Merge branch 'main' into translations-system
This commit is contained in:
@@ -7,7 +7,7 @@ function postCreate() {
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}
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var toAdd:Bool = true; // Using this just to make sure
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function update(elpased) {
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function update(elapsed) {
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if(toAdd) {
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toAdd = false;
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PlayState.instance.insert(PlayState.instance.members.indexOf(self), trail);
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@@ -1,4 +1,4 @@
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var loopedTimah:FlxTimer; // Hey! a man has fallen into the river in lego city! and if youre asking why this is here, you shall disappear! - Nex
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var loopedTimer:FlxTimer; // Hey! a man has fallen into the river in lego city! and if youre asking why this is here, you shall disappear! - Nex
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var bgFade:FlxSprite;
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var hand:FlxSprite;
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@@ -9,7 +9,7 @@ function postCreate() {
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bgFade.alpha = 0;
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cutscene.insert(0, bgFade);
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loopedTimah = new FlxTimer().start(0.83, function(tmr:FlxTimer)
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loopedTimer = new FlxTimer().start(0.83, function(tmr:FlxTimer)
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{
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bgFade.alpha += (1 / 5) * 0.7;
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if (bgFade.alpha > 0.7)
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@@ -30,8 +30,8 @@ function close(event) {
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cutscene.curMusic?.fadeOut(1, 0);
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for(c in cutscene.charMap) c.visible = false;
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loopedTimah.cancel();
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loopedTimah = new FlxTimer().start(0.2, function(tmr:FlxTimer)
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loopedTimer.cancel();
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loopedTimer = new FlxTimer().start(0.2, function(tmr:FlxTimer)
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{
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if (tmr.elapsedLoops <= 5) {
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cutscene.dialogueBox.alpha -= 1 / 5;
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@@ -11,7 +11,7 @@ function create() {
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}
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var adder:Int = 0;
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function postUpdate(elapsed:Float) { // Doing it like this so at least the red bump doesnt look too much instant
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function postUpdate(elapsed:Float) { // Doing it like this so at least the red bump doesn't look too much instant
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var toAdd:Int = lerp(adder, 0, elapsed);
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idk.amount = camGame.zoom * camHUD.zoom + toAdd;
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idk.strength = (camGame.zoom - camHUD.zoom + toAdd) * 5;
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@@ -16,7 +16,7 @@
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antialiasing="false" scale="4.797" scroll="0.9" updateHitbox="true" type="loop"/>
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<sprite name="bgTrees" x="-590" y="-800" sprite="weebTrees" antialiasing="false" scale="5.102" scroll="0.85" updateHitbox="true" type="loop">
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<!-- Frame 19 isnt used in og -->
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<!-- Frame 19 isn't used in og -->
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<anim name="trees" anim="trees" indices="0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19" fps="12" loop="true"/>
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</sprite>
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@@ -16,7 +16,7 @@ public function lightningStrikeShit():Void
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lightningStrikeBeat = curBeat;
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lightningOffset = FlxG.random.int(8, 24);
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boyfriend.playAnim('scared', true, "SING"); // SING so that they dont get indefinitely looped
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boyfriend.playAnim('scared', true, "SING"); // SING so that they don't get indefinitely looped
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gf.playAnim('scared', true, "SING");
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}
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@@ -25,7 +25,7 @@
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<dad x="20" y="160"/>
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<boyfriend x="810"/>
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<!-- FOREGROUND TANKMANS -->
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<!-- FOREGROUND TANKMENs -->
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<high-memory>
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<sprite name="tank0" x="-500" y="650" sprite="tank0" scrollx="1.7" scrolly="1.5" type="onbeat" zoomfactor="1.25"/>
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@@ -1,4 +1,4 @@
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# THIS FILE ISNT NECESSARY,
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# THIS FILE ISN'T NECESSARY,
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# BUT YOU CAN USE IT TO SORT WEEKS
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tutorial
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@@ -1,4 +1,4 @@
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## Here are guides on common mistakes and advices for writting shaders for flixel and openfl.
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## Here are guides on common mistakes and advices for writing shaders for flixel and openfl.
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It's important to follow this guide as most shader coders make these mistakes a lot and end up with shaders that only work on certain devices.
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@@ -51,7 +51,7 @@ We will show each step to converting this shader into an usable openfl/flixel sh
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1. replace ``void mainImage( out vec4 fragColor, in vec2 fragCoord )`` with a simple ``void main()`` (flixel and openfl do not have any parameters since the coords are defined outside the function)
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2. replace ``vec2 uv = fragCoord/iResolution.xy;`` with ``vec2 uv = openfl_TextureCoordv`` (or in some cases, add ``vec2 fragCoord = openfl_TextureCoordv*openfl_TextureSize.xy`` before it and replace `iResolution.xy` with ``openfl_TextureSize.xy`` (if the uv value is different than usual))
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3. replace ``vec4 col = texture(iChannel0, uv);`` with ``vec4 col = texture2D(bitmap, uv);`` or ``vec4 col = flixel_texture2D(bitmap, uv);`` (keep in mind bitmap is the pixels of the camera/sprite the shader is aplied to)
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3. replace ``vec4 col = texture(iChannel0, uv);`` with ``vec4 col = texture2D(bitmap, uv);`` or ``vec4 col = flixel_texture2D(bitmap, uv);`` (keep in mind bitmap is the pixels of the camera/sprite the shader is applied to)
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4. finally, replace ``fragColor = col;`` with ``gl_FragColor = col;``
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###### Keep in mind that this covers the most basic on how to convert a shader from shadertoy.com, complex shaders will need more expertise with handling shaders before converting those.
