice>
</entry>
<entry id="kiss" bg="school">
Cody leans to Pessy to kiss her.
</entry>
<entry character="gaysex" bg="school">
*muwha* *sloppy kisses*
</entry>
<entry character="gaysex" bg="school">
*drools* *muwah muah*
</entry>
<entry character="cody" bg="school">
…that… was something.
</entry>
<entry character="pessy" bg="school">
Cody… I love you.
</entry>
<entry character="cody" bg="school">
…I… love you too…
</entry>
<entry character="pessy" bg="school">
…
</entry>
<entry character="cody" bg="school" next="ending">
…
</entry>
<entry bg="school" next="ending">
Pessy looks at her clock. It seems they are running late for class!
</entry>
<entry id="no-kiss" bg="school">
Cody backs up.
</entry>
<entry character="cody" bg="school">
Hey wait… I don't really wanna start this relationship yet.
</entry>
<entry character="pessy" bg="school">
Oh… well that's alright. Do you wanna have a date sometime later then?
</entry>
<entry character="cody" bg="school" next="ending">
Sure. I think we gotta develop our feelings for each other first before we take it to the next level.
</entry>
<entry bg="school" next="ending">
Pessy looks at her clock. It seems they are running late for class!
</entry>
<entry id="friendzone" character="cody" bg="school">
…Pessy… I really don't want to hurt your feelings, but I don't feel the same way for you…
</entry>
<entry character="pessy" bg="school">
Oh… well… I'm sorry for being weird there…
</entry>
<entry character="cody" bg="school">
It's ok Pessy… I think it's best if we just stay as friends.
</entry>
<entry character="pessy" bg="school">
Alrighty… I'm ok with that.
</entry>
<entry bg="school" next="ending">
Pessy looks at her clock. It seems they are running late for class!
</entry>
—
ending
<entry id="ending" character="pessy" bg="school">
We should probably get to class now!
</entry>
<entry character="cody" bg="school">
It was really fun talking to you.
</entry>
<entry character="pessy" bg="school">
Same here.
</entry>
<entry character="cody" bg="school">
Well I will see you sometime later, ok?
</entry>
<entry character="pessy" bg="school">
Alrighty… Bye Cody!!
</entry>
<entry character="cody" bg="school" next="credits">
Bye Pessy!
</entry>
Credits:
<entry id="credits" bg="school">
Credits:
Coding: Ne_Eo
Music &amp; Sfx: Bromaster819
Writing: Syrup, Bromaster819, Ne_Eo, SlightlyCreative, swordcube
Art: Mkv8
</entry>
<entry bg="school">
Time spent writing this novel: 3h 19m
Time since idea: 3h 57m
</entry>
<entry bg="school">
Replay?
<choice id="start">Yes</choice>
<choice id="exit">Exit</choice>
</entry>
</vn>
+24 -24
View File
@@ -2,11 +2,6 @@
// Used in charter by waveforms
#define HEIGHT 0.05 // Height of the Bar
#define BACKLIGHT 0.6 // Backlight
#define BRIGHTNESS 0.33 // overall Brightness
#define GLOW 1.25 // Glow intensity of the Bar
const vec3 gradient1 = vec3(114.0/255.0, 81.0/255.0, 135.0/255.0);
const vec3 gradient2 = vec3(144.0/255.0, 80.0/255.0, 186.0/255.0);
@@ -23,8 +18,6 @@ uniform ivec2 waveformSize;
uniform bool lowDetail;
uniform float time;
float getAmplitude(vec2 pixel) {
float pixelID = floor((pixel.y+pixelOffset)/3.0);
@@ -59,7 +52,26 @@ void outlineWaveform(vec2 pixel, vec2 offset) {
float ampwidth = (1.0-amplitude) * textureRes.x;
if (!inWaveForm(pixel, ampwidth))
gl_FragColor = vec4(vec3(0.), 1.);
gl_FragColor -= outlinecolor*mix(0.5, 0.8, amplitude);
}
void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
vec3 gradientColor = mix(gradient1, gradient2, openfl_TextureCoordv.x);
gradientColor *= pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0;
gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0));
float ampwidthHighlight = getAmpWidth(amplitude/3.0);
