Author SHA1 Message Date
Furo e540cb454b Changes project.xml to project.hxp 2025-10-20 20:17:45 +02:00
Ralty 8506619465 Make it a StateEvent with current subState 2025-10-16 20:39:48 +07:00
ItsLJcoolandGitHub 3469524d8c implement onCloseSubState (#789)
Seriously, why havent this been added alongside with onOpenSubstate
2025-10-16 20:23:31 +07:00
CareandGitHub 90e0e5618d Use different functionality for CameraBop if useCamZoomMult is off (#792) 2025-10-16 20:01:53 +07:00
Ralty 7a9edf809c Redo 95b4d888f0 2025-10-05 14:09:12 +07:00
Ralty 7719fd6a10 Revert "Push unique event to Event List Once (#785)"
This reverts commit 95b4d888f0.
2025-10-05 14:07:24 +07:00
LasyandGitHub 95b4d888f0 Push unique event to Event List Once (#785)
* Update EventsData.hx

* Update EventsData.hx again
2025-10-05 09:51:50 +07:00
Ralty f5dde710e3 I forgot 2025-10-04 11:54:39 +07:00
Ralty 3220a2e360 Fix PauseSubstate Scripts Music Crash & postCreate 2025-10-04 11:07:59 +07:00
86839ac6b3 Fix MOD_ICON's misleading config comments (#759)
* Fix MOD_ICON's misleading config comments

* lowercase folder stuff and fix grammar

* Update ModConfigWarning.hx

---------

Co-authored-by: Ralty <78720179+Raltyro@users.noreply.github.com>
2025-10-04 10:53:17 +07:00
dba8200854 Fix playAnim (#781)
* playanim if it was good

* dont mind me

---------

Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
2025-10-04 10:43:32 +07:00
Ralty a296b33c0f Add postUpdate & onCameraMove to Character Scripts 2025-10-04 10:26:51 +07:00
Frakits a3498ce32b replace hardcoded vals for stage characters 2025-10-02 18:27:34 +03:00
FrakitsandGitHub d358724fd2 Update Script.hx 2025-09-25 16:13:22 +03:00
CareandGitHub 4ffd164fd2 add flags to default imports (#782) 2025-09-25 15:28:11 +03:00
M1 AetherandGitHub b87c206d45 Fix Icon anim/transition offsets (#747) 2025-09-24 12:44:07 +02:00
⍚~Nex 0f8354415e caught me off guard lmao 2025-09-23 21:32:11 +02:00
⍚~Nex 0251fe87bb making stages easier to be properly destroyed 2025-09-21 21:43:57 +02:00
⍚~NexandGitHub b7c932f9a9 changing these to fit properly the license
resolves #538
2025-09-21 18:42:40 +02:00
Karim AkraandGitHub 11b86c389c Don't use resetSprite as a static extension (#748) 2025-09-21 18:14:47 +02:00
2b66d74b01 Add default font customization flags for FunkinText (#762)
* Add default font customization flags for FunkinText

* dont mind me

* organizing these and deleting duplicates

* oh wait oops

---------

Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
2025-09-21 17:35:27 +02:00
3b8859120f Use sh alternatives and fix change directory in building shell scripts (#769)
* Use sh alternatives and fix change directory in building shell scripts

The usage of the cd command in the shell scripts under building/ can
conflict at some point during the procedure. As far as I'm aware, it's
supposed to cd to the parent directory, but it does so strangely. On
some occasions, this may cause the directory to switch to /tmp
on Linux instead. This commit resolves that by instead using the
typical .. syntax, which is a shorthand for the parent directory of the
process.

Additionally, proper shebangs have been added that instead use
"/usr/bin/env sh", which returns the path to a suitable sh alternative:
that is, the closest program that can be found using 'sh' in the name.
This is one of the most recommended shebangs for a shell script, due
to 'env' typically being in the exact same position.

* Update cd in building shell scripts to use script relative path properly

The two prior versions would use the working directory's own parent
directory, not the script's. This commit simply makes it so that
changing the directory in the script uses its directory's parent instead.

* dont mind me

---------

Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
2025-09-21 17:19:09 +02:00
bacd218e0b Improved Tankman Run Script + HScript Warning (#773)
* Improved Tankman Run Script +  HScript Warning

Updated the tankman run custom class and implemented the hscript warning system

* dont mind me

---------

Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
2025-09-21 17:11:22 +02:00
b2049e6285 Improvement to the playAnim function (#776)
* Improvement to the playAnim function

* dont mind me

---------

Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
2025-09-21 17:06:29 +02:00
⍚~Nex 6612fa6205 added ICON_DEFAULT_SCALE to Flags 2025-09-21 16:48:41 +02:00
⍚~NexandGitHub 5d63442626 opa 2025-09-16 03:55:36 +02:00
⍚~NexandGitHub 2b77d2820c oops x2 2025-09-16 02:32:46 +02:00
⍚~NexandGitHub 071f651d0b im not pushing it 2025-09-16 01:45:46 +02:00
⍚~Nex 079fda42fb bruh 2025-09-16 01:40:26 +02:00
⍚~Nex 96aac150f0 lets try 2025-09-16 01:34:14 +02:00
⍚~Nex fa135df33d finally doing this 2025-09-16 01:19:43 +02:00
⍚~NexandGitHub ed8a9c6390 bruh leftover 2025-09-11 01:15:12 +02:00
rufiusandGitHub 282fa0376d Add Nix shell configuration for compiling using Nix (#760)
* Add Nix shell configuration for compiling using Nix

This adds a Nix development shell configuration for using the Nix
package manager. Please see the pull request with this commit attached
for more information on how exactly it works.

* Add name attribute to shell
2025-09-08 20:04:53 +02:00
Jamextreme140andGitHub 3dbb22667b Update HScript.hx (#765) 2025-09-08 19:50:29 +02:00
⍚~Nex 9a2751733e fixing destroy in global having no static anymore 2025-09-04 14:51:47 +02:00
KolzeandGitHub 734b13904e fixed character editor anim bug that happened when adding a new anim (#757)
* fixed character editor anim bug

* forgor to change one variable
2025-08-27 21:20:31 +02:00
Jamextreme140andGitHub 0803e82e58 Not Include "Sys" on non-sys targets (#758) 2025-08-27 21:17:11 +02:00
💜 Rodney, An Imaginative Furball 💙andGitHub 2d6b85365b Update PlayState.hx (#742) 2025-08-27 04:48:44 +07:00
356607f53a Clear Static Vars Map on Mod Switch (#740)
* Update MainState.hx

* using clear()

---------

Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
2025-08-24 02:10:55 +02:00
f9402fe826 cam movement keybind quanted & added a local keybind (#739)
* cam movement keybind quanted & local keybind

* Update Charter.hx

* changes that furo requested

* some edits

* opposite so its more consistent

---------

Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
2025-08-24 02:01:28 +02:00
⍚~NexandGitHub be1657884e adding more stuff for auto building releases
mobile coding is hell
its the only thing i can use though while being on vacation sob
i dont wanna stay for too long without doing shits
2025-08-24 01:26:20 +02:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
e862d72d71 Bump dawidd6/action-download-artifact from 2 to 6 in /.github/workflows (#750)
Bumps [dawidd6/action-download-artifact](https://github.com/dawidd6/action-download-artifact) from 2 to 6.
- [Release notes](https://github.com/dawidd6/action-download-artifact/releases)
- [Commits](https://github.com/dawidd6/action-download-artifact/compare/v2...v6)