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@@ -5,8 +5,8 @@
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const vec3 gradient1 = vec3(114.0/255.0, 81.0/255.0, 135.0/255.0);
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const vec3 gradient2 = vec3(144.0/255.0, 80.0/255.0, 186.0/255.0);
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const vec4 outlinecolor = vec4(0.1);
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const vec3 lowdetailcol = vec3(0.0, 0.0, 1.0);
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const vec4 outlineColor = vec4(0.1);
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const vec3 lowDetailCol = vec3(0.0, 0.0, 1.0);
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uniform vec2 textureRes;
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uniform float pixelOffset;
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@@ -21,7 +21,7 @@ uniform bool lowDetail;
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float getAmplitude(vec2 pixel) {
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float pixelID = floor((pixel.y+pixelOffset)/3.0);
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// TODO: INVESTIGATE THE 1.+ AND WHY IT WORKS (SRSLY I GOT NO CLUE) -lunar
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// TODO: INVESTIGATE THE 1.+ AND WHY IT WORKS (SERIOUSLY I GOT NO CLUE) -lunar
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vec2 wavePixel = vec2(mod(pixelID, waveformSize.x), 1.0+floor(pixelID/waveformSize.x));
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vec4 waveData = texture2D(waveformTexture, wavePixel / waveformSize);
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@@ -41,28 +41,28 @@ bool inWaveForm(vec2 pixel, float width) {
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return pixel.x > widthdiv2 && pixel.x < textureRes.x-widthdiv2;
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}
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float getHightlight(float ampwidth) {
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float remapCoord = (ampwidth/textureRes.x)/2.0;
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float getHighlight(float ampWidth) {
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float remapCoord = (ampWidth/textureRes.x)/2.0;
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float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.0-remapCoord, 0.0, 1.0);
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return 1.0-(abs(mappedCoord-0.5)*2.0);
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}
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void outlineWaveform(vec2 pixel, vec2 offset) {
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float amplitude = getAmplitude(pixel - offset);
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float ampwidth = (1.0-amplitude) * textureRes.x;
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float ampWidth = (1.0-amplitude) * textureRes.x;
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if (!inWaveForm(pixel, ampwidth))
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gl_FragColor -= outlinecolor*mix(0.5, 0.8, amplitude);
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if (!inWaveForm(pixel, ampWidth))
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gl_FragColor -= outlineColor*mix(0.5, 0.8, amplitude);
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}
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void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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void highDetailWaveform(vec2 pixel, float amplitude, float ampWidth) {
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vec3 gradientColor = mix(gradient1, gradient2, openfl_TextureCoordv.x);
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gradientColor *= pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0;
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHightlight(amplitude), 0.0, 1.0, 0.5, 1.0));
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHighlight(amplitude), 0.0, 1.0, 0.5, 1.0));
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float ampwidthHighlight = getAmpWidth(amplitude/3.0);
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if (inWaveForm(pixel, ampwidthHighlight))
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHightlight(ampwidthHighlight), 0.0, 1.0, 0.5, 1.0));
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float ampWidthHighlight = getAmpWidth(amplitude/3.0);
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if (inWaveForm(pixel, ampWidthHighlight))
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(getHighlight(ampWidthHighlight), 0.0, 1.0, 0.5, 1.0));
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gl_FragColor = vec4(vec3(gradientColor * mix(0.5, 0.8, amplitude))*openfl_Alphav, openfl_Alphav);
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@@ -70,19 +70,19 @@ void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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outlineWaveform(pixel, vec2(0.0, 1.0));
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}
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void lowDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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gl_FragColor = vec4(lowdetailcol * (pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0), 1.0);
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void lowDetailWaveform(vec2 pixel, float amplitude, float ampWidth) {
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gl_FragColor = vec4(lowDetailCol * (pixel.y+pixelOffset>playerPosition ? 0.7 : 1.0), 1.0);
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}
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void main()
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{
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vec2 pixel = openfl_TextureCoordv * textureRes;
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float amplitude = getAmplitude(pixel);
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float ampwidth = getAmpWidth(amplitude);
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float ampWidth = getAmpWidth(amplitude);
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gl_FragColor = vec4(0.0);
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if (!inWaveForm(pixel, ampwidth)) return;
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if (!inWaveForm(pixel, ampWidth)) return;
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if (lowDetail) lowDetailWaveform(pixel, amplitude, ampwidth);
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else highDetailWaveform(pixel, amplitude, ampwidth);
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if (lowDetail) lowDetailWaveform(pixel, amplitude, ampWidth);
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else highDetailWaveform(pixel, amplitude, ampWidth);
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}
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