if (inWaveForm(pixel, ampwidthHighlight))
gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHightlight(ampwidthHighlight), 0.0, 1.0, 0.5, 1.0));
gl_FragColor = vec4(vec3(gradientColor * mix(0.5, 0.8, amplitude))*openfl_Alphav, openfl_Alphav);
outlineWaveform(pixel, vec2(0.0, -1.0));
outlineWaveform(pixel, vec2(0.0, 1.0));
}
void lowDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
gl_FragColor = vec4(lowdetailcol * (pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0), 1.0);
}
void main()
@@ -68,21 +80,9 @@ void main()
float amplitude = getAmplitude(pixel);
float ampwidth = getAmpWidth(amplitude);
gl_FragColor = vec4(vec3(0.0), .1);
gl_FragColor = vec4(0.0);
if (!inWaveForm(pixel, ampwidth)) return;
vec2 uv = openfl_TextureCoordv.xy - 0.5;
float c = BACKLIGHT;
float a = abs(uv.x);
float s = 1.0 - smoothstep(0.0, ampwidth/textureRes.x, a);
c *= 1.33 - smoothstep(0.0, 0.5, a);
c*=c*c;
c += s*.5;
if (inWaveForm(pixel, ampwidth))
c += s;
gl_FragColor = vec4((cos(6.283 * (uv.y + time + vec3(0.0,.33,0.66)))*map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0)) + GLOW, 1.0) * c * BRIGHTNESS;
gl_FragColor.xyz *= map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0);
gl_FragColor.xyz *= pixel.y+pixelOffset>playerPosition ? 0.6 : 1.0;
if (lowDetail) lowDetailWaveform(pixel, amplitude, ampwidth);
else highDetailWaveform(pixel, amplitude, ampwidth);
}
File diff suppressed because it is too large Load Diff
-413
View File
@@ -1,413 +0,0 @@
package flixel.text;
import flixel.math.FlxRandom;
import haxe.Int64;
using StringTools;
class Uwuifier {
public static var faces = [
";;w;;",
"OwO",
"UwU",
">w<",
"^w^",
"^-^",
":3",
"x3",
":3c",
];
public static var exclamations = ["!?", "?!!", "?!?1", "!!11", "?!?!"];
public static var actions = [
"*blushes*",
"*whispers to self*",
"*cries*",
"*screams*",
"*sweats*",
"*runs away*",
"*screeches*",
"*walks away*",
"*looks at you*",
"*huggles tightly*",
"*boops your nose*",
];
public static var uwuMap:Array<Dynamic> = [
[~/(?:r|l)/g, "w"],
[~/(?:R|L)/g, "W"],
[~/n([aeiou])/g, "ny$1"],
[~/N([aeiou])/g, "Ny$1"],
[~/N([AEIOU])/g, "NY$1"],
[~/ove/g, "uv"],
];
private static var _spacesModifier = { faces: 0.05, actions: 0.075, stutters: 0.1 };
private static var _wordsModifier:Float = 1;
private static var _exclamationsModifier:Float = 1;
public static function uwuifyWords(sentence: String): String {
var words = sentence.split(" ");
var uwuifiedSentence = words.map((word) -> {
//if (isAt(word)) return word;
if (word == "@") return word;
//if (isUri(word)) return word;
var seed = new Seed(word);
for (aa in uwuMap) {
var oldWord = aa[0];
var newWord = aa[1];
// Generate a random value for every map so words will be partly uwuified instead of not at all
if (seed.random() > _wordsModifier) continue;
//trace(oldWord, newWord, word);
word = oldWord.replace(word, newWord);
//trace(oldWord, newWord, word);
}
return word;
}).join(" ");
return uwuifiedSentence;
}
public static function uwuifySpaces(sentence: String): String {
var words = sentence.split(" ");
var faceThreshold = _spacesModifier.faces;
var actionThreshold = _spacesModifier.actions + faceThreshold;
var stutterThreshold = _spacesModifier.stutters + actionThreshold;
var index = 0;
var uwuifiedSentence = words.map((word) -> {
var seed = new Seed(word);
var random = seed.random();
var firstCharacter = word.charAt(0);
function checkCapital() {
// Check if we should remove the first capital letter
if (firstCharacter != firstCharacter.toUpperCase()) return;
// if word has higher than 50% upper case
if (getCapitalPercentage(word) > 0.5) return;
// If it's the first word
if (index == 0) {
// Remove the first capital letter
word = firstCharacter.toLowerCase() + word.substr(1);