---
updated-dependencies:
- dependency-name: dawidd6/action-download-artifact
  dependency-version: '6'
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-08-18 19:31:03 +02:00
BetopiaandGitHub 43e6aac281 fix meta loading in Chart.parse or idk what should i call this (#741)
an argument was missing.. i think
2025-08-18 12:23:51 +02:00
Furo 157e209f31 Fix Release Bundling 2025-08-18 11:55:33 +02:00
Furo b8fef83ef1 Release Maker workflow 2025-08-18 11:28:25 +02:00
Hero 283929b1a2 leaving this here. 2025-08-18 02:08:21 +03:00
Furo 000546e9ff Xml, Type, Date, Lambda and Sys are default imports for hscript 2025-08-17 20:45:06 +02:00
Furo 7df13ec012 Fix Bookmarks Z-Index and Scrollbar Position (on creation) 2025-08-17 13:07:17 +02:00
BittoandGitHub 68a5dd2482 [LANG] Add Portuguese (#703) 2025-08-10 22:54:51 +02:00
⍚~NexandGitHub 4f834169f3 specifyin
its better trust me sob
2025-08-10 22:23:46 +02:00
SrtHero278 689eda7114 alphabet editor stuff
i still need a way to add spritesheets
2025-08-10 11:32:36 -07:00
59 changed files with 2405 additions and 495 deletions
+5 -1
View File
@@ -33,4 +33,8 @@ f8b20774e3f035eeddb9211a28a391b20db74456
# Revert a revert (empty script)
392416e00cbd82e1c49e82a9fafdcf2e069a654e
159467de832a172681200c463d244a46e295c3c8
159467de832a172681200c463d244a46e295c3c8
# Revert a revert (scripted cutscene path)
d73f86d26ec2dbf031c01f588ba4be11842db09c
fe0ab0aa454f4ae12ced9502db8a01e7bca3e04c
+3 -2
View File
@@ -5,9 +5,10 @@
pages/** linguist-vendored
# Include HScript files as Haxe
*.hxs linguist-language=Haxe
*.hsc linguist-language=Haxe
*.hscript linguist-language=Haxe
*.hsc linguist-language=Haxe
*.hxs linguist-language=Haxe
*.hxp linguist-language=Haxe
# Include Shader files as GLSL
*.frag linguist-language=GLSL
+2 -2
View File
@@ -12,9 +12,9 @@ jobs:
- name: Pulling the source
uses: actions/checkout@v2
- name: Setting up Haxe
uses: krdlab/setup-haxe@v1
uses: krdlab/setup-haxe@v2
with:
haxe-version: 4.2.5
haxe-version: 4.3.7
- name: Restore existing build cache for faster compilation
uses: actions/cache@v3
with:
+2 -2
View File
@@ -12,9 +12,9 @@ jobs:
- name: Pulling the new commit
uses: actions/checkout@v2
- name: Setting up Haxe
uses: krdlab/setup-haxe@v1
uses: krdlab/setup-haxe@v2
with:
haxe-version: 4.2.5
haxe-version: 4.3.7
- name: Restore existing build cache for faster compilation
uses: actions/cache@v3
with:
+197
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@@ -0,0 +1,197 @@
name: Create Release Builds
on:
workflow_dispatch:
inputs:
tag_name:
description: "Release name (e.g. v1.0.5 or v1.2-rc1)"
required: true
prerelease:
description: "Is this a prerelease?"
required: true
type: boolean
custom_message:
description: "Optional pre-changelog message"
required: false
jobs:
collect-release:
name: Release ${{ github.event.inputs.tag_name }} Builds
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Download Windows Full Build
uses: dawidd6/action-download-artifact@v6
with:
workflow: windows.yml
name: Codename Engine
path: artifacts/windows/full_build
allow_forks: false
- name: Download Windows Executable
uses: dawidd6/action-download-artifact@v6
with:
workflow: windows.yml
name: Codename Engine (Executable Only)
path: artifacts/windows/executable
allow_forks: false
- name: Download Mac OS Full Build
uses: dawidd6/action-download-artifact@v6
with:
workflow: macos.yml
name: Codename Engine
path: artifacts/macos/full_build
allow_forks: false
- name: Download Mac OS Executable
uses: dawidd6/action-download-artifact@v6
with:
workflow: macos.yml
name: Codename Engine (Executable Only)
path: artifacts/macos/executable
allow_forks: false
- name: Download Linux Full Build
uses: dawidd6/action-download-artifact@v6
with:
workflow: linux.yml
name: Codename Engine
path: artifacts/linux/full_build
allow_forks: false
- name: Download Linux Executable
uses: dawidd6/action-download-artifact@v6
with:
workflow: linux.yml
name: Codename Engine (Executable Only)
path: artifacts/linux/executable
allow_forks: false
- name: Prepare artifacts
run: |
mkdir -p renamed
# Windows
mv artifacts/windows/executable/CodenameEngine.exe renamed/update-windows.exe
cd artifacts/windows/full_build
zip -r ../../../renamed/"Codename Engine-Windows.zip" *
cd -
# Mac OS
mv artifacts/macos/executable/CodenameEngine renamed/update-mac
cd artifacts/macos/full_build
if [ -f CodenameEngine.tar.gz ]; then
# Keep tar.gz as-is
cp CodenameEngine.tar.gz ../../../renamed/"Codename Engine-Mac.tar.gz"
else
# Zip contents at root
zip -r ../../../renamed/"Codename Engine-Mac.zip" *
fi
cd -
# Linux
mv artifacts/linux/executable/CodenameEngine renamed/update-linux
cd artifacts/linux/full_build
zip -r ../../../renamed/"Codename Engine-Linux.zip" *
cd -
- name: Find Base Release
id: get_base_release
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
echo "Looking for base release..."
PRERELEASE="${{ github.event.inputs.prerelease }}"
if [[ "$PRERELEASE" == "true" ]]; then
BASE=$(gh release list --repo ${{ github.repository }} --json tagName,isPrerelease,isDraft \
-L 50 -q '.[] | select(.isPrerelease==false and .isDraft==false) | .tagName' | head -n 1)
if [ -z "$BASE" ]; then
echo "No stable release found, resorting to prereleases."
BASE=$(gh release list --repo ${{ github.repository }} --json tagName,isDraft \
-L 1 -q '.[] | select(.isDraft==false) | .tagName')
fi
else
BASE=$(gh release list --repo ${{ github.repository }} --json tagName,isPrerelease,isDraft \
-L 50 -q '.[] | select(.isPrerelease==false and .isDraft==false) | .tagName' | head -n 1)
fi
if [ -z "$BASE" ]; then
echo "No older release found; please make sure to have at least one older release containing the 'update-assets.zip' file in order to generate the differences."
exit 1
else
echo "Base release: $BASE"
echo "base_release=$BASE" >> $GITHUB_OUTPUT
fi
- name: Prepare update-assets.zip
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
echo "Looking for 'update-assets.zip' from release '${{ steps.get_base_release.outputs.base_release }}'"
ASSETS=$(gh release view "${{ steps.get_base_release.outputs.base_release }}" \
--repo "${{ github.repository }}" \
--json assets \
| jq -r '.assets[].name')
if echo "$ASSETS" | grep -xq "update-assets.zip"; then
mkdir -p update_assets_temp renamed
echo "Downloading assets from release '${{ steps.get_base_release.outputs.base_release }}'"
gh release download "${{ steps.get_base_release.outputs.base_release }}" \
--repo ${{ github.repository }} \
--pattern "update-assets.zip" \
-D update_assets_temp
unzip -q update_assets_temp/update-assets.zip -d update_assets_temp
cd update_assets_temp
zip -r ../renamed/update-assets.zip . -i assets
else
echo "No 'update-assets.zip' file found in release '${{ steps.get_base_release.outputs.base_release }}'; please make sure to have this file in that older release in order to generate the differences."
exit 1
fi
- name: Prepare pre-changelog message
id: pre_changelog_message
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
echo "Preparing a pre-changelog message..."
BODY="If you would like to download the full builds of the engine from this release, please ignore the files starting with 'update-' as they're needed for the engine's internal autoupdater.\n\n"
if [ -n "${{ github.event.inputs.custom_message }}" ]; then
BODY="${{ github.event.inputs.custom_message }}\n${BODY}"
fi
{
echo "body<<EOF"
echo -e "$BODY"
echo "EOF"
} >> $GITHUB_OUTPUT
echo -e "Final pre-changelog message:\n\n$BODY"
- name: Create GitHub Release with Assets
uses: softprops/action-gh-release@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
tag_name: ${{ github.event.inputs.tag_name }}
name: Release ${{ github.event.inputs.tag_name }}
draft: true
prerelease: ${{ github.event.inputs.prerelease }}
body: ${{ steps.build_body.outputs.body }}
generate_release_notes: true
files: |
renamed/Codename Engine-Windows.zip
renamed/Codename Engine-Mac.zip
renamed/Codename Engine-Mac.tar.gz
renamed/Codename Engine-Linux.zip
renamed/update-assets.zip
renamed/update-windows.exe
renamed/update-mac
renamed/update-linux
+2 -2
View File
@@ -12,9 +12,9 @@ jobs:
- name: Pulling the new commit
uses: actions/checkout@v2
- name: Setting up Haxe
uses: krdlab/setup-haxe@v1
uses: krdlab/setup-haxe@v2
with:
haxe-version: 4.2.5
haxe-version: 4.3.7
- name: Restore existing build cache for faster compilation
uses: actions/cache@v3
with:
+4 -1
View File
@@ -1,12 +1,15 @@
{
"editor.detectIndentation": false,
"editor.insertSpaces": false,
"editor.tabSize": 4,
"files.associations": {
"*.hx": "haxe",
"*.hscript": "haxe",
"*.hsc": "haxe",
"*.hxs": "haxe"
"*.hxs": "haxe",
"*.hxp": "haxe"
},
"lime.projectFile": "project.hxp",
"lime.targetConfigurations": [
{
"label": "Windows (Test Build)",
+2 -6
View File
@@ -26,6 +26,7 @@ This changelog lists every change that has been added since the last update (inc
- `--fast` for quickly downloading git libraries, but requires you to reinstall it fully when updates happen
- Alphabet now allows multiple lines in the text ([d519db0](https://github.com/CodenameCrew/CodenameEngine/commit/d519db011a14aac0ddfc052089836c6b445f7f44))
- Allow importing mod root level modules in hscript, instead of only source/ ([7e66ee8](https://github.com/CodenameCrew/CodenameEngine/commit/7e66ee81e24204cd152de20046fa1500bb9d204b))
- Made the substate have the possibility to open automatically transitions ([d31454c](https://github.com/CodenameCrew/CodenameEngine/commit/d31454c7ddf4cbf6a681cc8b32cd3f9480f8eacd))
- Added a way to force animations in the `Play Animation` event ([d7b6fbe](https://github.com/CodenameCrew/CodenameEngine/commit/d7b6fbe510edeb832112ab5adc8ab19dfe97d77f))
- Adde unused boyfriend animations ([be55696](https://github.com/CodenameCrew/CodenameEngine/commit/be55696bbefe537f06ad6550b039278ffcbcfb2f))
- Made it display the keybind for the mod menu in main menu ([1ac2e7f](https://github.com/CodenameCrew/CodenameEngine/commit/1ac2e7f53390a9e92aa2a1fea94d147ed50d3694))
@@ -197,9 +198,4 @@ This changelog lists every change that has been added since the last update (inc
- Cleaned up the controls code ([c3580cf](https://github.com/CodenameCrew/CodenameEngine/commit/c3580cf1413f90386dd52763042e11b20d21ce2d), [c1123b9](https://github.com/CodenameCrew/CodenameEngine/commit/c1123b9e3c3c1887888744e0c62827231abc48be))
- Cleaned up unused variables in TitleState ([2779ef3](https://github.com/CodenameCrew/CodenameEngine/commit/2779ef3314471558e371b3ec2f17f8d4df48943a))
- Restructured the events folder ([77b7eeb](https://github.com/CodenameCrew/CodenameEngine/commit/77b7eebed1ea077516ff884902528c0ff3d01872))
- Reduced the amount of data thats stored for the Github Contributors savefile ([2abc45a](https://github.com/CodenameCrew/CodenameEngine/commit/2abc45a9e416a1c5dd2bd0a5297c664e60c6f1d8))
## Unsorted list
- @NexIsDumb Please document this i still dont understand it ([d31454c](https://github.com/CodenameCrew/CodenameEngine/commit/d31454c7ddf4cbf6a681cc8b32cd3f9480f8eacd))
- Reduced the amount of data thats stored for the Github Contributors savefile ([2abc45a](https://github.com/CodenameCrew/CodenameEngine/commit/2abc45a9e416a1c5dd2bd0a5297c664e60c6f1d8))
+1 -1
View File
@@ -1,5 +1,5 @@
# Codename Engine features
This markdown file contains every single feature Codename has, separated into multiple categories. List may be incomplete.
This markdown file contains most of the main features Codename has, separated into multiple categories.
_**QOL = Quality of Life**_
+71 -58
View File
@@ -1,91 +1,104 @@
# Friday Night Funkin' - Codename Engine (WIP)
# Friday Night Funkin' - Codename Engine
## PLEASE NOTE - THIS IS STILL IN A BETA STATE
### Mods created with beta versions of Codename may not be compatible with the release version
Known issues in the beta:
- Some options are missing
![Animated-Banner](https://github.com/user-attachments/assets/5830221d-d954-4be3-afe8-caae364a5881)
Build instructions are below. Press TAB on the main menu to switch mods.
Codename Engine is a cross platform [Friday Night Funkin'](https://github.com/FunkinCrew/Funkin) Engine aimed at simplifying modding focusing on softcoding, along with extensiblity and ease of use.<br>
It is the the official successor of the previously well known [Yoshi Engine](https://github.com/CodenameCrew/YoshiCrafterEngine).
Also, the command `.\cne test` uses the source assets folder instead of the export one for easier development (Although you can still use `lime test windows` normally).
The engine uses [HaxeFlixel](https://haxeflixel.com/) and it mainly features:
- A full scripting system with an optimized fork of [Hscript](https://lib.haxe.org/p/hscript/) (its name is [Hscript Improved](https://github.com/CodenameCrew/hscript-improved))
- Uses forks of popular libraries tailored specifically for the engine for the goal of better optimization.
- Modding system and softcoding is as capable as source coding.
- Focuses heavily on optimization, and encourages its users to also take on optimization practices.
- Many modding tools without changing the core gameplay and the base to mod on.
- Allows modularity using addons and mods that apply on top of the core mod.
- Advanced editors which allows for possibly better experience and easiness when creating the mod.
- Much more can be read [HERE](FEATURES.md)
## Codename Engine
> [!NOTE]
> Please keep in mind that, despite these differences, we do not consider our engine to be any better or worse than the others.
Codename Engine is a new Friday Night Funkin' Engine aimed at simplifying modding, along with extensiblity and ease of use.<br>
### Before making issues or need help with something, check our website [HERE](https://codename-engine.com/) (it contains a wiki of how to mod with EXAMPLES, an api, lists of mods made with Codename Engine and more)!!!
#### The Engine includes many new features, as seen [here](FEATURES.md)<br>
#### Wanna see the new features added in the most recent update? Click [here](PATCHNOTES.md)<br>
---
## How to download
> [!CAUTION]
> Want to use this project's code for different purposes or something similar? Check out the ***Usage Info*** part below first, it basically explains what you can do or not do!<br>
> We love open source but we also love proper credits for having respect of all the people who worked hard on this project!!
Latest builds for the engine can be found in the [Actions](https://github.com/CodenameCrew/CodenameEngine/actions) tab.<br>
In the future (when the engine won't be a WIP anymore) we're gonna also publish the engine on platforms like Gamebanana; stay tuned!
> [!WARNING]
> Before making issues or if you need help with something, check our website [HERE](https://codename-engine.com/).<br>
> It contains a wiki of how to mod with EXAMPLES, an api, lists of mods made with Codename Engine and more!
If you don't have a github account please go onto https://codename-engine.com/ and click the download button for the respective operating system.
> [!TIP]
> Want to stay updated with this project?<br>
> Check out our [patch notes](PATCHNOTES.md)!
---
<img width="1080" height="146" alt="immagine" src="https://github.com/user-attachments/assets/93604082-6bac-4ffc-99b0-5393b1e340a4" />
<br><br>
<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4106f77a-40f8-4159-9f4e-b601cc79e1d0" />
<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/2c06f5ea-3462-459b-982e-bf4eddf3d099" />
<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4979e256-6b99-4857-8a2a-96abd94f9c4e" />
<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/55a5a710-55b9-4988-bdcc-0977ba1de97a" />
<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4676b035-bec7-445b-a303-78e66f11c479" />
---
> [!NOTE]
> Codename Engine as for now supports **Windows x64**, **Mac OS x64** and **Linux x64**.<br>
> More platforms will soon come, stay tuned!<br>
> - [ ] **Web (HTML5) Support**
> - [ ] **Mobile Support**
<details>
<summary><h2>How to build</h2></summary>
<summary><h2>How to download</h2></summary>
> **Open the instructions for your platform**
<details>
<summary>Windows</summary>
- Stable builds of the engine can be found on our [GameBanana](https://gamebanana.com/mods/598553) or our [itch.io](https://nex-isdumb.itch.io/codename-engine) pages.
- Latest *EXPERIMENTAL* builds of the engine can be found in the [Actions](https://github.com/CodenameCrew/CodenameEngine/actions) tab. **REQUIRES A GITHUB ACCOUNT!!**
##### Tested on Windows 10 21H2
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Download and install [`git-scm`](https://git-scm.com/download/win).
- Leave all installation options as default.
3. Run `update.bat` using cmd or double-clicking it, and wait for the libraries to install.
4. Once the libraries are installed, run `haxelib run lime test windows` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test windows` directly.
</details>
<details>
<summary>Linux</summary>
##### Requires testing
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Install `g++`, if not present already.
3. Download and install [`git-scm`](https://git-scm.com/download/linux).