} else {
var previousWord = words[index - 1];
var previousWordLastChar = previousWord.charAt(previousWord.length - 1);
var prevWordEndsWithPunctuation = (~/[.!?\\-]/).match(
previousWordLastChar
);
if (!prevWordEndsWithPunctuation) return;
word = firstCharacter.toLowerCase() + word.substr(1);
}
}
if (random <= faceThreshold && faces.length > 0) {
// Add random face before the word
var a = seed.randomInt(0, faces.length - 1);
//trace(a, faces.length, faces);
word += " " + faces[a];
checkCapital();
} else if (random <= actionThreshold && actions.length > 0) {
// Add random action before the word
var a = seed.randomInt(0, actions.length - 1);
//trace(a, actions.length, actions);
word += " " + actions[a];
checkCapital();
} else if (random <= stutterThreshold/* && !isUri(word)*/) {
// Add stutter with a length between 0 and 2
var stutter = seed.randomInt(0, 2);
index++;
return [for (i in 0...stutter) (firstCharacter + "-")].join("") + word;
//return (firstCharacter + "-").repeat(stutter) + word;
}
index++;
return word;
}).join(" ");
return uwuifiedSentence;
}
public static function uwuifyExclamations(sentence: String): String {
var words = sentence.split(" ");
var pattern = ~/[?!]+$/;
var uwuifiedSentence = words.map((word) -> {
var seed = new Seed(word);
// If there are no exclamations return
if (
!pattern.match(word) || seed.random() > _exclamationsModifier
) {
return word;
}
word = pattern.replace(word, "");//.replace(pattern, "");
word += exclamations[seed.randomInt(0, exclamations.length - 1)];
return word;
}).join(" ");
return uwuifiedSentence;
}
public static var disableUWU:Bool = false;
public static function uwuifySentence(sentence: String): String {
if(sentence.trim().length == 0 || disableUWU) return sentence;
var uwuifiedString = sentence;
uwuifiedString = uwuifyWords(uwuifiedString);
//uwuifiedString = uwuifyExclamations(uwuifiedString);
uwuifiedString = uwuifySpaces(uwuifiedString);
//trace(uwuifiedString);
return uwuifiedString;
}
static function isLetter(char: String) {
//return ~/^\p{L}/u.match(char);
return ~/^[a-zA-Z]/i.match(char);
}
static function isUpperCase(char: String) {
return char == char.toUpperCase();
}
static function getCapitalPercentage(str: String): Float {
var totalLetters = 0;
var upperLetters = 0;
for (currentLetter in str.split("")) {
if (!isLetter(currentLetter)) continue;
if (isUpperCase(currentLetter)) {
upperLetters++;
}
totalLetters++;
}
return upperLetters / totalLetters;
}
}
class Crc32 {
var crc:Int;
public inline function new() {
crc = 0xFFFFFFFF;
}
public inline function update(b:String, pos, len) {
//var b = b.getData();
for (i in pos...pos + len) {
var tmp = (crc ^ b.charCodeAt(i)) & 0xFF;
for (j in 0...8)
tmp = (tmp >>> 1) ^ (-(tmp & 1) & 0xEDB88320);
crc = (crc >>> 8) ^ tmp;
}
}
public inline function get() {
return crc ^ 0xFFFFFFFF;
}
public inline function getSinged() {
return crc ^ 0xFFFFFFFF;
}
/**
Calculates the CRC32 of the given data bytes
**/
public static function make(data:String):Int {
var c = new Crc32();
c.update(data, 0, data.length);
var a = c.getSinged();
if(a < 0) {
a = -a;
}
return a;
}
}
class Seed {
private var seeder: FlxRandom;
public function new(seed: String) {
this.seeder = new FlxRandom();
seeder.initialSeed = Crc32.make(seed);
//trace(seeder.initialSeed, seed, Crc32.make(seed));
}
public function random(min:Float = 0, max:Float = 1): Float {
// Make sure the minimum and maximum values are correct
if (min > max) {
throw ("The minimum value must be below the maximum value");
}
if (min == max) {
throw ("The minimum value cannot equal the maximum value");
}
return this.denormalize(seeder.float(0, 1), min, max);
}
public function randomInt(min:Float = 0, max:Float = 1): Int {
return Math.round(this.random(min, max));
}
private function denormalize(value: Float, min: Float, max: Float): Float {
return value * (max - min) + min;
}
/* private function imul(a:Int, b:Int) {
return a * (b & 65535) + (a * (b >>> 16) << 16 | 0) | 0;
}
private function imul64(a:Int64, b:Int64) {
return Int64.mul(a, b);//a * (b & 65535) + (a * (b >>> 16) << 16 | 0) | 0;
}
// https://github.com/bryc/code/blob/master/jshash/PRNGs.md
private function xmur3(str: String): Void -> Int64 {
var h = Int64.make(0, 1779033703) ^ Int64.make(0, str.length);
//for (let i = 0; i < str.length; i++) {
var aa = Int64.parseString("3432918353");
for(i in 0...str.length) {
h = imul64(h ^ Int64.make(0, str.charCodeAt(i)), aa);
h = h << 13 | h >>> 19;
}
var bb = Int64.parseString("2246822507");
var cc = Int64.parseString("3266489909");
return () -> {
h = imul64(h ^ h >>> 16, bb);
h = imul64(h ^ h >>> 13, cc);
return (h ^= h >>> 16) >>> 0;
};
}
static function toint32(a:Int64):Int64 {
return a & 0xFFFFFFFF;//Int64.make(0, Int64.toInt(a & 0xFFFFFFFF));
}
// https://github.com/bryc/code/blob/master/jshash/PRNGs.md
private function sfc32(): Int {
var a = this.seeder();
var b = this.seeder();
var c = this.seeder();
var d = this.seeder();
a = toint32(a);
b = toint32(b);
c = toint32(c);
d = toint32(d);
// a >>>= 0;
// b >>>= 0;
// c >>>= 0;
// d >>>= 0;
var t = (a + b) | 0;
a = b ^ (toint32(b >> 9));
b = (c + (c << 3)) | 0;
c = (c << 21) | (toint32(c >> 11));
d = (d + 1) | 0;
t = (t + d) | 0;
c = (c + t) | 0;
return Int64.toInt(toint32(toint32(t) / Int64.parseString("4294967296")));
}*/
}
/*class Seed {
private var seeder: Void -> Int64;
public function new(seed: String) {
this.seeder = this.xmur3(seed);
}
public function random(min = 0, max = 1): Float {
// Make sure the minimum and maximum values are correct
if (min > max) {
throw ("The minimum value must be below the maximum value");
}
if (min == max) {
throw ("The minimum value cannot equal the maximum value");
}
return this.denormalize(this.sfc32(), min, max);
}
public function randomInt(min = 0, max = 1): Int {
return Math.round(this.random(min, max));
}
private function denormalize(value: Float, min: Float, max: Float): Float {
return value * (max - min) + min;
}
private function imul(a:Int, b:Int) {
return a * (b & 65535) + (a * (b >>> 16) << 16 | 0) | 0;
}
private function imul64(a:Int64, b:Int64) {
return Int64.mul(a, b);//a * (b & 65535) + (a * (b >>> 16) << 16 | 0) | 0;
}
// https://github.com/bryc/code/blob/master/jshash/PRNGs.md
private function xmur3(str: String): Void -> Int64 {
var h = Int64.make(0, 1779033703) ^ Int64.make(0, str.length);
//for (let i = 0; i < str.length; i++) {
var aa = Int64.parseString("3432918353");
for(i in 0...str.length) {
h = imul64(h ^ Int64.make(0, str.charCodeAt(i)), aa);
h = h << 13 | h >>> 19;
}
var bb = Int64.parseString("2246822507");
var cc = Int64.parseString("3266489909");
return () -> {
h = imul64(h ^ h >>> 16, bb);
h = imul64(h ^ h >>> 13, cc);
return (h ^= h >>> 16) >>> 0;
};
}
static function toint32(a:Int64):Int64 {
return a & 0xFFFFFFFF;//Int64.make(0, Int64.toInt(a & 0xFFFFFFFF));
}
// https://github.com/bryc/code/blob/master/jshash/PRNGs.md
private function sfc32(): Int {
var a = this.seeder();
var b = this.seeder();
var c = this.seeder();
var d = this.seeder();
a = toint32(a);
b = toint32(b);
c = toint32(c);
d = toint32(d);
// a >>>= 0;
// b >>>= 0;
// c >>>= 0;
// d >>>= 0;
var t = (a + b) | 0;
a = b ^ (toint32(b >> 9));
b = (c + (c << 3)) | 0;
c = (c << 21) | (toint32(c >> 11));
d = (d + 1) | 0;
t = (t + d) | 0;
c = (c + t) | 0;
return Int64.toInt(toint32(toint32(t) / Int64.parseString("4294967296")));
}
}*/