4. Open a terminal in the Codename Engine source folder, and run `update.sh`.
5. Once the libraries are installed, run `haxelib run lime test linux` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test linux` directly.
</details>
<details>
<summary>MacOS</summary>
##### Requires testing
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Install `Xcode` to allow C++ app building.
3. Download and install [`git-scm`](https://git-scm.com/download/mac).
4. Open a terminal in the Codename Engine source folder, and run `update.sh`.
5. Once the libraries are installed, run `haxelib run lime test mac` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test mac` directly.
</details>
If you don't have a GitHub account to download experimental builds, you can also go onto our [official website](https://codename-engine.com/) and click the download button for the respective operating system under the **Experimental** section.
</details>
<details>
<summary><h2>What can you do or not do</h2></summary>
<summary><h2>How to mod</h2></summary>
### You can:
Check out our wiki [HERE](https://codename-engine.com/wiki/)
</details>
<details>
<summary><h2>How to setup and build</h2></summary>
Check out our guide [HERE](building/README.md)
</details>
<details>
<summary><h2>Usage Info</h2></summary>
### Feel free to:
- Download and play the engine with its mods and modpacks
- Mod and fork the engine (without using it for illicit purposes)
- Contribute to the engine (for example through *Pull Requests*, *Issues*, etc)
- Contribute to the engine (for example through *Pull Requests*, *Issues*, etc.)
- Create a sub engine with Codename Engine as **TEMPLATE** with **CREDITS** (for example leaving the *credits menu submenu with the GitHub contributors* and putting the *[main devs](https://github.com/CodenameCrew)* in a *README* specifying that it's a *sub engine from Codename Engine*)
- Release excutable mods that use Codename Engine as source (Specifing that uses Codename Engine by for example the same way written above this)
- Release modpacks
- Release excutable mods that use Codename Engine as source (specifing that uses Codename Engine by for example the same way written above this)
- Release Codename Engine modpacks
### You can't:
### Please do not:
- Create a *side/new/etc* engine (or mod that doesn't use Codename Engine) using Codename Engine's code
- Steal code from Codename Engine for another different project that is not Codename Engine related (Codename Engine mods excluded) without properly crediting
- Release the entire Codename Engine on platforms (Mods that use Codename Engine as source are fine, if it's specified even better)
- Release the entirety of Codename Engine on platforms (mods that use Codename Engine as source are fine)
#### *If you need more info or feel like asking to do something which is not listed here, ask us directly on our discord (linked on the website)!*
#### *If you need more info or feel like asking to do something which is not listed here, ask us directly on our [discord server](https://discord.com/servers/codename-engine-860561967383445535)!*
</details>
<details>
<summary><h2>Credits</h2></summary>
- All main Credits can be seen inside the Engine and specifically [HERE](https://github.com/CodenameCrew/CodenameEngine/graphs/contributors)
- Credits to the [FlxAnimate](https://github.com/Dot-Stuff/flxanimate) team for the Animate Atlas support
- Credits to Smokey555 for the backup Animate Atlas to spritesheet code
- Credits to MAJigsaw77 for [hxvlc](https://github.com/MAJigsaw77/hxvlc) (video cutscene/mp4 support) and [hxdiscord_rpc](https://github.com/MAJigsaw77/hxdiscord_rpc) (discord rpc integration)
- Credits to [TheoDev](https://github.com/TheoDevelops) for [FunkinModchart](https://lib.haxe.org/p/funkin-modchart/). ***(library used for modcharting features)***
- Credits to [Ninjamuffin99](https://github.com/ninjamuffin99) and the [Funkin Crew](https://github.com/FunkinCrew) for the base game Friday Night Funkin'
</details>
-61
View File
@@ -1,61 +0,0 @@
# Codename Engine Todo List
## `v1.0.0` - Initial release
- [x] Remove Herobrine
- [ ] Chart Editor
- [x] Place & Delete notes
- [x] Ctrl+Z & Ctrl+Y
- [x] Selection box & dragging
- [x] Scroll bar at the right + Song info
- [x] Fix the strumlines bar when zooming out
- [x] Algorithm to make note placements faster & sorted out
- [x] Play here working
- [x] Cap zoom in & out
- [x] Events (including Camera Movement)
- [x] Metadata Editing
- [ ] Custom Notetypes
- [ ] Reorderable Strumlines
- [ ] Step based zooming
- [ ] Add Undo to more actions
- [ ] New Chart Button
- [ ] Bug fixes
- [ ] Zooming in causing notes to disappear
- [ ] Holds disappear too early
- [ ] Time signature fixes
- [ ] BPM Changes Events
- [ ] Character Editor
- [x] Animation Editing
- [x] Animation Deletion/Creation
- [x] Character Info Editing
- [x] Character Saving
- [x] Add Undos to Actions
- [ ] Change Stage
- [ ] New Character Button
- [ ] Port Videos to a more stable video lib
- [ ] Optimization to Editors
- [ ] Fix Ratings Lag
- [x] Re-export gf-christmas, gf-car and gf-tankmen with padding
- [x] Re-add shader camera stuff
- [x] Make update.bat use libs.xml instead of hmm.json
- [ ] New Switch Mod menu
- [x] Port shader camera stuff over to new flixel fork
- [ ] Add note offset
- [x] Dialogue
- [ ] Finish Base Game port
- [x] Add credits
- [x] Verbose mode (`--verbose`)
- [ ] Tooltips
- [ ] Fix bugs
## `v1.1.0`
- [ ] Charter Waveforms (maybe in v1.1.0, don't wanna slow shit down)
- [ ] Custom classes
- [ ] Proper super overrides (FlxText_HSX doesn't allow overrides for update because of this)
- [ ] Custom Class extending Custom Classes
- [ ] Statics on Custom Classes
- [ ] Fix Bugs
- [ ] Full 3D support via stages files
- [ ] Multithread sprites and assets loading (for faster load times) ?
- [ ] Stage Editor
- [ ] Optimize flxanimate isOnScreen
+28
View File
@@ -47,10 +47,18 @@
<anim char="8">character-eight</anim>
<anim char="9">character-nine</anim>
<composite char="ã">
<component anim="character-a0" x="0" y="0"/>
<component anim="diacritic-tilde-fill" x="11" y="73" outline="diacritic-tilde-outline" outlineX="-1" hasOutline="true"/>
</composite>
<composite char="ẽ">
<component anim="character-e0" x="0" y="0"/>
<component anim="diacritic-tilde-fill" x="3" y="73" outline="diacritic-tilde-outline" outlineX="-1" hasOutline="true"/>
</composite>
<composite char="õ">
<component anim="character-o0" x="0" y="0"/>
<component anim="diacritic-tilde-fill" x="8" y="73" outline="diacritic-tilde-outline" outlineX="-1" hasOutline="true"/>
</composite>
<composite char="ñ">
<component anim="character-n0" x="0" y="0"/>
<component anim="diacritic-tilde-fill" x="3" y="73" outline="diacritic-tilde-outline" outlineX="-1" hasOutline="true"/>
@@ -75,6 +83,22 @@
<component anim="character-u0" x="0" y="0"/>
<component anim="diacritic-acute-fill" x="15" y="60" outline="diacritic-acute-outline" outlineX="-1" hasOutline="true"/>
</composite>
<composite char="â">
<component anim="character-a0" x="0" y="0"/>
<component anim="diacritic-circumflex-fill" x="13" y="70" outline="diacritic-circumflex-outline" outlineX="-1" hasOutline="true"/>
</composite>
<composite char="ê">
<component anim="character-e0" x="0" y="0"/>
<component anim="diacritic-circumflex-fill" x="6" y="70" outline="diacritic-circumflex-outline" outlineX="-1" hasOutline="true"/>
</composite>
<composite char="ô">
<component anim="character-o0" x="0" y="0"/>
<component anim="diacritic-circumflex-fill" x="11" y="70" outline="diacritic-circumflex-outline" outlineX="-1" hasOutline="true"/>
</composite>
<composite char="à">
<component anim="character-a0" x="0" y="0"/>
<component anim="diacritic-acute-fill" x="16" y="70" outline="diacritic-acute-outline" outlineX="1" hasOutline="true" flipX="true"/>
</composite>
<composite char="ą">
<component anim="character-a0" x="0" y="0"/>
<component anim="diacritic-ogonek-fill" x="34" y="-12" outline="diacritic-ogonek-outline" outlineX="2" outlineY="-2" hasOutline="true"/>
@@ -83,6 +107,10 @@
<component anim="character-e0" x="0" y="0"/>
<component anim="diacritic-ogonek-fill" x="23" y="-14" outline="diacritic-ogonek-outline" outlineX="2" outlineY="-2" hasOutline="true"/>
</composite>
<composite char="ç">
<component anim="character-c0" x="0" y="0"/>
<component anim="diacritic-cadilla-fill" x="20" y="-15" outline="diacritic-cadilla-outline" outlineX="3" outlineY="-1" hasOutline="true"/>
</composite>
<composite char="ć">
<component anim="character-c0" x="0" y="0"/>
<component anim="diacritic-acute-fill" x="18" y="73" outline="diacritic-acute-outline" outlineX="-1" hasOutline="true"/>
+6 -6
View File
@@ -8,7 +8,7 @@ function onDiscordPresenceUpdate(e) {
var data = e.presence;
if(data.button1Label == null)
data.button1Label = "meow"; // "Codename Engine Discord"
data.button1Label = "Codename Engine Discord";
if(data.button1Url == null)
data.button1Url = "https://discord.gg/2NTCdsQvx4";
}
@@ -33,8 +33,8 @@ function onEditorTreeLoaded(name:String) {
DiscordUtil.changePresenceSince("Choosing a Character", null);
case "Chart Editor":
DiscordUtil.changePresenceSince("Choosing a Chart", null);
//case "Stage Editor": // secret for now
// DiscordUtil.changePresenceSince("Choosing a Stage", null);
case "Stage Editor": // secret for now
DiscordUtil.changePresenceSince("Choosing a Stage", null);
}
}
@@ -44,7 +44,7 @@ function onEditorLoaded(name:String, editingThing:String) {
DiscordUtil.changePresenceSince("Editing a Character", editingThing);
case "Chart Editor":
DiscordUtil.changePresenceSince("Editing a Chart", editingThing);
//case "Stage Editor":
// DiscordUtil.changePresenceSince("Editing a Stage", editingThing);
case "Stage Editor":
DiscordUtil.changePresenceSince("Editing a Stage", editingThing);
}
}
}
+1 -1
View File
@@ -16,5 +16,5 @@ version="version based on the English config.ini version"
4. Translate the texts in the copied xml files. The {0} and {1}, and so on are placeholders are used for variables, and should be left as is.
5. Make a pull request with your changes.
5. **If you wanna help us with the language(s) you added in the engine**: Make a pull request with your changes.
Make sure the pull request is labeled as `[LANG] Add <language name>` or `[LANG] Update <language name>` or `[LANG] Fix typo in <language name>`, generally anything is allowed but it has to contain the language name.
+1
View File
@@ -488,6 +488,7 @@
<str id="newGlyph">New Glyph</str>
<str id="editGlyph">Edit Glyph</str>
<str id="deleteGlyph">Delete Glyph</str>
<str id="deleteCurGlyph">Delete Current Glyph</str>
</group>
<str id="topBar.offset">Offsets</str>
+686
View File
@@ -0,0 +1,686 @@
<?xml version="1.0" encoding="utf-8" ?>
<language>
<group name="General Editor Translations" prefix="editor.">
<str id="autosavingIn">Guardando automáticamente em {0} segundos{1}</str>
<str id="autosavingCanceledSuffix">(Cancelado)!</str>
<str id="ok">Ok</str>
<str id="cancel">Cancelar</str>
<str id="save">Guardar</str>
<str id="saveClose">Guardar e Fechar</str>
<str id="close">Fechar</str>
<str id="notNow">Agora Não</str>
<str id="yes">Sim</str>
</group>
<group name="UIImageExplorer" prefix="uiImageExplorer.">
<str id="symbol">Simbolo</str>
<str id="animation">Animação</str>
<str id="atlas">Atlas</str>
<str id="spritemap">Mapa de Sprites</str>
<str id="directory">Diretório ({0}/)</str>
<str id="found">{0} {1} Encontrado</str>
<str id="foundplural">{0} {1} Encontrado</str>
<str id="notFound">#{0}s NÃO Encontrado#</str>
<str id="foundAtlas">{0} Mapa de Sprites Encontrado</str>
<str id="foundAtlasplural">{0} Mapas de Sprites Encontrados</str>
<str id="fileAlreadyExists">Os seguintes ficheiros já existem: \n\n{0}\n\nIMPORTANTE: SUBSTITUIR NÃO PODE SER DESFEITO!</str>
<str id="override">Substituir Ficheiros</str>
<str id="useExisting">Usar Existentes</str>
</group>
<group name="EditorPicker" prefix="editor.">
<str id="alphabet.name">Editor de Alfabetos</str>
<str id="chart.name">Editor de Mapas</str>
<str id="character.name">Editor de Personagens</str>
<str id="stage.name">Editor de Cenários</str>
<str id="uiDebug.name">Interface de Depuração</str>
<str id="wiki.name">Wiki</str>
<str id="debugOptions.name">Opções de Depuração</str>
</group>
<group name="ChartEditor">
<group name="CharterSelection" prefix="charterSelection.">
<str id="desc">Selecione uma canção para modificar os seus mapas.</str>
<str id="acceptSong">Carregue em ACEITAR para escolher uma dificuldade para editar.</str>
<str id="acceptVariation">Carregue em ACEITAR para escolher uma variação para editar.</str>
<str id="acceptDifficulty">Carregue em ACEITAR para editar o mapa para a dificuldade selecionada.</str>
<str id="selectDifficulty">Selecione uma dificuldade para continuar.</str>
<str id="newDifficulty">Nova Dificuldade</str>
<str id="newDifficultyDesc">Carregue em ACEITAR para criar uma dificuldade nova.</str>
<str id="newSong">Nova Canção</str>
<str id="newSongDesc">Carregue em ACEITAR para criar uma canção nova.</str>
<str id="newVariation">Nova Variação</str>
<str id="newSongDesc">Carregue em ACEITAR para criar uma variação nova.</str>
</group>
<group name="ChartCreationScreen" prefix="chartCreation.">
<str id="title">A Criar um Mapa Novo</str>
<str id="info">Info. do Mapa</str>
<str id="diffName">Nome da Dificuldade</str>
<str id="stage">Cenário</str>
<str id="scrollSpeed">Velocidade das Notas</str>
<str id="strumLineList">Pistas $* Pelo menos 1 Pista Necessária$</str>
<str id="strumLine.format">Pistas - #{0}</str>
<group name="Warnings" prefix="warnings.">
<str id="song-exists-title">Criação de Canção: Erro!</str>
<str id="song-exists-body">A canção que está a tentar criar já existe, se a quiser substituir apague a canção primeiro!</str>
<str id="chart-exists-title">Criação de Mapa: Erro!</str>
<str id="chart-exists-body">O mapa que está a tentar criar já existe, se o quiser substituir apague o mapa primeiro!</str>
</group>
</group>
<group name="ChartDataScreen" prefix="chartDataScreen.">
<str id="title">Propriedades do Mapa</str>
<str id="editChartData">Editar Dados do Mapa</str>
<str id="stage">Cenário</str>
<str id="scrollSpeed">Velocidade das Notas</str>
</group>
<group name="SongPosInfo" prefix="songPosInfo.">
<str id="step">Passo: {0}</str>
<str id="beat">Batida: {0}</str>
<str id="measure">Medida: {0}</str>
<str id="bpm">BPM: {0}</str>
<str id="timeSignature">Compasso: {0}/{1}</str>
</group>
<group name="CharterEventScreen" prefix="charterEventScreen.">
<str id="title-creating">Criar Grupo de Eventos</str>
<str id="title-editing">Editar Grupo de Eventos</str>
<str id="noEvent">Sem Eventos</str>
<str id="strumLine.format">Pista #{0} ({1})</str>
</group>
<group name="CharterEventTypeSelection" prefix="charterEventTypeSelection.">
<str id="title">Escolha um tipo de evento...</str>
</group>
<group name="CharterMetaDataScreen" prefix="charterMetaDataScreen.">
<str id="title">Editar Metadados</str>
<str id="songData">Dados da Canção</str>
<str id="songName">Nome da Canção</str>
<str id="variation">Variação da Canção</str>
<str id="bpm">BPM</str>
<str id="timeSignature">Compasso</str>
<str id="menusData">Dados dos Menus (Jogo Livre/História)</str>
<str id="displayName">Nome Exibido</str>
<str id="icon">Ícone</str>
<str id="modesAllowed">Modos Permitidos</str>
<str id="color">Cor</str>
<str id="difficulties">Dificuldades</str>
<str id="customValues">Valores Especiais (Avançado)</str>
<str id="needsVoices">Necessita Vozes</str>
<str id="opponentMode">Modo Oponente</str>
<str id="coopAllowed">Modo Cooperativo</str>
</group>
<group name="CharterNoteTypesList" prefix="charterNoteTypesList.">
<str id="title">Editor da Lista de Tipos de Nota</str>
<str id="editNoteTypes">Editar Tipos de Nota</str>
<str id="editType">Tipo de Nota {0}</str>
</group>
<group name="CharterStrumlineScreen" prefix="charterStrumlineScreen.">
<str id="win-title-creating">A Criar a pista {0}</str>
<str id="win-title-editing">A Editar as propriedades da pista {0}</str>
<str id="title-creating">Criar Nova Pista</str>
<str id="title-editing">Editar Propriedades da Pista</str>
</group>
<group name="SongCreationScreen" prefix="songCreationScreen.">
<str id="win-title">A Criar Nova Canção</str>
<str id="win-title-importing">A Importar Canção</str>
<str id="title">Info. da Canção</str>
<str id="instAudio">Ficheiro do Instrumental $* Obrigatório*$</str>
<str id="voicesAudio">Ficheiro das Vozes</str>
<str id="importFrom">Importar de...</str>
<str id="importSource">Fonte de Importação:</str>
<str id="legacyOrPsych">Psych/Legacy FNF</str>
<str id="vslice">V-Slice</str>
<str id="vsliceProject">Projeto V-Slice (.fnfc)</str>
<str id="importChartFormat">Formato de Mapa</str>
<str id="importAudios">Adicionar Audios</str>
<str id="songFileName">Nome da canção $* Obrigatório$</str>
<str id="songDataFile">Ficheiro Dados/Mapa $* Obrigatório$</str>
<str id="songMetaFile">Ficheiro dos Metadados $* Obrigatório$</str>
<str id="back">Atrás</str>
<str id="next">Seguinte</str>
</group>
<group name="StrumlineOptions" prefix="charterStrumLine.">