@@ -66,9 +66,6 @@ class MainState extends FlxState {
betaWarningShown = true;
}
WindowUtils.resetTitle();
WindowUtils.updateTitle();
#if sys
sys.FileSystem.createDirectory('./.temp/');
#if windows new funkin.backend.utils.native.HiddenProcess("attrib +h .temp"); #end
@@ -11,6 +11,6 @@ class CodenameBuildField extends TextField {
defaultTextFormat = Framerate.textFormat;
autoSize = LEFT;
multiline = wordWrap = false;
text = flixel.text.Uwuifier.uwuifySentence('Codename Engine ${Main.releaseCycle}\nCommit ${GitCommitMacro.commitNumber} (${GitCommitMacro.commitHash})');
text = 'Codename Engine ${Main.releaseCycle}\nCommit ${GitCommitMacro.commitNumber} (${GitCommitMacro.commitHash})';
}
}
+1 -2
View File
@@ -1,6 +1,5 @@
package funkin.backend.utils;
import flixel.text.Uwuifier;
import openfl.Lib;
class WindowUtils {
@@ -53,7 +52,7 @@ class WindowUtils {
}
public static inline function updateTitle()
Lib.application.window.title = Uwuifier.uwuifySentence('$prefix$winTitle$suffix');
Lib.application.window.title = '$prefix$winTitle$suffix';
// backwards compat
@:noCompletion public static var endfix(get, set):String;
-14
View File
@@ -720,14 +720,6 @@ class Charter extends UIState {
}
}
public function updateAprilFools(elapsed:Float) {
if (FlxG.random.bool(.05))
openfl.Lib.application.window.warpMouse(
FlxG.random.int(0, openfl.Lib.application.window.width),
FlxG.random.int(0, openfl.Lib.application.window.height)
);
}
var deletedNotes:Selection = new Selection();
public function updateNoteLogic(elapsed:Float) {
updateSelectionLogic();
@@ -1148,15 +1140,9 @@ class Charter extends UIState {
var __crochet:Float;
var __firstFrame:Bool = true;
var __timer:Float = 0;
public override function update(elapsed:Float) {
__timer += elapsed;
for (shader in waveformHandler.waveShaders)
shader.data.time.value = [__timer];
updateNoteLogic(elapsed);
updateAutoSaving(elapsed);
updateAprilFools(elapsed);
if (FlxG.sound.music.playing || __firstFrame) {
gridBackdrops.conductorSprY = curStepFloat * 40;
+2 -2
View File
@@ -557,7 +557,7 @@ class PlayState extends MusicBeatState
// CHARACTER INITIALIZATION
#if REGION
comboGroup = new RotatingSpriteGroup(FlxG.width * 0.55, (FlxG.height * 0.5) - 60);
comboGroup.maxSize = 200;
comboGroup.maxSize = 25;
#end
// CAMERA FOLLOW, SCRIPTS & STAGE INITIALIZATION
@@ -1704,7 +1704,7 @@ class PlayState extends MusicBeatState
var pre:String = evt != null ? evt.ratingPrefix : "";
var suf:String = evt != null ? evt.ratingSuffix : "";
var separatedScore:String = [for (i in 0...FlxG.random.int(1, 22)) FlxG.random.int(1,9)].join("");
var separatedScore:String = Std.string(combo).addZeros(3);
if (combo == 0 || combo >= 10) {
if (combo >= 10) {
+1 -11
View File
@@ -60,17 +60,11 @@ class MainMenuState extends MusicBeatState
for (i=>option in optionShit)
{
var menuItem:FlxSprite = new FlxSprite(0, 60 + (i * 130));
var menuItem:FlxSprite = new FlxSprite(0, 60 + (i * 160));
menuItem.frames = Paths.getFrames('menus/mainmenu/${option}');
menuItem.animation.addByPrefix('idle', option + " basic", 24);
menuItem.animation.addByPrefix('selected', option + " white", 24);
menuItem.animation.play('idle');
menuItem.scale.set(0.8, 0.8);
if (option == "visual novel") {
menuItem.scale.set(0.7, 0.7);
menuItem.y += 8;
}
menuItem.updateHitbox();
menuItem.ID = i;
menuItem.screenCenter(X);
menuItems.add(menuItem);
@@ -167,7 +161,6 @@ class MainMenuState extends MusicBeatState
switch (daChoice)
{
case 'story mode': FlxG.switchState(new StoryMenuState());
case 'visual novel': FlxG.switchState(new VisualNovel());
case 'freeplay': FlxG.switchState(new FreeplayState());
case 'donate': FlxG.switchState(new CreditsMain());
case 'options': FlxG.switchState(new OptionsMenu());
@@ -198,9 +191,6 @@ class MainMenuState extends MusicBeatState
spr.updateHitbox();
spr.centerOffsets();
if (spr.ID == optionShit.indexOf("visual novel") && spr.ID == curSelected)
spr.offset.y += 26; // this sprite really weird -lunar
});
}
}
-1
View File
@@ -69,7 +69,6 @@ class TitleState extends MusicBeatState
titleText.animation.addByPrefix('press', "ENTER PRESSED", 24);
titleText.antialiasing = true;
titleText.animation.play('idle');
titleText.screenCenter(X);
titleText.updateHitbox();
}
add(titleText);
-507
View File
@@ -1,507 +0,0 @@
package funkin.menus;
import flixel.addons.text.FlxTypeText;
import flixel.util.FlxColor;
import flixel.text.FlxText;
import flixel.FlxG;
import flixel.tweens.FlxTween;
import flixel.group.FlxSpriteGroup;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.FlxSprite;
import flixel.util.FlxStringUtil;
import haxe.Exception;
import haxe.xml.Access;
import flixel.math.FlxRect;
using StringTools;
class VisualNovel extends MusicBeatState {
public static var allowInput = true;
var entries:Array<Entry> = [];
var characterMap:Map<String, CharInfo> = [];
var redirectMap:Map<String, Int> = [];
var currentEntryId:Int = 0;
var currentEntry(get, never):Entry;
function get_currentEntry() {
return entries[currentEntryId];
}
function next() @:privateAccess {
if (text._typing) {
text.skip();
return;
}
if(currentEntry.next != null) {
currentEntryId = redirectMap[currentEntry.next];
} else {
currentEntryId++;
if(currentEntryId == entries.length)
currentEntryId = 0;
}
showEntry();
}
var totalChoices = 0;
override function create() {
super.create();
allowInput = true;
FlxG.sound.playMusic("assets/images/vn/senpaimusic.ogg", 0);
FlxG.sound.music.fadeIn(1, 0, 0.8);
flixel.text.Uwuifier.disableUWU = true;
var plainXML = Assets.getText("assets/images/vn/vn.xml");
var vxml = Xml.parse(plainXML).firstElement();
if (vxml == null)
throw new Exception("Missing \"vn\" node in XML.");
var xml = new Access(vxml);
var backgrounds = [];
var characters = [];
for(char in xml.elements) {
if(char.name == "character") {
var c = new CharInfo();
c.id = char.att.id;
c.name = char.node.name.innerData;
c.color = FlxColor.fromString("#" + char.node.color.innerData);
c.image = char.node.image.innerData;
c.scale = Std.parseFloat(char.node.scale.innerData);
c.side = char.hasNode.side ? char.node.side.innerData : "left";
if(char.hasNode.offset) {
var aa = char.node.offset.innerData.split(",");
c.offsetX = Std.parseFloat(aa[0]);
c.offsetY = Std.parseFloat(aa[1]);
}
characters.push(c);
characterMap.set(c.id, c);
}
}
var i = 0;
for(entry in xml.elements) {
if(entry.name != "entry") continue;
//trace(entry);
var e = new Entry();
e.bg = entry.has.bg ? entry.att.bg : null;
e.character = entry.has.character ? entry.att.character : null;
e.id = entry.has.id ? entry.att.id : null;
e.next = entry.has.next ? entry.att.next : null;
if(e.id != null) {
redirectMap[e.id] = i;
}
if(e.bg != null && !backgrounds.contains(e.bg)) {
backgrounds.push(e.bg);
}
if(e.character != null && !characterMap.exists(e.character)) {
throw "Missing Character XML Code " + e.character;
}
var _entry:Xml = cast entry;
e.text = _entry.firstChild().nodeValue.trim().replace("\r\n", "\n");
var choices = [];
for(choice in entry.nodes.choice) {
var c = new Choice();
c.text = choice.innerData.trim();
c.redirect = choice.has.id ? choice.att.id : null;
choices.push(c);
}
if(choices.length > totalChoices)
totalChoices = choices.length;
e.choices = choices;
entries.push(e);
i++;
}
/*trace("");
trace("");
trace("");
for(entry in entries) {
trace(entry);
}*/
grpBackgrounds = new FlxTypedGroup<FlxSprite>();
for(bg in backgrounds) {
var b = new FlxSprite(Paths.image("vn/bgs/" + bg));
b.alpha = 0.00001;