<str id="characters">Personagens</str>
<str id="newChar">Nova Personagem</str>
<str id="type">Tipo</str>
<str id="scrollSpeed">Velocidade das Notas</str>
<str id="stagePos">Posição no Cenário</str>
<str id="scale">Tamanho</str>
<str id="spacing">Espaço</str>
<str id="hudPos">Posição HUD (X [Rácio 0-1],Y)</str>
<str id="visible">Visível?</str>
<str id="useChartScrollSpeed">Usa velocidade global?</str>
<str id="vocalSuffix">Sufixo Vocal</str>
<str id="keyCount">Número de Teclas</str>
</group>
<group name="ChartEditor" prefix="charter.">
<!-- Charter.hx -->
<group name="TopBar">
<str id="topBar.file">Ficheiro</str>
<group name="FileMenu" prefix="file.">
<str id="new">Novo</str>
<str id="save">Guardar</str>
<str id="saveAs">Guardar Como...</str>
<str id="saveGlobalEvents">Guardar Eventos Globais</str>
<str id="saveGlobalEventsAs">Guardar Eventos Globais Como...</str>
<str id="saveNoLocalEvents">Guardar Mapa sem Eventos Locais</str>
<str id="saveNoLocalEventsAs">Guardar Mapa sem Eventos Locais Como...</str>
<str id="saveMeta">Guardar Metadados</str>
<str id="saveMetaAs">Guardar Metadados Como...</str>
<str id="exportFnfLegacy">Exportar Para FNF Legacy...</str>
<str id="exportPsych">Exportar Para Psych Engine...</str>
<str id="exit">Sair</str>
</group>
<str id="topBar.edit">Editar</str>
<group name="EditMenu" prefix="edit.">
<str id="undo">Desfazer</str>
<str id="redo">Refazer</str>
<str id="copy">Copiar</str>
<str id="paste">Colar</str>
<str id="cut">Cortar</str>
<str id="delete">Apagar</str>
</group>
<str id="topBar.chart">Mapa</str>
<group name="ChartMenu" prefix="chart.">
<str id="playtest">Testar</str>
<str id="playtestHere">Testar aqui</str>
<str id="playtestOpponent">Testar como oponente</str>
<str id="playtestOpponentHere">Testar como oponente aqui</str>
<str id="enableScripts">Ativar scripts durante teste</str>
<str id="editChartData">Editar dados do mapa</str>
<str id="editMetadata">Editar info. dos metadados</str>
</group>
<str id="topBar.view">Vista</str>
<group name="ViewMenu" prefix="view.">
<str id="zoomIn">Ampliar</str>
<str id="zoomOut">Diminuir</str>
<str id="resetZoom">Zoom Padrão</str>
<str id="showSectionsSeparator">Mostrar Separador de Secções</str>
<str id="showBeatsSeparator">Mostrar Separador de Batidas</str>
<str id="rainbowWaveforms">Ondas Arcoíris</str>
<str id="lowDetailWaveforms">Ondas de Baixo Detalhe</str>
<str id="scrollLeft">Deslocar à Esquerda</str>
<str id="scrollRight">Deslocar à Direita</str>
<str id="scrollReset">Repor Deslocamento</str>
</group>
<str id="topBar.song">Canção</str>
<group name="SongMenu" prefix="song.">
<str id="goStart">Voltar ao início</str>
<str id="goEnd">Avançar até o fim</str>
<str id="addOpponentCamera">Adicionar camera no Oponente</str>
<str id="addPlayerCamera">Adicionar camera no Jogador</str>
<str id="muteInst">Silenciar instrumental</str>
<str id="muteVoices">Silenciar vozes</str>
</group>
<group name="BookmarkMenu" prefix="bookmarks.">
<str id="addBookmarkHere">Adicionar Marcador Aqui</str>
<str id="editBookmarkList">Editar Lista de Marcadores</str>
<str id="goTo">Ir para "{0}"</str>
<str id="createBookmarkTitle">A Criar Marcador Novo...</str>
<str id="createBookmarkName">Nome do Marcador:</str>
<str id="createBookmarkColor">Cor do Marcador:</str>
<str id="editBookmarkListTitle">Lista de Marcadores</str>
<str id="editBookmarksTitle">Editar Marcador</str>
<str id="newBookmarkName">Novo Marcador</str>
</group>
<str id="topBar.note">Notas</str>
<group name="NoteMenu" prefix="note.">
<str id="addSustainLength">Alargar Nota</str>
<str id="subtractSustainLength">Encurtar Nota</str>
<str id="selectAll">Selecionar tudo</str>
<str id="selectMeasure">Selecionar medida</str>
<str id="editNoteTypesList">Editar Lista de Tipos de Nota</str>
</group>
<str id="topBar.snap">Ajustes</str>
<group name="SnapMenu" prefix="snap.">
<str id="increaseSnap">↑ Ajuste de Casa</str>
<str id="resetSnap">Repor Ajuste de Casa</str>
<str id="decreaseSnap">↓ Ajuste de Casa</str>
<str id="snap">Ajuste de Casa {0}x</str>
</group>
<str id="topBar.playback">Reprodução</str>
<group name="PlaybackMenu" prefix="playback.">
<str id="play">Tocar/Pausar</str>
<str id="speedRaise">↑ Velocidade {0}%</str>
<str id="speedReset">Repor Velocidade</str>
<str id="speedLower">↓ Velocidade {0}%</str>
<str id="sectionBack">Voltar uma secção</str>
<str id="sectionForward">Avançar uma secção</str>
<str id="sectionStart">Voltar ao ínicio da secção</str>
<str id="backStep">Voltar um passo</str>
<str id="forwardStep">Avançar um passo</str>
<str id="metronome">Metrónomo</str>
<str id="visualMetronome">Metrónomo visual</str>
</group>
</group>
<group name="NoteTypes" prefix="noteTypes.">
<str id="default">Nota Normal</str>
</group>
<group name="EventTypes" prefix="events.">
<!-- You can add your custom event types here! -->
<!-- Just need to do some conversion from the raw name to the id -->
<!-- Example: HScript Call -> hscriptCall -->
<!-- Example: Change Character -> changeCharacter -->
<str id="hscriptCall">Chamar HScript</str>
<str id="cameraMovement">Mover Câmara</str>
<str id="cameraPosition">Posição da Câmara</str>
<str id="addCameraZoom">Adicionar Zoom</str>
<str id="cameraModuloChange">Mudar Pulso da Câmara</str>
<str id="cameraFlash">Flash da Câmara</str>
<str id="bpmChange">Mudar BPM</str>
<str id="continuousBpmChange">Mudança contínua de BPM</str>
<str id="timeSignatureChange">Mudar Compasso</str>
<str id="scrollSpeedChange">Mudança de Velocidade das Notas</str>
<str id="altAnimationToggle">Animações Alternativas</str>
<str id="playAnimation">Reproduzir Animação</str>
</group>
<group name="StrumlineOptions" prefix="strumLine.">
<str id="button-name">Opções ↓</str>
<str id="hitsounds">Som ao Bater</str>
<str id="muteVocals">Silenciar Voz</str>
<str id="edit">Editar</str>
<str id="delete">Apagar</str>
<str id="noWaveform">Sem onda</str>
</group>
<str id="createNew">Criar Nova</str>
<str id="lock-unlock">Trancar/\nDestrancar</str>
<str id="info.localEvents">Eventos Locais\n(Apenas Esta Dificuldade)</str>
<str id="info.globalEvents">Eventos Globais\n(Todas as Dificuldades)</str>
<str id="eventType-local">Evento Local</str>
<str id="eventType-global">Evento Global</str>
<!-- CharterEventAdd.hx -->
<str id="addEvent">Adicionar Evento</str>
<str id="editEvent">Editar Evento</str>
<str id="deleteEvent">Apagar Evento</str>
<group name="Notifications" prefix="popup.">
<str id="savedChartAt">Mapa Guardado em {0}!</str>
</group>
</group>
</group>
<group name="CharacterEditor">
<group name="CharacterSelection" prefix="characterSelection.">
<str id="acceptFolder">Carregue em ACEITAR para editar esta pasta.</str>
<str id="acceptCharacter">Carregue em ACEITAR para editar esta personagem.</str>
<str id="newCharacter">Nova Personagem</str>
<str id="newCharacterDesc">Carregue em ACEITAR para criar uma personagem nova.</str>
<str id="desc">Selecione uma personagem para editar</str>
<str id="desc-folder">Selecione uma personagem para editar em {0}</str>
</group>
<group name="CharacterInfoScreen" prefix="characterInfoScreen.">
<str id="win-title">A Editar Personagem</str>
<str id="title">Editar Info. da Personagem</str>
<str id="icon">Ícone</str>
<str id="iconColor">Cor do Ícone</str>
<str id="singDuration">Duração de Canto</str>
<str id="useSingDuration">Usar Duração de Canto?</str>
<str id="customValues">Valores Especiais (Avançado)</str>
</group>
<group name="CharacterEditor" prefix="characterEditor.">
<group name="TopBar">
<str id="topBar.file">Ficheiro</str>
<group name="FileMenu" prefix="file.">
<str id="new">Novo</str>
<str id="save">Guardar</str>
<str id="saveAs">Guardar Como...</str>
<str id="exit">Sair</str>
</group>
<str id="topBar.edit">Editar</str>
<group name="EditMenu" prefix="edit.">
<str id="copyOffset">Copiar Posição</str>
<str id="pasteOffset">Colar Posição</str>
<str id="undo">Desfazer</str>
<str id="redo">Refazer</str>
<str id="editInfo">Editar informação</str>
<str id="editSprite">Editar imagem fonte</str>
</group>
<str id="topBar.offset">Posição</str>
<group name="OffsetsMenu" prefix="offset.">
<str id="moveLeft">Mover Para a Esquerda</str>
<str id="moveUp">Mover Para Cima</str>
<str id="moveDown">Mover Para Baixo</str>
<str id="moveRight">Mover Para a Direita</str>
<str id="moveExtraLeft">Mover Mais Para a Esquerda</str>
<str id="moveExtraUp">Mover Mais Para Cima</str>
<str id="moveExtraDown">Mover Mais Para Baixo</str>
<str id="moveExtraRight">Mover Mais Para a Direita</str>
<str id="dragOffsetsMouse">Arrastar Posição Com o Rato?</str>
<str id="clearOffsets">Limpar Posições</str>
</group>
<str id="topBar.stage">Cenário</str>
<group name="StageMenu" prefix="stage.">
<str id="useStage">Usar "{0}"</str>
<str id="useNone">Não Usar Cenário</str>
</group>
<str id="topBar.view">Vista</str>
<group name="ViewMenu" prefix="view.">
<str id="zoomIn">Ampliar</str>
<str id="zoomOut">Diminuir</str>
<str id="resetZoom">Zoom Padrão</str>
<str id="charHitbox">"Hitbox" da Personagem?</str>
<str id="charCam">Câmara da Personagem?</str>
<str id="axis">Eixo XY?</str>
</group>
<str id="topBar.animation">Animação</str>
<group name="AnimationMenu" prefix="animation.">
<str id="playAnim">Reproduzir Animação</str>
<str id="stopAnim">Parar Animação</str>
<str id="changeAnimUp">Mudar Animação ↑</str>
<str id="changeAnimDown">Mudar Animação ↓</str>
<str id="playAnimOnOffset">Reproduzir Animação Reposicionada?</str>
</group>
<group name="CharacterPropertiesWindow" prefix="characterProperties.">
<str id="position">Posição (X, Y)</str>
<str id="scale">Tamanho</str>
<str id="editInfo">Editar Info.</str>
<str id="editSprite">Editar Imagem</str>
<str id="camPosition">Posição da Câmara (X, Y)</str>
<str id="charFlipped">Espelhado?</str>
<str id="antialiased">Suavizado?</str>
<str id="testCharAs">Testar Como...</str>
<str id="charDesign">Desenhada Como...</str>
</group>
<group name="CharacterAnimButton" prefix="characterAnim.">
<str id="defaultAnimName">Nova Animação</str>
<str id="name">Nome</str>
<str id="anim">Animação</str>
<str id="position">Posição (X, Y)</str>
<str id="fps">FPS</str>
<str id="indices">Índices (Frames)</str>
</group>
<group name="CharacterSpriteScreen" prefix="characterSpriteScreen.">
<str id="win-title">Editar imagem da personagem</str>
<str id="charImageFile">Imagem da personagem $* Obrigatório$</str>
</group>
</group>
</group>
<group name="CharacterCreationScreen" prefix="characterCreationScreen.">
<str id="win-title">A Criar uma Personagem Nova</str>
<str id="charName">Nome da Personagem $* Required$</str>
<str id="charImgName">Imagem $* Obrigatória$</str>
<group name="Warnings" prefix="warnings.">
<str id="char-exists-title">Criação da Personagem: Erro!</str>
<str id="char-exists-body">A personagem que está a tentar criar já existe, se quiser substituir apague a personagem primeiro!</str>
</group>
</group>
</group>
<group name="AlphabetEditor" prefix="editor.alphabet.">
<group name="AlphabetSelection" prefix="selection.">
<str id="acceptTypeface">Carregue em ACEITAR para editar este tipo de letra.</str>
<str id="newTypeface">Novo Tipo de Letra</str>
<str id="newTypefaceDesc">Carregue em ACEITAR para criar um tipo de letra novo.</str>
<str id="desc">Selecione um tipo de letra para editar</str>
<group name="Warnings" prefix="warnings.">
<str id="notImplemented-title">Novo Tipo de Letra: Função Não Implementada!</str>
<str id="notImplemented-body">Esta função ainda não foi implementada. Por favor espere por mais atualizações até ser implementada.\n\n\n- Codename Crew (Equipa Codename)</str>
</group>
</group>
<group name="AlphabetEditor">
<group name="TopBar">
<str id="topBar.file">Ficheiro</str>
<group name="FileMenu" prefix="file.">
<str id="new">Novo</str>
<str id="save">Guardar</str>
<str id="saveAs">Guardar Como...</str>
<str id="exit">Sair</str>
</group>
<str id="topBar.edit">Editar</str>
<group name="EditMenu" prefix="edit.">
<str id="undo">Desfazer</str>
<str id="redo">Refazer</str>
</group>
<str id="topBar.glyph">Glifo</str>
<group name="GlyphMenu" prefix="glyph.">
<str id="newGlyph">Novo Glifo</str>
<str id="editGlyph">Editar Glifo</str>
<str id="deleteGlyph">Apagar Glifo</str>
<str id="deleteCurGlyph">Apagar Glifo Atual</str>
</group>
<str id="topBar.offset">Posição</str>
<group name="OffsetsMenu" prefix="offset.">
<str id="moveLeft">Mover Para a Esquerda</str>
<str id="moveUp">Mover Para Cima</str>
<str id="moveDown">Mover Para Baixo</str>
<str id="moveRight">Mover Para a Direita</str>
<str id="moveExtraLeft">Mover Mais Para a Esquerda</str>
<str id="moveExtraUp">Mover Mais Para Cima</str>
<str id="moveExtraDown">Mover Mais Para Baixo</str>
<str id="moveExtraRight">Mover Mais Para a Direita</str>
<str id="clearOffsets">Limpar Posições</str>
</group>
<str id="topBar.view">Vista</str>
<group name="ViewMenu" prefix="view.">
<str id="zoomIn">Ampliar</str>
<str id="zoomOut">Diminuir</str>
<str id="resetZoom">Zoom Padrão</str>
</group>
</group>
</group>
</group>
<group name="StageEditor">
<group name="StageSelection" prefix="stageSelection.">
<str id="desc">Selecione um cenário para editar. Cenários HSCRIPT PURO não são suportadas.</str>
<str id="acceptStage">Carregue em ACEITAR para editar este cenário.</str>
<str id="newStage">Novo Cenário</str>
<str id="acceptNewStage">Carregue em ACEITAR para criar um cenário novo.</str>
</group>
<group name="StageEditor" prefix="stageEditor.">
<group name="TopBar">
<str id="topBar.file">Ficheiro</str>
<group name="FileMenu" prefix="file.">
<str id="save">Guardar</str>
<str id="saveAs">Guardar Como...</str>
<str id="exit">Sair</str>
</group>
<str id="topBar.edit">Editar</str>
<group name="EditMenu" prefix="edit.">
<str id="undo">Desfazer</str>
<str id="redo">Refazer</str>
<str id="editStageInfo">Editar Info. do Cenário</str>
</group>
<str id="topBar.select">Seleção</str>
<group name="SelectionMenu" prefix="select.">
<str id="all">Selecionar Tudo</str>
<str id="deselect">Desselecionar</str>
<str id="inverse">Inverter Seleção</str>
</group>
<str id="topBar.view">Vista</str>
<group name="ViewMenu" prefix="view.">
<str id="zoomIn">Ampliar</str>
<str id="zoomOut">Diminuir</str>
<str id="zoomReset">Zoom Padrão</str>
<str id="focusDad">Focar no Oponente</str>
<str id="focusGF">Focar em GF</str>
<str id="focusBF">Focar em BF</str>
</group>
<str id="topBar.editor">Editor</str>
<group name="EditorMenu" prefix="editor.">
<str id="showCharacters">Mostrar Personagens</str>
</group>
<group name="StageSpriteScreen" prefix="stageSpriteScreen.">
<str id="win-title">Editar imagem do cenário </str>
<str id="stageImageFile">Imagem do Cenário $* Obrigatória$</str>
</group>
</group>
</group>
<group name="StageCreationScreen" prefix="stageCreationScreen.">
<str id="win-title">A Criar um Cenário Novo</str>
<str id="title">Info. do Cenário</str>
<str id="stageName">Nome do Cenário</str>
<str id="stagePath">Caminho do Cenário</str>
<group name="Warnings" prefix="warnings.">
<str id="stage-exists-title">Criação de Cenário: Erro!</str>
<str id="stage-exists-body">O cenário que está a tentar criar já existe, se quiser substituir apague o cenário primeiro!</str>
</group>
</group>
<group name="StageInfoScreen" prefix="stageInfoScreen">
<str id="win-title">A Editar Info. do Cenário: "{0}"</str>
<str id="title">Info. do Cenário</str>
<str id="stageName">Nome do Cenário</str>
<str id="spritePath">Caminho do Sprite\n(Requer Recarregamento)</str>
<str id="startCamPos">Posição inicial da Câmara (X, Y)</str>
<str id="zoom">Zoom</str>
<str id="customAttributes">Atributos Especiais</str>
</group>
<group name="StageElementEditScreen" prefix="stageElementEditScreen.">
<str id="win-character-title">A Editar Personagem: "{0}"</str>
<str id="win-sprite-title">A Editar Sprite: "{0}"</str>
<str id="win-title">A Editar XML &lt;{0} /&gt;</str>
<str id="character-title">Dados da Personagem</str>
<str id="sprite-title">Dados do Sprite</str>
<str id="title">Dados do XML</str>
<str id="elementName">Nome do Elemento</str>
<str id="nameID">Nome Identificador</str>
<str id="imageFile">Imagem (WIP: precisa recarregar)\nEm (${stage.spritesParentFolder})</str>
<str id="scroll">Scroll {0}</str> <!-- it's "scroll" here because "deslocamento" is too big -->
<str id="scale">Tamanho {0}</str>
<str id="camera">Câmara {0}</str>
<str id="spacing">Espaçamento (X, Y)</str>
<str id="skew">Incline {0}</str>
<str id="alpha">Opacidade</str>
<str id="angle">Angulo</str>
<str id="zoomFactor">Fator de Zoom</str> <!-- same as for scroll, "fator de ampliação" took too much space -->
<str id="positionName">Nome de Posição</str>
<str id="flipX">Espelhar X</str>
<str id="antialiasing">"Antialiasing"</str>
<str id="highMemory">Alta Memória</str>
<str id="lowMemory">Baixa Memória</str>
<str id="attributes">Atributos</str>
<str id="transformPreview">Pré-visualização:</str>
<str id="animations">Animações</str>
<str id="animType">Tipo de Animação</str>
<group name="AnimTypeDropdown" prefix="animType.">
<str id="none">NENHUM</str>
<str id="beat">EM BATIDA</str>
<str id="loop">REPETIR</str>
</group>
<str id="tipCustomProperties">Dica: Para aceder a mais dados,\nSegure em Shift quando Editar</str>