b.setGraphicSize(FlxG.width);
b.antialiasing = true;
b.screenCenter();
b.active = false;
grpBackgrounds.add(b);
bgMap.set(bg, b);
}
add(grpBackgrounds);
var COCK = 230;
grpPortraits = new FlxTypedGroup<FlxSprite>();
for(char in characters) {
var b = new FlxSprite(Paths.image("vn/portraits/" + char.image));
b.alpha = 0.00001;
b.y = FlxG.height - b.height;
if(char.side == "right") {
b.x = FlxG.width - b.width;
b.x -= 100;
b.origin.set(b.frameWidth, b.frameHeight);
} else if(char.side == "center") {
b.screenCenter(X);
} else {
b.x = 0;
b.x += 100;
b.origin.set(0, b.frameHeight);
}
b.y -= COCK;
b.x += char.offsetX;
b.y += char.offsetY;
b.scale.set(char.scale, char.scale);
b.antialiasing = true;
grpPortraits.add(b);
chMap.set(char.id, b);
}
add(grpPortraits);
var fade = new FlxSprite(Paths.image("vn/box"));
fade.setGraphicSize(FlxG.width, fade.frameHeight);
fade.updateHitbox();
fade.screenCenter();
fade.antialiasing = true;
fade.y = FlxG.height - fade.height;
//fade.origin.set(fade.origin.x, fade.frameHeight);
//fade.scale.y *= 0.4;
add(fade);
fade.y -= COCK;
var box = new FlxSprite().makeSolid(FlxG.width, COCK, FlxColor.BLACK);
box.y = FlxG.height - box.height;
add(box);
grpChoices = new FlxTypedGroup<ChoiceButton>();
for(i in 0...totalChoices) {
var b = new ChoiceButton();
//b.alpha = 0.00001;
b.exists = false;
//b.y = FlxG.height - b.height;
b.redirectID = 0;
b.onSelected = () -> {
if(b.redirectID == -99) {
exit();
} else {
currentEntryId = b.redirectID;
showEntry();
}
}
grpChoices.add(b);
}
add(grpChoices);
name = new FlxText(30, 500 - 60, FlxG.width - 40, "", 32);
name.font = Paths.font("fnf.ttf");
name.bold = true;
name.antialiasing = true;
add(name);
text = new FlxTypeText(30, 500, FlxG.width - 40, "", 32);
text.font = Paths.font("fnf.ttf");
text.bold = true;
text.antialiasing = true;
text.sounds = [FlxG.sound.load("assets/images/vn/sound_13.wav", 0.6)];
add(text);
showEntry();
}
var chMap:Map<String, FlxSprite> = [];
var bgMap:Map<String, FlxSprite> = [];
var grpBackgrounds:FlxTypedGroup<FlxSprite>;
var grpPortraits:FlxTypedGroup<FlxSprite>;
var grpChoices:FlxTypedGroup<ChoiceButton>;
var text:FlxTypeText;
var name:FlxText;
function showEntry(instant:Bool = false) {
var entry = currentEntry;
// bg
for(bg=>spr in bgMap) {
FlxTween.cancelTweensOf(spr);
FlxTween.tween(spr, {alpha: 0.00001}, 0.3);
}
if(entry.bg != null) {
var bg = bgMap[entry.bg];
FlxTween.cancelTweensOf(bg);
FlxTween.tween(bg, {alpha: 1}, 0.3);
}
// character
for(ch=>spr in chMap) {
FlxTween.cancelTweensOf(spr);
FlxTween.tween(spr, {alpha: 0.00001}, 0.3);
}
if(entry.character != null) {
var ch = chMap[entry.character];
FlxTween.cancelTweensOf(ch);
FlxTween.tween(ch, {alpha: 1}, 0.3);
}
grpChoices.forEach(spr -> {
spr.exists = false;
});
//var offset = totalChoices - entry.choices.length;
var i = 0;
for(choice in entry.choices) {
var spr = grpChoices.members[i];
spr.exists = true;
spr.text.text = choice.text;
spr.redirectID = choice.redirect != null ? redirectMap[choice.redirect] : currentEntryId + 1;
if(choice.redirect == "exit")
spr.redirectID = -99;
spr.y = 100 + 80 * (i/* + offset*/);
i++;
}
//trace(characterMap);
//trace(entry.character);
if(entry.character != null) {
var charInfo = characterMap.get(entry.character);
name.text = charInfo.name;
name.color = charInfo.color;
name.exists = true;
} else {
name.exists = false;
}
//text.text = entry.text;
text.resetText(entry.text);
text.start(0.04, true);
dialogueEnded = false;
grpChoices.forEach(spr -> {
spr.active = spr.visible = false;
});
text.completeCallback = function() {
dialogueEnded = true;
grpChoices.forEach(spr -> {
spr.active = spr.visible = true;
});
};
}
var dialogueEnded:Bool = false;
function exit() {
flixel.text.Uwuifier.disableUWU = false;
FlxG.switchState(new MainMenuState());
FlxG.sound.music.stop();
CoolUtil.playMenuSong();
//FlxG.sound.music.fadeOut(1, 0, function(_) {
// FlxG.sound.music.stop();
//});
}
override function update(elapsed:Float) {
super.update(elapsed);
FlxG.mouse.visible = true;
if(allowInput) {
if((FlxG.mouse.justPressed || controls.ACCEPT) && currentEntry.choices.length == 0) {
next();
}
}
if(controls.BACK) {
exit();
}
allowInput = true;
}
}
class CharInfo {
public var id:String = "";
public var name:String = "";
public var image:String = "";
public var color:FlxColor;
public var scale:Float = 1;
public var side:String = "";
public var offsetX:Float = 0;
public var offsetY:Float = 0;
public function new() {
}
public function toString() {
return FlxStringUtil.getDebugString([
LabelValuePair.weak("id", id),
LabelValuePair.weak("name", name),
LabelValuePair.weak("image", image),
LabelValuePair.weak("color", color),
LabelValuePair.weak("scale", scale),
LabelValuePair.weak("side", side),
]);
}
}
class Entry {
public var id:Null<String> = "";
public var character:String = "";
public var bg:Null<String> = "";
public var next:String = "";
public var text:String = "";
public var choices:Array<Choice> = [];
public function new() {
}
public function toString() {
return FlxStringUtil.getDebugString([
LabelValuePair.weak("id", id),
LabelValuePair.weak("character", character),
LabelValuePair.weak("bg", bg),
LabelValuePair.weak("next", next),
LabelValuePair.weak("choices", choices),
]);
}
}
class Choice {
public var text:String = "";
public var redirect:Null<String> = "";
public function new() {
}
public function toString() {
return text + " => " + redirect;
}
}
class ChoiceButton extends FlxSpriteGroup {
public var idle:FlxSprite;
public var sele:FlxSprite;
public var text:FlxText;
public var onSelected:Void->Void = null;
public var redirectID:Int = 0;
public function new(X:Float = 0, Y:Float = 0) {
super(X, Y);
idle = new FlxSprite(Paths.image("vn/options"));
sele = new FlxSprite(Paths.image("vn/options_selected"));
idle.antialiasing = true;
sele.antialiasing = true;
idle.scale.set(0.666, 0.666);
sele.scale.set(0.666, 0.666);
idle.updateHitbox();
sele.updateHitbox();
sele.alpha = 0.00001;
moves = false;
text = new FlxText(0, 0, FlxG.width, "PLACEHOLDER", 32);
text.y = Math.abs(text.height / 2 - idle.height / 2);
text.font = Paths.font("fnf.ttf");
text.bold = true;
text.antialiasing = true;
text.alignment = CENTER;
add(idle);
add(sele);
add(text);
}
public var selected(default, set):Bool = false;
function set_selected(v:Bool) {
idle.alpha = !v ? 1 : 0.00001;
sele.alpha = v ? 1 : 0.00001;
return selected = v;
}
override function update(elapsed:Float) {
if(!exists) return;
if(!VisualNovel.allowInput) return;
super.update(elapsed);
if(FlxG.mouse.justMoved) {
if(checkOverlap(idle, 30, 5)) {
selected = true;
} else {
selected = false;
}
}
if(FlxG.mouse.justPressed) {
if(checkOverlap(idle, 30, 5)) {
VisualNovel.allowInput = false;
if(onSelected != null)
onSelected();
}
}
text.screenCenter(X);
idle.screenCenter(X);
sele.screenCenter(X);
}
function checkOverlap(group:FlxSprite, widthExtend:Float = 0, heightExtend:Float = 0) {
var mouse = FlxG.mouse.getPosition();
var rect = FlxRect.weak(group.x - widthExtend/2, group.y - heightExtend/2, group.width + widthExtend, group.height + heightExtend);
var val = mouse.inRect(rect);
rect.putWeak();
mouse.put();
return val;
}
}
+1 -1
View File
@@ -150,7 +150,7 @@ class Alphabet extends FlxSpriteGroup
function doSplitWords():Void
{
splitWords = flixel.text.Uwuifier.uwuifySentence(_finalText).split("");
splitWords = _finalText.split("");
}
//public var personTalking:String = 'gf';