</group>
<group name="StageXMLEditScreen" prefix="stageXMLEditScreen.">
<str id="win-title">A Editar XML de {0}</str>
<str id="title">Dados do XML</str>
<str id="attributes">Atributos</str>
</group>
<str id="stageCharacters.requiredPosition">Esta posição é necessária em cenários!</str>
<str id="stageCharacters.noDeleteGirlfriend">Não pode apagar a Girlfriend</str>
<group name="StageElement" prefix="stageElement.">
<str id="scale">Tamanho: {0}, {1}</str>
<str id="scroll">Deslocamento: {0}, {1}</str>
</group>
<group name="StageSprites" prefix="stageSprites.">
<str id="win-title">Sprites do Cenário</str>
<str id="sprite">Sprite</str>
<str id="box">Caixa</str>
<str id="character">Personagem</str>
<str id="warnings.not-implemented">Criar caixas ainda não foi implementado!</str>
</group>
</group>
<group name="PlayTesting" prefix="playtesting.">
<str id="chartPlaytesting" notrim="true"> (Teste de mapa)</str>
<str id="exitGame">Sair do Jogo</str>
<str id="exitToMenu">Sair Para Menu</str>
<str id="saveAndExitGame">Guardar e Sair do Jogo</str>
<str id="saveAndExitToMenu">Guardar e Sair Para Menu</str>
<str id="cancel">Cancelar</str>
<str id="warningTitle">MUDANÇAS NÃO GUARDADAS!</str>
<str id="warningDesc">Quaisquer mudanças serão *perdidas* se não as guardar. (Não serão recuperáveis)\n\n\nGostaria de Cancelar?</str>
</group>
<group name="SaveWarning" prefix="saveWarning.">
<str id="warningTitle">Mudanças não guardadas!</str>
<str id="warningDesc">Quaisquer mudanças serão perdidas se não as guardar. (Não serão recuperáveis)\n\n\nGostaria de Cancelar?</str>
<str id="exitGame">Sair do Jogo</str>
<str id="exitToMenu">Sair Para Menu</str>
<str id="saveAndExitGame">Guardar e Sair do Jogo</str>
<str id="saveAndExitToMenu">Guardar e Sair Para Menu</str>
<str id="cancel">Cancelar</str>
</group>
<group name="ModConfigWarning" prefix="modConfigWarning.">
<str id="warningTitle">Configuração da pasta do mod em falta!</str>
<str id="warningDesc">Está a faltar um ficheiro de configurações ao seu mod!\n\nGostaria de criar um automaticamente?\n\n(PS: Se este mod não for seu, por favor desative o Modo de desenvolvedor para fazer esta notificação parar de aparecer.)</str>
<str id="createdTitle">Config. de mod criada!</str>
<str id="createdDesc">As configurações do seu mod foram criadas em {0}!</str>
</group>
</language>
+104
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@@ -0,0 +1,104 @@
<?xml version="1.0" encoding="utf-8" ?>
<language>
<group name="PlayState">
<str id="game.score">Pontos:{0}</str>
<str id="game.misses">Erros:{0}</str>
<str id="game.comboBreaks">Quebras de Combo:{0}</str>
<str id="game.accuracy">Precisão:{0} - {1}</str>
<str id="game.combo">Combo:{0}</str>
<str id="game.rating.[N/A]">[N/A]</str>
<str id="game.rating.F">F</str>
<str id="game.rating.E">E</str>
<str id="game.rating.D">D</str>
<str id="game.rating.C">C</str>
<str id="game.rating.B">B</str>
<str id="game.rating.A">A</str>
<str id="game.rating.S">S</str>
<str id="game.rating.S++">S++</str>
</group>
<group name="StoryMenu">
<str id="story.score">PONTUAÇÃO DA SEMANA:{0}</str>
<str id="story.tracks">FAIXAS</str>
</group>
<group name="Freeplay">
<str id="freeplay.score">RECORDE PESSOAL:{0}</str>
<str id="freeplay.solo">Solo</str>
<str id="freeplay.opponentMode">Modo Oponente</str>
<str id="freeplay.coopMode">Modo Co-Op</str>
<str id="freeplay.coopModeSwitched">Modo Co-Op (Trocado)</str>
</group>
<group name="Pause">
<group name="PauseOptions">
<str id="pause.resume">Continuar</str>
<str id="pause.restartSong">Recomeçar Canção</str>
<str id="pause.changeControls">Mudar Controlos</str>
<str id="pause.changeOptions">Opções</str>
<str id="pause.exitToMenu">Sair para menu</str>
<str id="pause.exitToCharter">Sair para editor</str>
<str id="pause.resumeCutscene">Resumir Cena</str>
<str id="pause.skipCutscene">Saltar Cena</str>
<str id="pause.restartCutscene">Recomeçar Cena</str>
</group>
<str id="pause.deathCounter">Tomates azuis: {0}</str>
<str id="pause.coopMode">MODO CO-OP</str>
<str id="pause.opponentMode">MODO OPONENTE </str>
</group>
<group name="Credits">
<group name="CreditsCodename">
<str id="credits.mainDev" notrim="true"> *- Membro público dos Desenvolvedores!*</str>
<str id="credits.totalContributions">Contribuições Totais: ~{0}~ / *{1}* (~{2}%~) - Selecione para abrir a sua conta GitHub</str>
<str id="credits.downloadingList">A Descarregar Lista...</str>
<str id="credits.allContributors">Todos os contribuidores! Carregue em REINICIAR para atualizar a lista (Uma vez a cada 2 minutos).</str>
</group>
<group name="CreditsMain">
<str id="credits.name">Créditos</str>
<str id="credits.madePossible">As pessoas que fizeram isto possível!</str>
<str id="credits.selectCodename">Selecione isto para ver todos os contribuidores de Codename Engine!</str>
<str id="credits.selectBase">Selecione isto para abrir a página itch.io do jogo original para doar!</str>
</group>
</group>
<group name="Mods">
<str id="mods.disableMods">Desativar Mods</str>
</group>
<group name="MainMenu">
<str id="mainMenu.commit">Commit: {0} ({1})</str>
<str id="mainMenu.openMods">[{0}] Abrir menu de mods</str>
</group>
<group name="Updater">
<group name="UpdateAvailable">
<str id="updateAvailable.title">NOVA ATUALIZAÇÃO</str>
<str id="updateAvailable.install">INSTALAR</str>
<str id="updateAvailable.skip">SALTAR</str>
</group>
<group name="UpdateScreen">
<str id="updateScreen.general-1">A Preparar a instalação...</str>
<str id="updateScreen.part-1">A Criar a pasta de instalação e a limpar ficheiros antigos...</str>
<str id="updateScreen.general-2">A Transferir ficheiros...</str>
<str id="updateScreen.part-2">A Transferir ficheiro {0}</str>
<str id="updateScreen.general-3">A transferir executável novo...</str>
<str id="updateScreen.part-3">A Transferir {0}</str>
<str id="updateScreen.general-4">A instalar ficheiros novos...</str>
<str id="updateScreen.part-4">A Instalar {0}</str>
</group>
</group>
<group name="Difficulties">
<str id="diff.easy">Fácil</str>
<str id="diff.normal">Normal</str>
<str id="diff.hard">Difícil</str>
<str id="diff.erect">Ereto</str>
<str id="diff.nightmare">Pesadelo</str>
</group>
</language>
+207
View File
@@ -0,0 +1,207 @@
<?xml version="1.0" encoding="utf-8" ?>
<language>
<str id="optionsMenu.desc-missing">Sem descrição</str>
<group name="OptionsMenu">
<str id="optionsMenu.advanced">Avançado</str>
<str id="optionsMenu.header.title">Opções</str>
<str id="optionsMenu.header.desc">Selecione uma categoria para continuar.</str>
<str id="optionsTree.controls-name">Controlos</str>
<str id="optionsTree.controls-desc">Mude os Controlos para Jogador 1 e Jogador 2!</str>
<str id="optionsTree.gameplay-name">Jogo</str>
<str id="optionsTree.gameplay-desc">Mude as opções como "Downscroll", Velocidade das notas, Indecência...</str>
<str id="optionsTree.gameplay.advanced-desc">Mude as opções mais avançadas como Transmissão de áudio...</str>
<str id="optionsTree.appearance-name">Aparência</str>
<str id="optionsTree.appearance-desc">Mude as opções de aparência como Luzes intermitentes...</str>
<str id="optionsTree.appearance.advanced-desc">Mude as opções mais avançadas como Sprites apenas em VRAM, "Antialiasing", "Shaders"</str>
<str id="optionsTree.language-name">Idioma</str>
<str id="optionsTree.language-desc">Mude o idioma que o jogo usa.</str>
<str id="optionsTree.miscellaneous-name">Outras</str>
<str id="optionsTree.miscellaneous-desc">Use este menu para apagar dados ou definições.</str>
<str id="optionsTree.debug-name">Opções de Depuração</str>
<str id="optionsTree.debug-desc">Opções de Depuração para o Modo de Desenvolvedor.</str>
</group>
<group name="KeybindOptions" prefix="KeybindsOptions.">
<str id="left">Esquerda</str>
<str id="down">Baixo</str>
<str id="up">Cima</str>
<str id="right">Direita</str>
<str id="category.notes">Notas</str>
<str id="category.ui">Interface</str>
<group name="ui" prefix="ui.">
<str id="accept">Aceitar</str>
<str id="back">Cancelar</str>
<str id="reset">Reiniciar</str>
<str id="pause">Pausa</str>
<str id="changeMode">Mudar Modo</str>
</group>
<str id="category.engine">Codename Engine</str>
<group name="engine" prefix="engine.">
<str id="switchMod">Trocar Mod</str>
</group>
<str id="category.volume">Volume</str>
<str id="volume.up">Subir</str>
<str id="volume.down">Baixar</str>
<str id="volume.mute">Silenciar</str>
<str id="category.developer">Desenvolvedor</str>
<group name="developer" prefix="developer.">
<str id="devMenus">Menus Dev.</str>
<str id="openConsole">Consola</str>
<str id="reloadState">Recarregar</str>
</group>
</group>
<group name="AppearanceOptions" prefix="AppearanceOptions.">
<str id="framerate-name">FPS</str>
<str id="framerate-desc">Quadros Por Segundo, se quiser. Explica-se a sí próprio, certo?</str>
<str id="flashingMenu-name">Luzes Intermitentes</str>
<str id="flashingMenu-desc">Se desmarcado, irá desativar as luzes intermitentes quando seleciona algo no Menu Principal, e outras serão abrandadas.</str>
<str id="colorHealthBar-name">Barra de Vida Colorida</str>
<str id="colorHealthBar-desc">Se desmarcado, o jogo irá usar a barra vermelha/verde de versões FNF pré-semana 7.</str>
<str id="week6PixelPerfect-name">Efeito "Pixel Perfect"</str>
<str id="week6PixelPerfect-desc">se marcado, a Semana 6 ou outros cenários "pixel" terão um efeito "pixel perfect", alinhando todos os pixeis ao ecrã.</str>
<group name="AppearanceOptionsAdvanced" prefix="Advanced.">
<str id="quality-name">Qualidade</str>
<str id="quality-desc">Modos de qualidade para escolher, "BAIXA" = Desativa todos os efeitos visuais pesados para um jogo mais suave, "ALTA" = Ativa todos os efeitos visuais, ao custo do desempenho, "CUSTOMIZADA" = Permite opções especiais, disponíveis em "Advançado".</str>
<str id="quality-low">BAIXA</str>
<str id="quality-high">ALTA</str>
<str id="quality-custom">CUSTOMIZADA</str>
<str id="antialiasing-name">"Antialiasing"</str>
<str id="antialiasing-desc">Se desmarcado, irá remover "antialiasing" a todos os sprites. Poderá aumentar o desempenho ao custo de sprites menos suaves.</str>
<str id="lowMemoryMode-name">Memória baixa</str>
<str id="lowMemoryMode-desc">Se marcado, irá remover certos elementos de fundo para reduzir o uso de memória.</str>
<str id="gameplayShaders-name">"Shaders"</str>
<str id="gameplayShaders-desc">If desmarcado, "Shaders" (efeitos visuais como a Aberração cromática de "Thorns") não serão carregadas; poderá ser útil em dispositivos fracos.</str>
<str id="gpuOnlyBitmaps-name">Sprites só em VRAM</str>
<str id="gpuOnlyBitmaps-desc">Se marcado, irá apenas guardar os bitmaps na GPU, libertando IMENSA memória (EXPERIMENTAL). Desmarcar isto irá consumir muita memória, especialmente em sprites maiores. Se não tiver a certeza, deixe isto marcado.</str>
</group>
</group>
<group name="GameplayOptions" prefix="GameplayOptions.">
<str id="downscroll-name">"Downscroll"</str>
<str id="downscroll-desc">Se marcado, notas irão de cima para baixo em vez de baixo para cima, como se estivessem a cair.</str>
<str id="ghostTapping-name">Toques Fantasma</str>
<str id="ghostTapping-desc">Se desmarcado, bater em teclas que não tem uma nota conta como erro.</str>
<str id="naughtyness-name">Indecência</str>
<str id="naughtyness-desc">Se desmarcado, irá censurar as cenas da Semana 7, ou mais.</str>
<str id="camZoomOnBeat-name">Zoom na Batida</str>
<str id="camZoomOnBeat-desc">Se desmarcado. irá parar a câmara de ampliar a cada 4 batidas.</str>
<str id="autoPause-name">Auto Pausa</str>
<str id="autoPause-desc">Se marcado, mudar de janela pausará o jogo.</str>
<str id="volumeMusic-name">Volume da Música</str>
<str id="volumeMusic-desc">Muda apenas o volume da música em vez de tudo.</str>
<str id="volumeSFX-name">Volume dos SFX</str>
<str id="volumeSFX-desc">Muda apenas o volume dos efeitos sonoros em vez de tudo.</str>
<str id="songOffset-name">Atraso da Música</str>
<str id="songOffset-desc">Muda a posição da música relativamente às notas.</str>
<group name="GameplayOptionsAdvanced" prefix="Advanced.">
<str id="windowSize-name">Tamanho da Janela</str>
<str id="windowSize-desc">...</str>
<str id="streamedMusic-name">Transmissão de Música</str>
<str id="streamedMusic-desc">Se marcado, músicas serão transmitidas enquanto tocam, libertando IMENSA memória com o custo de maior uso de CPU se mais sons estiverem a ser transmitidos ao mesmo tempo (EXPERIMENTAL). Desmarcar isto irá consumir muita memória, especialmente em músicas maiores. Se não tiver a certeza, deixe marcado.</str>
<str id="streamedVocals-name">Transmissão de Vozes</str>
<str id="streamedVocals-desc">Se marcado, vozes também serão transmitidas enquanto tocam se "Transmissão de Música" estiver ativada. Irá impactar o desempenho se a canção usar muitas vozes (EXPERIMENTAL). Se não tiver a certeza, deixe marcado.</str>
</group>
</group>
<group name="LanguageOptions" prefix="LanguageOptions.">
<str id="language-name">Idioma</str>
<str id="language-desc">Idioma por {0} (Versão: {1})</str>
</group>
<group name="MiscOptions" prefix="MiscOptions.">
<str id="forceCrash-name">Forçar "Crash"</str>
<str id="forceCrash-desc">Selecione esta opção para forçar o jogo a encravar e travar.</str>
<str id="betaUpdates-name">Atualizações "Nightly"</str>
<str id="betaUpdates-desc">Se marcado, também irá incluir versões "nightly" (a versão mais recente disponível no repositório de GitHub) na verificação de atualizações.</str>
<str id="checkForUpdates-name">Verificar Atualizações</str>
<str id="checkForUpdates-desc">Selecione esta opção para verificar se existem atualizações novas.</str>
<str id="checkForUpdates-noUpdateFound">Nenhuma atualização encontrada.</str>
<str id="devMode-name">Modo Desenvolvedor</str>
<str id="devMode-desc">Se marcado, irá poder aceder funções de desenvolvedor como certas teclas, editores, opções de desenvolvedor, recarregamento de estados, consola e mais.</str>
<str id="allowConfigWarning-name">Aviso de Modpacks</str>
<str id="allowConfigWarning-desc">Se marcado, um aviso no início do jogo aparecerá se houver problemas com o modpack, como configurações em falta, versões incompatíveis e mais.</str>
<str id="resetSaveData-name">Apagar Dados</str>
<str id="resetSaveData-desc">Selecione esta opção para apagar todos os dados. Isto irá remover todos os seus recordes.</str>
</group>
<group name="DebugOptions" prefix="DebugOptions.">
<str id="title">Opções de Depuração</str>
<str id="desc">Use este menu para ativar ou desativar opções de depuração.</str>
<str id="showConsole-name">Mostrar Consola</str>
<str id="showConsole-desc">Selecione isto para mostrar a consola, que contém registos acerca do jogo.</str>
<str id="editorsResizable-name">Editores Adaptáveis</str>
<str id="editorsResizable-desc">Se marcado, irá permitir que os editores utilizem resoluções acima da base 1280x720 de FNF (permitindo mais detalhe e espaço...)</str>
<str id="bypassEditorsResize-name">Sem Tamanho Mínimo</str>
<str id="bypassEditorsResize-desc">Desativa o limite de resolução minimo dos editores (Requer que "Editores Adaptáveis" esteja marcado).</str>
<str id="editorSFX-name">Sons de Editor</str>
<str id="editorSFX-desc">Se marcado, tocará efeitos sonoros nos editores (ex: ao carregar em caixas...)</str>
<str id="editorCharterPrettyPrint-name">Mapas Legíveis</str>
<str id="editorCharterPrettyPrint-desc">Se marcado, os ficheiros guardados no editor de mapas serão formatados para serem fácilmente legíveis.</str>
<str id="editorCharacterPrettyPrint-name">Personagens Legíveis</str>
<str id="editorCharacterPrettyPrint-desc">Se marcado, os ficheiros guardados no editor de personagens serão formatados para serem fácilmente legíveis.</str>
<str id="editorStagePrettyPrint-name">Cenários Legíveis</str>
<str id="editorStagePrettyPrint-desc">Se marcado, os ficheiros guardados no editor de cenários serão formatados para serem fácilmente legíveis.</str>
<str id="intensiveBlur-name">Desfoque Intensivo</str>
<str id="intensiveBlur-desc">Se marcado, irá usar um desfoque mais intensivo. Parece melhor, mas poderá ser mais lento.</str>
<str id="charterAutoSaves-name">Gravação Automática</str>
<str id="charterAutoSaves-desc">Se marcado, irá guardar ficheiros de editor automáticamente, com as definições listadas abaixo.</str>
<str id="charterAutoSaveTime-name">Tempo de Gravação</str>
<str id="charterAutoSaveTime-desc">Isto controla com que frequência o editor gravará o ficheiro (em segundos...)</str>
<str id="charterAutoSaveWarningTime-name">Tempo de Aviso</str>
<str id="charterAutoSaveWarningTime-desc">Isto controla com que antecedência o editor irá avisá-lo antes de guardar (em segundos..., 0 para desativar)</str>
<str id="charterAutoSavesSeparateFolder-name">Pasta de Gravações</str>
<str id="charterAutoSavesSeparateFolder-desc">Se marcado, irá guardar os ficheiros numa pasta separada com a data em vez de substituir o ficheiro atual. (song/autosaves/)</str>
<str id="songOffsetAffectEditors-name">Atraso no Mapeador</str>
<str id="songOffsetAffectEditors-desc">Se marcado, irá ativar o Atraso da Música no Editor de Mapas, também.</str>
</group>
</language>
+3
View File
@@ -0,0 +1,3 @@
name="Português"
credits="Bitto1070"
version="1.0.0"
+29 -41
View File
@@ -1,19 +1,15 @@
import flixel.FlxSprite;
var tankmanRun:Array<TankmenBG> = [];
var grpTankmanRun:FlxTypedGroup<FlxSprite> = [];
var spawnTimes = []; // [[time, direction]]
var tankmanPool = [];
function recycleTankman() {
if(tankmanPool.length == 0) {
return new TankmenBG();
} else {
return tankmanPool.shift(); // can be pop but it causes it to be less random
}
var tankmanGroup:TankmenGroup = {
run: [],
pool: [],
group: new FlxTypedGroup<FlxSprite>()
}
function recycleTankman()
return tankmanGroup.pool.length == 0 ? new TankmenBG(tankmanGroup) : tankmanGroup.pool.shift(); // can be pop but it causes it to be less random
function getTankman(data:Array<Float>) {
var tankman:TankmenBG = recycleTankman();
tankman.strumTime = data[0];
@@ -22,9 +18,8 @@ function getTankman(data:Array<Float>) {
}
function postCreate() {
grpTankmanRun = new FlxTypedGroup();
insert(members.indexOf(gf) - 1, grpTankmanRun);
if(inCutscene) grpTankmanRun.visible = false;
insert(members.indexOf(gf) - 1, tankmanGroup.group);
if (inCutscene) tankmanGroup.group.visible = false;
/*var tempTankman:TankmenBG = recycleTankman();
tempTankman.strumTime = 10;
@@ -42,9 +37,8 @@ function postCreate() {
//spawnTimes.reverse(); // no need to reverse it since the notes are already reversed
}
function onStartCountdown() {
if(PlayState.instance.seenCutscene) grpTankmanRun.visible = true;
}
function onStartCountdown()
if (PlayState.instance.seenCutscene) tankmanGroup.group.visible = true;
function spawnTankmen() {
var time = Conductor.songPosition;
@@ -54,50 +48,46 @@ function spawnTankmen() {
//trace("Spawning Tankman", tankmen.sprite.offset, tankmen.goingRight);
tankmanRun.push(tankmen);
grpTankmanRun.add(tankmen.sprite);
tankmanGroup.run.push(tankmen);
tankmanGroup.group.add(tankmen.sprite);
}
}
function update(elapsed) {
spawnTankmen();
var length = tankmanRun.length;
for(i in 0...length) {
var length = tankmanGroup.run.length;
for (i in 0...length) {
var reverseIndex = length - i - 1;
var tankmen = tankmanRun[reverseIndex];
var tankmen = tankmanGroup.run[reverseIndex];
tankmen.update(elapsed);
}
}
class TankmenBG {
public var sprite:FlxSprite;
var strumTime = 0;
var goingRight = false;
var tankSpeed = 0.7;
var endingOffset = null;
var sprite = null;
var endingOffset:Float;
var killed = false;
var grp:TankmenGroup; // The reference to the current pool
function new() {
this.sprite = new FlxSprite();
var sprite = this.sprite;
function new(grp:TankmenGroup) {
this.grp = grp;
sprite = new FlxSprite();
sprite.frames = Paths.getSparrowAtlas('stages/tank/tankmanKilled1');
sprite.antialiasing = true;
sprite.animation.addByPrefix('run', 'tankman running', 24, true);
sprite.animation.play('run');
sprite.updateHitbox();
sprite.setGraphicSize(Std.int(sprite.width * 0.8));
sprite.updateHitbox();
}
function resetShit(x, y, isGoingRight) {
var sprite = this.sprite;
function resetShit(x:Float, y:Float, isGoingRight:Bool) {
sprite.revive();
sprite.setPosition(x, y);
sprite.offset.set(0, 0);
@@ -114,7 +104,6 @@ class TankmenBG {
}
function update(elapsed) {
var sprite = this.sprite;
sprite.visible = !(sprite.x >= FlxG.width * 1.5 || sprite.x <= FlxG.width * -0.5);
if (sprite.animation.curAnim.name == 'run')
@@ -124,8 +113,7 @@ class TankmenBG {
if (goingRight) {
endDirection = (FlxG.width * 0.02) - endingOffset;
sprite.x = (endDirection + (Conductor.songPosition - strumTime) * tankSpeed);
}
else sprite.x = (endDirection - (Conductor.songPosition - strumTime) * tankSpeed);
} else sprite.x = (endDirection - (Conductor.songPosition - strumTime) * tankSpeed);
}
if (Conductor.songPosition > strumTime)
@@ -133,10 +121,10 @@ class TankmenBG {
sprite.animation.play('shot');
sprite.animation.finishCallback = function(_) {
killed = true;
grpTankmanRun.remove(sprite, true);
grp.group.remove(sprite, true);
sprite.kill();
tankmanPool.push(this);
tankmanRun.remove(this);
grp.pool.push(this);
grp.run.remove(this);
}
if (goingRight)
@@ -146,4 +134,4 @@ class TankmenBG {
}
}
}
}
}
+40
View File
@@ -0,0 +1,40 @@
Here's the full guide on how to setup and compile Codename Engine!<br>
> **Open the instructions for your platform**
<details>
<summary>Windows</summary>
1. Install [version 4.3.7 of Haxe](https://haxe.org/download/version/4.3.7/).
2. Download and install [`git-scm`](https://git-scm.com/download/win).
- Leave all installation options as default.
3. Run `setup-windows.bat` using cmd or double-clicking it and wait for the libraries to install.
4. Once the libraries are installed, run `haxelib run lime test windows` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test windows` directly.
</details>
<details>
<summary>Linux</summary>
1. Install [version 4.3.7 of Haxe](https://haxe.org/download/version/4.3.7/).
2. Install `libvlc` if not present already.
- ℹ On certain Arch based distros installing `vlc-plugins-all` might solve if `libvlc` alone doesn't work.
3. Install `g++`, if not present already.
4. Download and install [`git-scm`](https://git-scm.com/download/linux) if not present already.
5. Run `setup-unix.sh` using the terminal or double-clicking it and wait for the libraries to install.
6. Once the libraries are installed, run `haxelib run lime test linux` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test linux` directly.
</details>
<details>
<summary>MacOS</summary>
1. Install [version 4.3.7 of Haxe](https://haxe.org/download/version/4.3.7/).
2. Install `Xcode` to allow C++ app building.
3. Download and install [`git-scm`](https://git-scm.com/download/mac).
4. Run `setup-unix.sh` using the terminal and wait for the libraries to install.
5. Once the libraries are installed, run `haxelib run lime test mac` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test mac` directly.
</details>
> [!TIP]
> You can also run `./cne-windows.bat -help` or `./cne-unix.sh -help` (depending on your platform) to check out more useful commands!<br>
> For example `./cne-windows test` or `./cne-unix.sh test` builds the game and uses the source assets folder instead of the export one for easier development (although you can still use `lime test` normally).
> - If you're running the terminal from the project's main folder, use instead `./building/cne-windows.bat -COMMAND HERE` or `./building/cne-unix.sh -COMMAND HERE` depending on your platform.
View File
+2
View File
@@ -1 +1,3 @@
#!/usr/bin/env sh
cd "$(dirname "$0")/.."
haxe -cp commandline -D analyzer-optimize --run Main $@
+1
View File
@@ -1 +1,2 @@
cd /d "%~dp0.."
@haxe -cp commandline -D analyzer-optimize --run Main %*
+1 -1
View File
@@ -5,7 +5,7 @@
<!-- OpenFL & Lime (Required for Flixel) -->
<git name="openfl" url="https://github.com/CodenameCrew/cne-openfl" />
<lib name="lime" version="8.1.2" />
<lib name="lime" version="8.2.0" />
<!-- <git name="lime" url="https://github.com/CodenameCrew/cne-lime" /> disabled for now until fixed -->
<!-- Flixel -->
+2 -1
View File
@@ -1,2 +1,3 @@
#!/bin/sh
#!/usr/bin/env sh
cd "$(dirname "$0")/.."
haxe -cp commandline -D analyzer-optimize --run Main setup
@@ -1 +1,2 @@
cd /d "%~dp0.."
@haxe -cp commandline -D analyzer-optimize --run Main setup
+2 -1
View File
@@ -16,7 +16,7 @@ class Main {
dDoc: [
"Usage: setup",
"",
"This command runs through all libraries in libs.xml, and install them.",
"This command runs through all libraries in building/libs.xml, and install them.",
"If they're already installed, they will be updated.",
"",
"--all : Reinstall all libraries.",
@@ -173,6 +173,7 @@ class Main {
Sys.println("Codename Engine Command Line utility");
Sys.println('Available commands (${commands.length}):\n');
for(line in commands) {
if(line.names.contains(null)) line.names.remove(null);
Sys.println('${line.names.join(", ")} - ${line.doc}');
}
}
+8 -8
View File
@@ -55,7 +55,7 @@ class Setup {
FileSystem.createDirectory('.haxelib');
}
var libFile = "./libs.xml";
var libFile = "./building/libs.xml";
if(args.existsOption("lib")) {
libFile = args.getOption("lib");
if(libFile == null) {
@@ -252,32 +252,32 @@ class Setup {
// check for outdated haxe
final curHaxeVer = [for(v in haxeVer.split(".")) Std.parseInt(v)];
final minumumVersion = [4, 2, 5];
final minumumVersion = [4, 3, 7];
for(i in 0...minumumVersion.length) {
if (curHaxeVer[i] > minumumVersion[i]) break;
if (curHaxeVer[i] < minumumVersion[i]) {
prettyPrint([
"!! WARNING !!",
"Your current Haxe version is outdated.",
'You\'re using ${haxeVer}, whilst the required version is 4.2.5 or newer.',
'You\'re using ${haxeVer}, whilst the required version is 4.3.7 or newer.',
'The engine may not compile with your current version of Haxe.',
'We recommend upgrading to 4.2.5 or newer'
'We recommend upgrading to 4.3.7 or newer'
].join("\n"));
break;
}
}
}
// vswhere.exe its used to find any visual studio related installations on the system, including full visual studio ide installations, visual studio build tools installations, and other related components - Nex
if (CHECK_VSTUDIO && Compiler.getBuildTarget().toLowerCase() == "windows" && new Process('"C:/Program Files (x86)/Microsoft Visual Studio/Installer/vswhere.exe" -property catalog_productDisplayVersion').exitCode(true) == 1) {
// vswhere.exe is used to find any visual studio related installations on the system, including full visual studio ide installations, visual studio build tools installations, and other related components - Nex
if (CHECK_VSTUDIO && Compiler.getBuildTarget().toLowerCase() == "windows" && new Process('"C:/Program Files (x86)/Microsoft Visual Studio/Installer/vswhere.exe" -latest -products * -requires Microsoft.VisualStudio.Component.VC.Tools.x86.x64 -requires Microsoft.VisualStudio.Component.Windows10SDK.19041 -property installationPath').exitCode(true) != 0) {
prettyPrint("Installing Microsoft Visual Studio Community (Dependency)");
// thanks to @crowplexus for these two lines! - Nex
command("curl -# -O https://download.visualstudio.microsoft.com/download/pr/3105fcfe-e771-41d6-9a1c-fc971e7d03a7/8eb13958dc429a6e6f7e0d6704d43a55f18d02a253608351b6bf6723ffdaf24e/vs_Community.exe");
command("vs_Community.exe --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.19041 -p");
FileSystem.deleteFile("vs_Community.exe");
prettyPrint('If it didn\'t say it before: Because of this component if you want to compile you have to restart the device.');
prettyPrint("Because of this component, if you want to compile, you need to restart the device.");
Sys.print("Do you wish to do it now [y/n]? ");
if(Sys.stdin().readLine().toLowerCase() == "y") command("shutdown /r /t 0 /f");
}
+2 -4
View File
@@ -166,14 +166,12 @@
<!-- OpenAL config -->
<section if="desktop">
<assets path="alsoft.txt" rename="plugins/alsoft.ini" type="text" if="windows"/>
<assets path="alsoft.txt" rename="plugins/alsoft.conf" type="text" unless="windows"/>
<assets path="building/alsoft.txt" rename="plugins/alsoft.ini" type="text" if="windows"/>
<assets path="building/alsoft.txt" rename="plugins/alsoft.conf" type="text" unless="windows"/>
</section>
<!-- ______________________________ Haxedefines _____________________________ -->
<haxeflag name="--macro" value="funkin.backend.system.macros.BuildInfo.printBuildInfo()" />
<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />
<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
+494
View File
@@ -0,0 +1,494 @@
// funkin source classes cannot be imported here
import haxe.io.Path;
import hxp.*;
import lime.tools.*;
import sys.FileSystem;
import sys.io.Process;
using StringTools;
class Project extends HXProject
{
static final TITLE:String = "Friday Night Funkin' - Codename Engine";
static final EXECUTABLE:String = "CodenameEngine";
static final VERSION:String = "1.0.1";
static final COMPANY:String = "Yoshman29";
static final PACKAGE:String = "com.codenamecrew.codenameengine";
static final MAIN_CLASS:String = "funkin.backend.system.MainApplication";
static final PRELOADER:String = "flixel.system.FlxPreloader";
static final SOURCE_FOLDERS:Array<String> = ["source"];
// Compile Flags
static final EMBED_ASSETS:CompileFlag = CompileFlag.get("EMBED_ASSETS");
static final PRELOAD_ALL:CompileFlag = CompileFlag.get("PRELOAD_ALL");
static final STRIPPED_COMPILE:CompileFlag = CompileFlag.get("STRIPPED_COMPILE");
static final UPDATE_CHECKING:CompileFlag = CompileFlag.get("UPDATE_CHECKING");
static final DISCORD_RPC:CompileFlag = CompileFlag.get("DISCORD_RPC");
static final MODCHARTING_FEATURES:CompileFlag = CompileFlag.get("MODCHARTING_FEATURES");
static final GITHUB_API:CompileFlag = CompileFlag.get("GITHUB_API");
static final COMPILE_ALL_CLASSES:CompileFlag = CompileFlag.get("COMPILE_ALL_CLASSES");
static final CUSTOM_CLASSES:CompileFlag = CompileFlag.get("CUSTOM_CLASSES");
static final ALLOW_MULTITHREADING:CompileFlag = CompileFlag.get("ALLOW_MULTITHREADING");
static final MOD_SUPPORT:CompileFlag = CompileFlag.get("MOD_SUPPORT");
static final TRANSLATIONS_SUPPORT:CompileFlag = CompileFlag.get("TRANSLATIONS_SUPPORT");
static final GLOBAL_SCRIPT:CompileFlag = CompileFlag.get("GLOBAL_SCRIPT");
static final SOFTCODED_STATES:CompileFlag = CompileFlag.get("SOFTCODED_STATES");
static final NDLLS_SUPPORTED:CompileFlag = CompileFlag.get("NDLLS_SUPPORTED");
static final USE_ADAPTED_ASSETS:CompileFlag = CompileFlag.get("USE_ADAPTED_ASSETS");
static final THREE_D_SUPPORT:CompileFlag = CompileFlag.get("THREE_D_SUPPORT");
static final NAPE_ENABLED:CompileFlag = CompileFlag.get("NAPE_ENABLED");
static final VIDEO_CUTSCENES:CompileFlag = CompileFlag.get("VIDEO_CUTSCENES");
static final SHOW_BUILD_ON_FPS:CompileFlag = CompileFlag.get("SHOW_BUILD_ON_FPS");
static final DARK_MODE_WINDOW:CompileFlag = CompileFlag.get("DARK_MODE_WINDOW");
public function new():Void
{
super();
CompileFlag.project = this;
haxe.Log.trace = (v:Dynamic, ?info:haxe.PosInfos) ->
{
if (!isDisplay())
Sys.println(v);
};
doWelcomeHeader();
trace("Configuring project...");
trace("");
configureApp();
configureCompileFlags();
configureAssets();
configureLibs();
configureIcons();
trace("");
trace("Configured project");
trace("Starting build...");
trace("");
}
function getHaxeVersion():String {
var process = new Process("haxe", ["-version"]);
var version:String = "";
try {
version = process.stdout.readAll().toString().trim();
} catch (e) {}
process.close();
return version;
}
function doWelcomeHeader() {
var haxeVersion = getHaxeVersion().trim();
var sleepChangeVersion = false;
var width = 60; // total banner width
inline function centerText(text:String, width:Int):String {
var innerWidth = width - 2;
var padding = Std.int(Math.max(0, Std.int((innerWidth - text.length) / 2)));
var left = StringTools.lpad("", " ", padding);
var right = StringTools.lpad("", " ", innerWidth - text.length - padding);
return "=" + left + text + right + "=";
}
inline function infoLine(label:String, value:String):String {
var innerWidth = width - 2;
if (label.length == 0) {
// no label: center the value
var padding = Std.int(Math.max(0, (innerWidth - value.length) / 2));
var left = StringTools.lpad("", " ", padding);
var right = StringTools.lpad("", " ", innerWidth - value.length - padding);
return "=" + left + value + right + "=";
} else {
var colonPos = Std.int(innerWidth / 2);
var labelPart = StringTools.lpad(label, " ", Std.int(Math.max(0, colonPos - 2)));
var valuePart = value;
var remainingSpace = Std.int(Math.max(0, innerWidth - (labelPart.length + 3 + valuePart.length)));
var rightPad = StringTools.lpad("", " ", remainingSpace);
return "=" + labelPart + " : " + valuePart + rightPad + "=";
}
}
var unicode = #if (target.unicode) true #else false #end;
trace('');
trace(StringTools.lpad("", "=", width));
trace(centerText(TITLE, width));
trace(StringTools.lpad("", "=", width));
trace(infoLine("Engine Version", 'v${VERSION}'));
trace(infoLine("Haxe Version", 'v${haxeVersion}'));
trace(StringTools.lpad("", "=", width));
try {
var lastBuiltWith:Null<String> = null;
var compiling = isDebug() ? "debug" : "release";
var target = isWeb() ? "html5" : (isIOS() ? "ios" : (isAndroid() ? "android" : (isWindows() ? "windows" : (isMac() ? "macos" : (isLinux() ? "linux" : "")))));
if (target == "") throw "Unknown target";
var exportPath = Sys.getCwd() + "/export/" + compiling + "/" + target + "/obj/Options.txt";
var options = sys.io.File.getContent(exportPath);
for (option in options.split("\n")) {
if (option.startsWith("haxe=")) {
lastBuiltWith = option.substr(5).trim();
break;
}
}
if (lastBuiltWith != null && lastBuiltWith.length > 0 && lastBuiltWith != haxeVersion) {
trace(infoLine("", unicode ? "⚠️ Haxe version mismatch!" : "[WARNING] Haxe version mismatch!"));
trace(infoLine("Last Built With", lastBuiltWith));
trace(infoLine("Current Version", haxeVersion));
trace(StringTools.lpad("", "=", width));
trace(infoLine("", "!!! Make sure to DELETE your EXPORT folders !!!"));
trace(StringTools.lpad("", "=", width));
sleepChangeVersion = true;
}
} catch (e) {}
var targetPlatform = isWeb() ? "Web (HTML5)" : (isIOS() ? "iOS" : (isAndroid() ? "Android" : (isWindows() ? "Windows" : (isMac() ? "Mac" : (isLinux() ? "Linux" : "Unknown")))));
if (isHashLink())
targetPlatform = "Hashlink (" + targetPlatform + ")";
trace(infoLine("Target Platform", targetPlatform));
trace(infoLine("Build Type", isDebug() ? "Debug" : "Release"));
trace(infoLine("Build Date", Date.now().toString()));
trace(StringTools.lpad("", "=", width));
trace('');
if (sleepChangeVersion)
Sys.sleep(5);
}
function configureApp():Void
{
trace("Configuring game...");
meta.title = TITLE;
meta.version = VERSION;
meta.company = COMPANY;
meta.packageName = PACKAGE;
app.main = MAIN_CLASS;
app.file = EXECUTABLE;
app.preloader = PRELOADER;
var buildDir = 'export/${isDebug() ? 'debug' : 'release'}/';
trace('Output directory: $buildDir');
app.path = buildDir;
sources = SOURCE_FOLDERS;
templatePaths.push(Path.combine(Haxelib.getPath(new Haxelib(#if lime "lime" #else "hxp" #end)), #if lime "templates" #else "" #end));
window.hardware = true;
window.vsync = false;
window.allowHighDPI = true;
if (isWeb())
window.resizable = true;
if (isDesktop())
{
window.orientation = Orientation.LANDSCAPE;
window.fullscreen = false;
window.resizable = true;
window.vsync = false;
} else if (isMobile())
{
window.orientation = Orientation.LANDSCAPE;
window.fullscreen = true;
window.resizable = false;
window.borderless = true;
window.width = 0;
window.height = 0;
}
}
function configureCompileFlags()
{
trace("Configuring compile flags...");
setDefine("disable-version-check");
setHaxedef("disable-version-check");
setHaxedef("no-deprecation-warnings");
// DO NOT REMOVE!! ALLOWS ME TO DO REGIONS LIKE IN C# AND KEEP CODE ORGANIZED. REMOVING IT WOULD BREAK THE ENGINE
setHaxedef("REGION");
setHaxedef("SAVE_PATH", EXECUTABLE);
setHaxedef("SAVE_NAME", "save-default");
setHaxedef("SAVE_OPTIONS_PATH", EXECUTABLE);
setHaxedef("SAVE_OPTIONS_NAME", "options");
PRELOAD_ALL.integrate(!isWeb());
EMBED_ASSETS.integrate(false);
UPDATE_CHECKING.integrate(!isWeb() && !isHashLink());
DISCORD_RPC.integrate(isCPP() && isDesktop());
STRIPPED_COMPILE.integrate(false); //should be isRelease() if you want to use it
MODCHARTING_FEATURES.integrate(STRIPPED_COMPILE.isDisabled());
GITHUB_API.integrate(!isWeb() && !isHashLink());
COMPILE_ALL_CLASSES.integrate(STRIPPED_COMPILE.isDisabled());
CUSTOM_CLASSES.integrate(STRIPPED_COMPILE.isDisabled());
ALLOW_MULTITHREADING.integrate(!isWeb());
MOD_SUPPORT.integrate(!isWeb());
TRANSLATIONS_SUPPORT.integrate(true);
GLOBAL_SCRIPT.integrate(true);
SOFTCODED_STATES.integrate(true);
NDLLS_SUPPORTED.integrate(!isWeb() && !isHashLink());
USE_ADAPTED_ASSETS.integrate(!isWeb());
THREE_D_SUPPORT.integrate(STRIPPED_COMPILE.isDisabled());
NAPE_ENABLED.integrate(STRIPPED_COMPILE.isDisabled());
VIDEO_CUTSCENES.integrate(isCPP() && (isDesktop() || isMobile()));
SHOW_BUILD_ON_FPS.integrate(true);
DARK_MODE_WINDOW.integrate(true);
setDefine("FLX_NO_GENERIC"); // Disable a optimization, to allow reflection to use more functions
if (DISCORD_RPC.isEnabled())
setHaxedef("DISCORD_DISABLE_IO_THREAD");
if (MODCHARTING_FEATURES.isEnabled())
{
setHaxedef("FM_ENGINE", "CODENAME");
setHaxedef("FM_ENGINE_VERSION", "1.0");
addMacroFlag("modchart.backend.macros.Macro.includeFiles()");
}
if (COMPILE_ALL_CLASSES.isEnabled())
{
addHaxeFlag("-dce no");
addMacroFlag("funkin.backend.system.macros.Macros.addAdditionalClasses()");
}
addMacroFlag("funkin.backend.system.macros.Macros.initMacros()");
if (isDebug())
setHaxedef("HXCPP_DEBUG_LINK");
environment.set("HAXEPATH", "./");
setHaxedef("HXCPP_CHECK_POINTER");
setHaxedef("HXCPP_STACK_LINE");
setHaxedef("HXCPP_CATCH_SEGV");
setHaxedef("hscriptPos");
setHaxedef("EXPERIMENTAL_FLXGRAPHIC_DESTROY_FIX");
setHaxedef("FLX_NO_FOCUS_LOST_SCREEN");
if (isRelease())
{
setHaxedef("FLX_NO_DEBUG");
setHaxedef("analyzer-optimize");
}
setHaxedef("openfl_dpi_aware");
}
function configureAssets()
{
trace("Configuring assets...");
var shouldPreload = PRELOAD_ALL.isEnabled();
var shouldEmbed = EMBED_ASSETS.isEnabled();
includeAssetLibrary("default", shouldEmbed, shouldPreload);
addAssetPath("assets", shouldEmbed);
addAsset("art/readme.txt", "do NOT readme.txt", false);
if (isDesktop())
addAsset("building/alsoft.txt", 'plugins/alsoft.${isWindows() ? "ini" : "conf"}', false);
}
function configureLibs()
{
trace("Configuring libraries...");
includeHaxelib("flixel");
includeHaxelib("flixel-addons");
includeHaxelib("format");
includeHaxelib("flxanimate");
includeHaxelib("hscript-improved");
includeHaxelib("markdown");
if (VIDEO_CUTSCENES.isEnabled())
includeHaxelib("hxvlc");
if (THREE_D_SUPPORT.isEnabled())
includeHaxelib("away3d");
if (NAPE_ENABLED.isEnabled())
includeHaxelib("nape-haxe4");
if (DISCORD_RPC.isEnabled())
includeHaxelib("hxdiscord_rpc");
if (MODCHARTING_FEATURES.isEnabled())
includeHaxelib("funkin-modchart");
if (isDebug())
includeHaxelib("hxcpp-debug-server");
}
function configureIcons()
{
trace("Configuring app icons...");
// TODO: ADD MOBILE ICONS
for (size in [16, 32, 64])
addIcon('art/icon${size}.png', size);
addIcon("art/icons/iconOG.png");
}
function includeHaxelib(name:String, version:String = ""):Void
{
haxelibs.push(new Haxelib(name, version));
}
function addAsset(path:String, ?rename:String, embed:Bool = false):Void
{
var asset = new Asset(path, rename, null, embed, true);
asset.library = "default";
assets.push(asset);
}
public function addAssetPath(path:String, ?rename:String, embed:Bool = false):Void
{
if (path == "") return;
var targetPath = Path.addTrailingSlash(rename ?? path);
if (!FileSystem.exists(path))
trace('[ERROR] Path "${path}" was not found');
else if (!FileSystem.isDirectory(path))
trace('[ERROR] Path "${path}" needs to be a directory.');
for (file in FileSystem.readDirectory(path))
{
if (FileSystem.isDirectory('${path}/${file}'))
addAssetPath('${path}/${file}', '${targetPath}${file}', embed);
else
addAsset('${path}/${file}', '${targetPath}${file}', embed);
}
}
function includeAssetLibrary(name:String, embed:Bool = false, preload:Bool = false):Void
{
this.libraries.push(new Library('', name, null, embed, preload, false, ""));
}
inline function addIcon(icon:String, ?size:Int):Void
icons.push(new Icon(icon, size));
inline function addHaxeFlag(value:String):Void
haxeflags.push(value);
inline function addMacroFlag(value:String):Void
addHaxeFlag('--macro ${value}');
inline function isDebug():Bool
return debug;
inline function isRelease():Bool
return !isDebug();
inline function isDisplay():Bool
return command == "display";
inline function isWeb():Bool
return platformType == PlatformType.WEB;
inline function isMobile():Bool
return platformType == PlatformType.MOBILE;
inline function isDesktop():Bool
return platformType == PlatformType.DESKTOP;
inline function isWindows():Bool
return target == Platform.WINDOWS;
inline function isMac():Bool
return target == Platform.MAC;
inline function isLinux():Bool
return target == Platform.LINUX;
inline function isAndroid():Bool
return target == Platform.ANDROID;
inline function isIOS():Bool
return target == Platform.IOS;
inline function isHashLink():Bool
return targetFlags.exists("hl");
inline function isCPP():Bool
return defines.exists("cpp");
public inline function getHaxedef(name:String):Null<Dynamic>
return haxedefs.get(name);
public inline function setHaxedef(name:String, ?value:String):Void
haxedefs.set(name, value ?? "");
public inline function unsetHaxedef(name:String):Void
haxedefs.remove(name);
public inline function getDefine(name:String):Null<Dynamic>
return defines.get(name);
public inline function setDefine(name:String, ?value:String):Void
defines.set(name, value ?? "");
public inline function unsetDefine(name:String):Void
defines.remove(name);
}
class CompileFlag {
public static final INVERSION:String = "NO_";
public static var project:Project;
public static function get(name:String):CompileFlag {
return new CompileFlag(name);
}
var name:String;
public function new(name:String) {
this.name = name;
}
public function enable(stopPropagation:Bool = false):Void
{
project.setHaxedef(name);
project.setDefine(name);
if (!stopPropagation)
getInverse().disable(true);
}
public function disable(stopPropagation:Bool = false):Void
{
project.unsetHaxedef(name);
project.unsetDefine(name);
if (!stopPropagation)
getInverse().enable(true);
}
public function integrate(defaultEnabled:Bool = false):Void {
var inverse = getInverse();
if (isEnabled()) inverse.disable(true); // Makes sure the inverse is disabled if it wasn't already
else if (inverse.isEnabled()) disable(true); // If the inverse is enabled, disable this
else (defaultEnabled ? enable : disable)(true); // Set to the default state otherwise
}
public function isEnabled():Bool {
return project.haxedefs.exists(name) || project.defines.exists(name);
}
public function isDisabled():Bool {
return getInverse().isEnabled() || !isEnabled();
}
function getInverse():CompileFlag {
var inversionName = name;
if (!inversionName.startsWith(INVERSION))
inversionName = INVERSION + inversionName;
return new CompileFlag(inversionName);
}
}
+42
View File
@@ -0,0 +1,42 @@
{ }:
let
pkgs = import (builtins.fetchTarball {
url = "https://github.com/NixOS/nixpkgs/archive/c407032be28ca2236f45c49cfb2b8b3885294f7f.tar.gz";
}) { };
libs =
with pkgs;
[
SDL2
pkg-config
openal
alsa-lib
libvlc
libpulseaudio
libGL
]
++ (with xorg; [
libX11
libXext
libXinerama
libXi
libXrandr
]);
in
pkgs.mkShell {
name = "CodenameEngine";
packages = with pkgs; [
haxe
neko
libsForQt5.qttools
];
buildInputs = libs;
LD_LIBRARY_PATH = pkgs.lib.makeLibraryPath libs;
shellHook = ''
source update.sh
'';
}
+6 -12
View File
@@ -126,7 +126,7 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
// hate how it looks like but hey at least its optimized and fast - Nex
if (!debugMode && isAnimFinished()) {
var name = getAnimName() + '-loop';
if (hasAnimation(name))
if (hasAnim(name))
playAnim(name, null, lastAnimContext);
}
}
@@ -307,7 +307,7 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
public function playAnim(AnimName:String, ?Force:Null<Bool>, Context:PlayAnimContext = NONE, Reversed:Bool = false, Frame:Int = 0):Void
{
if (AnimName == null)
if (AnimName == null || (!hasAnim(AnimName) && !debugMode))
return;
if (Force == null) {
@@ -318,16 +318,10 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
if (animateAtlas != null)
{
@:privateAccess
// if (!animateAtlas.anim.animsMap.exists(AnimName) && !animateAtlas.anim.symbolDictionary.exists(AnimName)) return;
animateAtlas.anim.play(AnimName, Force, Reversed, Frame);
atlasPlayingAnim = AnimName;
}
else
{
if (!animation.exists(AnimName) && !debugMode)
return;
animation.play(AnimName, Force, Reversed, Frame);
}
else animation.play(AnimName, Force, Reversed, Frame);
var daOffset = getAnimOffset(AnimName);
frameOffset.set(daOffset.x, daOffset.y);
@@ -414,9 +408,9 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
}
// Backwards compat (the names used to be all different and it sucked, please lets use the same format in the future) - Nex
public inline function hasAnimation(AnimName:String) return hasAnim(AnimName);
public inline function removeAnimation(name:String) return removeAnim(name);
public inline function stopAnimation() return stopAnim();
@:dox(hide) public inline function hasAnimation(AnimName:String) return hasAnim(AnimName);
@:dox(hide) public inline function removeAnimation(name:String) return removeAnim(name);
@:dox(hide) public inline function stopAnimation() return stopAnim();
#end
// Getter / Setters
+5 -2
View File
@@ -2,11 +2,14 @@ package funkin.backend;
import flixel.text.FlxText;
import flixel.util.FlxColor;
import funkin.backend.system.Flags;
class FunkinText extends FlxText {
public function new(X:Float = 0, Y:Float = 0, FieldWidth:Float = 0, ?Text:String, Size:Int = 16, Border:Bool = true) {
public function new(X:Float = 0, Y:Float = 0, FieldWidth:Float = 0, ?Text:String, ?Size:Int, Border:Bool = true) {
if (Size == null) Size = Flags.DEFAULT_FONT_SIZE;
super(X, Y, FieldWidth, Text, Size);
setFormat(Paths.font("vcr.ttf"), Size, FlxColor.WHITE);
setFormat(Paths.font(Flags.DEFAULT_FONT), Size, FlxColor.WHITE);
if (Border) {
borderStyle = OUTLINE;
borderSize = 1;
+6
View File
@@ -275,6 +275,12 @@ class MusicBeatState extends FlxState implements IBeatCancellableReceiver
if (!e.cancelled)
super.openSubState(e.substate is FlxSubState ? cast e.substate : subState);
}
public override function closeSubState() {
var e = event("onCloseSubState", EventManager.get(StateEvent).recycle(subState));
if (!e.cancelled)
super.closeSubState();
}
public override function onResize(w:Int, h:Int) {
super.onResize(w, h);
+1 -1
View File
@@ -222,7 +222,7 @@ class Chart {
}
#end
var loadedMeta = loadChartMeta(songName, variant, base.fromMods, false);
var loadedMeta = loadChartMeta(songName, variant, difficulty, base.fromMods, false);
if (base.meta == null) base.meta = loadedMeta;
else {
for (field in Reflect.fields(base.meta)) {
+4 -2
View File
@@ -164,8 +164,10 @@ class EventsData {
if (fileTxt.trim() == "") continue;
eventsList.push(eventName);
eventsParams.set(eventName, []);
if (!eventsList.contains(eventName)) {
eventsList.push(eventName);
eventsParams.set(eventName, []);
}
try {
var data:EventInfoFile = cast Json.parse(fileTxt);
+16 -16
View File
@@ -106,20 +106,8 @@ class GlobalScript {
});
}
public static function event<T:CancellableEvent>(name:String, event:T):T {
if (scripts != null)
scripts.event(name, event);
return event;
}
public static function call(name:String, ?args:Array<Dynamic>) {
if (scripts != null)
scripts.call(name, args);
}
public static function onModSwitch(newMod:String) {
call("destroy");
scripts = FlxDestroyUtil.destroy(scripts);
destroy();
scripts = new ScriptPack("GlobalScript");
for (i in funkin.backend.assets.ModsFolder.getLoadedMods()) {
var path = Paths.script('data/global/LIB_$i');
@@ -132,12 +120,24 @@ class GlobalScript {
}
}
public static function beatHit(curBeat:Int) {
call("beatHit", [curBeat]);
public static inline function event<T:CancellableEvent>(name:String, event:T):T {
if (scripts != null)
scripts.event(name, event);
return event;
}
public static function stepHit(curStep:Int) {
public static inline function call(name:String, ?args:Array<Dynamic>)
if (scripts != null) scripts.call(name, args);
public static inline function beatHit(curBeat:Int)
call("beatHit", [curBeat]);
public static inline function stepHit(curStep:Int)
call("stepHit", [curStep]);
public static inline function destroy() if (scripts != null) {
call("destroy");
scripts = FlxDestroyUtil.destroy(scripts);
}
}
#end
+20 -1
View File
@@ -34,6 +34,7 @@ class HScript extends Script {
__importedPaths = [path];
interp.errorHandler = _errorHandler;
interp.warnHandler = _warnHandler;
interp.importFailedCallback = importFailedCallback;
interp.staticVariables = Script.staticVariables;
interp.allowStaticVariables = interp.allowPublicVariables = true;
@@ -63,7 +64,7 @@ class HScript extends Script {
return this;
}
private function importFailedCallback(cl:Array<String>):Bool {
private function importFailedCallback(cl:Array<String>, ?asName:String):Bool {
if(_importFailedCallback(cl, "source/") || _importFailedCallback(cl, "")) {
return true;
}
@@ -117,6 +118,24 @@ class HScript extends Script {
], ERROR);
}
private function _warnHandler(error:Error) {
var fileName = error.origin;
var oldfn = '$fileName:${error.line}: ';
if(remappedNames.exists(fileName))
fileName = remappedNames.get(fileName);
var fn = '$fileName:${error.line}: ';
var err = error.toString();
while(err.startsWith(oldfn) || err.startsWith(fn)) {
if (err.startsWith(oldfn)) err = err.substr(oldfn.length);
if (err.startsWith(fn)) err = err.substr(fn.length);
}
Logs.traceColored([
Logs.logText(fn, GREEN),
Logs.logText(err, YELLOW)
], WARNING);
}
public override function setParent(parent:Dynamic) {
interp.scriptObject = parent;
}
+7 -1
View File
@@ -28,6 +28,11 @@ class Script extends FlxBasic implements IFlxDestroyable {
"Reflect" => Reflect,
"StringTools" => StringTools,
"Json" => haxe.Json,
"Xml" => Xml,
"Type" => Type,
"Date" => Date,
"Lambda" => Lambda,
#if sys "Sys" => Sys, #end
// OpenFL & Lime related stuff
"Assets" => openfl.utils.Assets,
@@ -89,6 +94,7 @@ class Script extends FlxBasic implements IFlxDestroyable {
"FlxAnimate" => funkin.backend.FlxAnimate,
"FunkinSprite" => funkin.backend.FunkinSprite,
"Alphabet" => funkin.menus.ui.Alphabet,
"Flags" => funkin.backend.system.Flags,
"CoolUtil" => funkin.backend.utils.CoolUtil,
"IniUtil" => funkin.backend.utils.IniUtil,
@@ -395,4 +401,4 @@ class Script extends FlxBasic implements IFlxDestroyable {
* Called when the script is loaded.
*/
public function onLoad() {}
}
}
+5
View File
@@ -148,6 +148,10 @@ class Flags {
public static var DEFAULT_HUD_ZOOM_MULT:Float = 0.03;
public static var DEFAULT_CAM_ZOOM_LERP:Float = 0.05;
public static var DEFAULT_HUD_ZOOM_LERP:Float = 0.05;
// Font configuration
public static var DEFAULT_FONT:String = "vcr.ttf";
public static var DEFAULT_FONT_SIZE:Int = 16;
// to translate these you need to convert them into ids
// Resume -> pause.resume
@@ -169,6 +173,7 @@ class Flags {
public static var DEFAULT_HEALTH:Null<Float> = null;//DEFAULT_MAX_HEALTH / 2.0;
public static var DEFAULT_ICONBOP:Bool = true;
public static var BOP_ICON_SCALE:Float = 1.2;
public static var ICON_DEFAULT_SCALE:Float = 1;
public static var ICON_OFFSET:Float = 26;
public static var ICON_LERP:Float = 0.33;
@@ -0,0 +1,14 @@
package funkin.backend.system;
import lime.app.Application;
import funkin.backend.system.Main;
class MainApplication extends Application {
public function new() {
super();
#if openfl
openfl.Lib.current.stage.addChild(new Main());
#end
}
}
+11 -4
View File
@@ -66,12 +66,12 @@ class MainState extends FlxState {
)
];
for(path in addonPaths) {
for (path in addonPaths) {
if (path == null) continue;
if (!isDirectory(path)) continue;
for(addon in FileSystem.readDirectory(path)) {
if(!FileSystem.isDirectory(path + addon)) {
for (addon in FileSystem.readDirectory(path)) {
if (!FileSystem.isDirectory(path + addon)) {
switch(Path.extension(addon).toLowerCase()) {
case 'zip':
addon = Path.withoutExtension(addon);
@@ -90,7 +90,14 @@ class MainState extends FlxState {
else _noPriorityAddons.insert(0, data);
}
}
#end
#if GLOBAL_SCRIPT
funkin.backend.scripting.GlobalScript.destroy();
#end
funkin.backend.scripting.Script.staticVariables.clear();
#if MOD_SUPPORT
for (addon in _lowPriorityAddons)
loadLib(addon.path, ltrim(addon.name, "[LOW]"));
@@ -143,4 +150,4 @@ class MainState extends FlxState {
FlxG.switchState(cast Type.createInstance(startState, []));
}
}
}
@@ -1,68 +0,0 @@
package funkin.backend.system.macros;
using StringTools;
#if macro
class BuildInfo {
public static function printBuildInfo() {
if(haxe.macro.Context.defined("display") || haxe.macro.Context.defined("display-details")) return;
var haxeVersion = haxe.macro.Context.definedValue("haxe").trim();
var sleepChangeVersion = false;
Sys.println('[ BUILD INFO ]');
Sys.println('Haxe Version: ${haxeVersion}');
try {
var lastBuiltWith:Null<String> = null;
var compiling = #if final "release" #elseif debug "debug" #else "release" #end;
var target = #if hl "hl"
#elseif html5 "html5"
#elseif ios "ios"
#elseif android "android"
#elseif windows "windows"
#elseif (mac || macos) "macos"
#elseif linux "linux"
#else ""
#end;
if(target == "") throw "Unknown target";
var exportPath = Sys.getCwd() + "/export/" + compiling + "/" + target + "/";
exportPath += "obj/Options.txt";
var options = sys.io.File.getContent(exportPath);
for(option in options.split("\n")) {
if(option.startsWith("haxe=")) {
lastBuiltWith = option.substr(5).trim();
break;
}
}
if(lastBuiltWith != null && lastBuiltWith.length > 0 && lastBuiltWith != haxeVersion) {
Sys.println('Last Built With Haxe: ${lastBuiltWith} [!!!! MAKE SURE IF YOU SWITCHED VERSIONS YOU DELETE EXPORT FOLDERS !!!!]');
sleepChangeVersion = true;
}
} catch(e) {}
var targetPlatform = #if html5 "Web (HTML5)"
#elseif ios "iOS"
#elseif android "Android"
#elseif windows "Windows"
#elseif (mac || macos) "Mac"
#elseif linux "Linux"
#else "Unknown"
#end;
if(haxe.macro.Context.defined("hl")) {
targetPlatform = "Hashlink (" + targetPlatform + ")";
}
Sys.println('Target Platform: ' + targetPlatform);
Sys.println('Build Date: ${Date.now().toString()}');
Sys.println('');
if(sleepChangeVersion) {
Sys.println('!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!');
Sys.println('!!!! MAKE SURE IF YOU SWITCHED VERSIONS YOU DELETE EXPORT FOLDERS !!!!');
Sys.println('!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!');
Sys.println('');
Sys.sleep(5);
}
}
}
#end
+9 -23
View File
@@ -3,31 +3,15 @@ package funkin.backend.utils;
#if cpp
import cpp.Float64;
#end
import flxanimate.data.AnimationData.AnimAtlas;
import flixel.graphics.FlxGraphic;
import openfl.display.BitmapData;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.graphics.frames.FlxFramesCollection;
#if sys
import sys.FileSystem;
#end
import flixel.text.FlxText;
import funkin.backend.utils.XMLUtil.TextFormat;
import flixel.util.typeLimit.OneOfTwo;
import flixel.util.typeLimit.OneOfThree;
import flixel.tweens.FlxTween;
import flixel.system.frontEnds.SoundFrontEnd;
import flixel.sound.FlxSound;
import funkin.backend.system.Conductor;
import flixel.sound.FlxSoundGroup;
import haxe.Json;
import haxe.io.Path;
import haxe.io.Bytes;
import haxe.xml.Access;
import flixel.input.keyboard.FlxKey;
import lime.utils.Assets;
import flixel.animation.FlxAnimation;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.graphics.frames.FlxFramesCollection;
import flixel.input.keyboard.FlxKey;
import flixel.math.FlxPoint;
import flixel.sound.FlxSound;
import flixel.sound.FlxSoundGroup;
import flixel.system.frontEnds.SoundFrontEnd;
@@ -35,19 +19,21 @@ import flixel.text.FlxText;
import flixel.tweens.FlxTween;
import flixel.util.FlxAxes;
import flixel.util.FlxColor;
import flixel.util.typeLimit.OneOfThree;
import flixel.util.typeLimit.OneOfTwo;
import flxanimate.data.AnimationData.AnimAtlas;
import funkin.backend.system.Conductor;
import funkin.backend.utils.XMLUtil.TextFormat;
import haxe.CallStack;
import haxe.Constraints.IMap;
import haxe.EnumTools.EnumValueTools;
import haxe.Json;
import haxe.io.Bytes;
import haxe.io.Path;
import haxe.xml.Access;
import lime.utils.Assets;
import openfl.display.BitmapData;
import openfl.geom.ColorTransform;
import flixel.math.FlxPoint;
import haxe.Constraints.IMap;
import haxe.EnumTools.EnumValueTools;
using StringTools;
@@ -185,6 +185,16 @@ final class Windows {
')
public static function setWindowTitleColor(title:String, color:Array<Int>) {}
@:functionCode('
HWND window = GetConsoleWindow();
HICON smallIcon = (HICON) LoadImage(NULL, path, IMAGE_ICON, 16, 16, LR_LOADFROMFILE);
HICON icon = (HICON) LoadImage(NULL, path, IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE);
SendMessage(window, WM_SETICON, ICON_SMALL, (LPARAM)smallIcon);
SendMessage(window, WM_SETICON, ICON_BIG, (LPARAM)icon);
')
public static function setWindowIcon(path:String) {}
@:functionCode('
// https://stackoverflow.com/questions/15543571/allocconsole-not-displaying-cout
+6 -5
View File
@@ -22,10 +22,11 @@ API_VERSION=1
DOWNLOAD_LINK="YOUR MOD PAGE LINK HERE"
# Not supported yet
;MOD_ICON64="path/to/icon64.png"
;MOD_ICON32="path/to/icon32.png"
;MOD_ICON16="path/to/icon16.png"
ICON="path/to/icon.png"
;MOD_ICON64="path/to/icon64"
;MOD_ICON32="path/to/icon32"
;MOD_ICON16="path/to/icon16"
# The path starts in "your-mod/images/", do not add image extension.
ICON="path/to/icon"
[Flags] # This section doesn\'t apply any prefix.
DISABLE_WARNING_SCREEN=true
@@ -84,4 +85,4 @@ LOGO_TEXT=""
], false);
openSubState(substate);
}
}
}
+105 -23
View File
@@ -43,6 +43,11 @@ class AlphabetEditor extends UIState {
public var queueReorder:Bool = false;
public var componentList:UIButtonList<ComponentButton>;
public var glyphCreateWindow:UISliceSprite;
public var glyphChar:UITextBox;
public var confirmGlyph:UIButton;
public var deleteGlyph:UIButton;
public var infoWindow:GlyphInfoWindow;
public var curSelectedComponent:AlphabetComponent = null;
public var curSelectedData:AlphabetLetterData = null;
@@ -83,13 +88,18 @@ class AlphabetEditor extends UIState {
{
label: translate("topBar.edit"),
childs: [
{
// TODO: add redo and undo
/*{
label: translate("edit.undo"),
// TODO: add undo
onSelect: null
},
{
label: translate("edit.redo"),
// TODO: add redo
onSelect: null
},*/
{
label: translate("glyph.deleteCurGlyph"),
},
{
label: "Edit Main Data", // TODO: add translations
@@ -97,23 +107,6 @@ class AlphabetEditor extends UIState {
}
]
},
{
label: translate("topBar.glyph"),
childs: [
{
label: translate("glyph.newGlyph"),
//onSelect: _glyph_new
},
{
label: translate("glyph.editGlyph"),
//onSelect: _glyph_edit
},
{
label: translate("glyph.deleteGlyph"),
//onSelect: _glyph_delete
}
]
},
{
label: translate("topBar.view"),
childs: [
@@ -188,6 +181,67 @@ class AlphabetEditor extends UIState {
brokenWarning.color = 0xFFFF6969;
add(brokenWarning);
glyphCreateWindow = new UISliceSprite(FlxG.width - 15, topMenuSpr.bHeight + 15, 200, 150, "editors/ui/context-bg");
glyphCreateWindow.x -= glyphCreateWindow.bWidth;
uiGroup.add(glyphCreateWindow);
glyphChar = new UITextBox(glyphCreateWindow.x + 15, glyphCreateWindow.y + 15, "", glyphCreateWindow.bWidth - 30);
glyphCreateWindow.members.push(glyphChar);
confirmGlyph = new UIButton(glyphChar.x, glyphChar.y + glyphChar.bHeight + 15, translate("glyph.newGlyph"), function() {
if (deleteGlyph.selectable) {
curLetter = tape.manualLetters.indexOf(lastChar) + charsForDefault.length;
changeLetter(0);
} else {
tape.manualLetters.push(lastChar);
tape.text = "";
for (def in charsForDefault)
tape.text += def[Std.int(Math.floor(defaultTmr) % def.length)] + " ";
tape.text += tape.manualLetters.join(" ");
for (i in 0...tape.fastGetData(lastChar).components.length) {
var anim = bigLetter.text + i;
bigLetter.animation.remove(anim);
tape.animation.remove(anim);
}
tape.letterData.set(lastChar, {
isDefault: false,
advance: Math.NaN,
advanceEmpty: true,
components: [],
startIndex: 0
});
curLetter = tape.manualLetters.length - 1 + charsForDefault.length;
changeLetter(0);
}
}, glyphChar.bWidth);
confirmGlyph.selectable = false;
glyphCreateWindow.members.push(confirmGlyph);
deleteGlyph = new UIButton(glyphChar.x, confirmGlyph.y + confirmGlyph.bHeight + 5, translate("glyph.deleteGlyph"), function() {
final charIdx = tape.manualLetters.indexOf(lastChar);
tape.manualLetters.splice(charIdx, 1);
tape.text = "";
for (def in charsForDefault)
tape.text += def[Std.int(Math.floor(defaultTmr) % def.length)] + " ";
tape.text += tape.manualLetters.join(" ");
for (i in 0...tape.fastGetData(lastChar).components.length) {
var anim = bigLetter.text + i;
bigLetter.animation.remove(anim);
tape.animation.remove(anim);
}
tape.letterData.remove(lastChar);
changeLetter((curLetter >= charIdx + charsForDefault.length) ? -1 : 0);
}, glyphChar.bWidth);
deleteGlyph.color = FlxColor.RED;
deleteGlyph.selectable = false;
glyphCreateWindow.members.push(deleteGlyph);
infoWindow = new GlyphInfoWindow();
uiGroup.add(infoWindow);
@@ -208,7 +262,7 @@ class AlphabetEditor extends UIState {
scaleX: 1,
scaleY: 1,
flipX: false,
flipY: false,
@@ -247,8 +301,29 @@ class AlphabetEditor extends UIState {
}
}
var lastChar:String = "";
public override function update(elapsed:Float) {
super.update(elapsed);
if (glyphChar.label.text != lastChar) {
if (glyphChar.label.text == "") {
lastChar = "";
confirmGlyph.selectable = false;
deleteGlyph.selectable = false;
confirmGlyph.field.text = translate("glyph.newGlyph");
} else {
glyphChar.label.text = lastChar = switch (tape.forceCase) {
case UPPER: glyphChar.label.text.charAt(glyphChar.label.text.length - 1).toUpperCase();
case LOWER: glyphChar.label.text.charAt(glyphChar.label.text.length - 1).toLowerCase();
case NONE: glyphChar.label.text.charAt(glyphChar.label.text.length - 1);
};
confirmGlyph.selectable = true;
deleteGlyph.selectable = tape.manualLetters.contains(lastChar);
confirmGlyph.field.text = translate(deleteGlyph.selectable ? "glyph.editGlyph" : "glyph.newGlyph");
}
}
if (queueReorder) {
queueReorder = false;
var outlines = [];
@@ -344,6 +419,7 @@ class AlphabetEditor extends UIState {
curLetter = CoolUtil.positiveModuloInt(curLetter + inc, tape.manualLetters.length + charsForDefault.length);
targetX = FlxG.width * 0.5 - tape.defaultAdvance * (0.5 + curLetter * 2);
bigLetter.text = (curLetter < charsForDefault.length) ? charsForDefault[curLetter][0] : tape.manualLetters[curLetter - charsForDefault.length];
glyphChar.label.text = bigLetter.text;
bigLetter.updateHitbox();
bigLetter.screenCenter();
@@ -396,11 +472,17 @@ class AlphabetEditor extends UIState {
changeLetter(1);
}
function buildAlphabet() {
var tempPrettyPrint = true;
var xmlThingYea:String = "<!DOCTYPE codename-engine-alphabet-font>\n" + Printer.print(tape.buildXML(), tempPrettyPrint);
return tempPrettyPrint ? xmlThingYea : xmlThingYea.replace("\n", "");
}
function _file_save(_) {
#if sys
CoolUtil.safeSaveFile(
'${Paths.getAssetsRoot()}/data/alphabet/${__typeface}.xml',
""//alphabet.buildXML()
buildAlphabet()
);
#else
_file_saveas(_);
@@ -408,7 +490,7 @@ class AlphabetEditor extends UIState {
}
function _file_saveas(_) {
openSubState(new SaveSubstate(""/*alphabet.buildXML()*/, {
openSubState(new SaveSubstate(buildAlphabet(), {
defaultSaveFile: '${__typeface}.xml'
}));
}
@@ -43,14 +43,11 @@ class AlphabetIconOption extends TextOption {
var spritesheet = null;
for (node in xml.elements()) {
if (node.nodeName == "spritesheet") {
spritesheet = node.firstChild().nodeValue;
spritesheet = node.firstChild().nodeValue.trim();
break;
}
}
var useColorOffsets = xml.get("useColorOffsets").getDefault("false") == "true";
// todo fix crash if invalid spritesheet;
iconSpr = new FlxSprite();
@@ -64,7 +61,7 @@ class AlphabetIconOption extends TextOption {
}
}
iconSpr.frame = frameToUse;
if (useColorOffsets) {
if (xml.get("colorMode") == "offsets") {
iconSpr.colorTransform.color = -1;
}
iconSpr.setPosition(90 - iconSpr.width - 20, (__text.height - iconSpr.height) / 2);
@@ -10,7 +10,7 @@ class GlyphInfoWindow extends UIWindow {
public var scaleYBox:UINumericStepper;
public var angleBox:UINumericStepper;
public var colorModeDrop:UIDropDown;
public var flipXBox:UICheckbox;
public var flipYBox:UICheckbox;
@@ -60,7 +60,7 @@ class GlyphInfoWindow extends UIWindow {
xBox = new UINumericStepper(prefixBox.x, prefixBox.y + prefixBox.bHeight + itemMargin + labelOffset, 0, 1, 2, null, null, 80);
xBox.onChange = valueSet.bind(xBox, function(val) { // kinda dumb but blame cne ui
compon.x = val;
compon.x = -val;
});
members.push(xBox);
@@ -121,7 +121,7 @@ class GlyphInfoWindow extends UIWindow {
members.push(colorModeDrop);
addLabelOn(colorModeDrop, "Color Mode");
outlineCheck = new UICheckbox(colorModeDrop.x + colorModeDrop.bWidth + itemMargin * 2, colorModeDrop.y + 4, "Use Outline?");
outlineCheck = new UICheckbox(colorModeDrop.x + colorModeDrop.bWidth + itemMargin * 2, colorModeDrop.y + 10, "Use Outline?");
outlineCheck.onChecked = function(val) {
targetPercent = val ? 1 : 0;
@@ -147,7 +147,7 @@ class GlyphInfoWindow extends UIWindow {
angle: compon.angle,
cos: compon.cos,
sin: compon.sin,
flipX: compon.flipX,
flipY: compon.flipY,
@@ -156,15 +156,17 @@ class GlyphInfoWindow extends UIWindow {
};
data.components.insert(AlphabetEditor.instance.outlineIdx, newOutline);
++AlphabetEditor.instance.outlineIdx;
++data.startIndex;
} else {
compon.outIndex = null;
data.components.splice(AlphabetEditor.instance.outlineIdx - 1, 1);
--AlphabetEditor.instance.outlineIdx;
--data.startIndex;
}
}
members.push(outlineCheck);
flipXBox = new UICheckbox(outlineCheck.x, outlineCheck.y - outlineCheck.height - 8, "Flip X?");
flipXBox.onChecked = function(check:Bool) {
compon.flipX = check;
@@ -254,7 +256,7 @@ class GlyphInfoWindow extends UIWindow {
}
prefixBox.label.text = com.anim;
xBox.value = com.x;
xBox.value = -com.x;
yBox.value = com.y;
scaleXBox.value = com.scaleX;
scaleYBox.value = com.scaleY;
@@ -276,12 +278,12 @@ class GlyphInfoWindow extends UIWindow {
outlineYBox.value = out.y;
targetPercent = 1;
}
for (item in members) {
if (item is UISprite)
cast(item, UISprite).selectable = true;
}
colorModeDrop.dropButton.selectable = true;
for (item in [prefixBox, scaleXBox, scaleYBox, angleBox, flipXBox, flipYBox])
item.selectable = true;
for (item in [xBox, yBox, colorModeDrop, outlineCheck, outlineBox, outlineXBox, outlineYBox])
item.selectable = !data.isDefault;
colorModeDrop.dropButton.selectable = colorModeDrop.selectable;
}
function valueSet(item:UINumericStepper, func:Dynamic, text:String) {
@@ -258,6 +258,10 @@ class CharacterAnimButton extends UIButton {
parent.displayAnimsFramesList.remove(anim);
parent.displayAnimsFramesList.set(newName, displayFrame);
var animButton = parent.animButtons.get(this.anim);
parent.animButtons.remove(this.anim);
parent.animButtons.set(newName, animButton);
this.anim = newName;
nameTextBox.label.text = newName;
updateText();
+29 -38
View File
@@ -44,6 +44,7 @@ class Charter extends UIState {
return FlxG.state is Charter ? cast FlxG.state : null;
public var charterBG:FunkinSprite;
public var charterBookmarksGroup:FlxTypedGroup<FlxSprite> = new FlxTypedGroup<FlxSprite>();
public var uiGroup:FlxTypedGroup<FlxSprite> = new FlxTypedGroup<FlxSprite>();
public var topMenu:Array<UIContextMenuOption>;
@@ -462,7 +463,7 @@ class Charter extends UIState {
noteHoverer = new CharterNoteHoverer();
noteDeleteAnims = new CharterDeleteAnim();
selectionBox.cameras = notesGroup.cameras = gridBackdrops.cameras =
charterBookmarksGroup.cameras = selectionBox.cameras = notesGroup.cameras = gridBackdrops.cameras =
noteHoverer.cameras = noteDeleteAnims.cameras = [charterCamera];
topMenuSpr = new UITopMenu(topMenu);
@@ -551,6 +552,7 @@ class Charter extends UIState {
add(noteDeleteAnims);
add(notesGroup);
add(selectionBox);
add(charterBookmarksGroup);
add(strumlineInfoBG);
add(strumlineLockButton);
add(strumlineAddButton);
@@ -572,6 +574,8 @@ class Charter extends UIState {
if (Options.editorsResizable)
UIState.setResolutionAware();
updateBookmarks(); //recalling it to fix resolutions
// ! IF YOU EVER WANNA VIEW IN THE FUTURE, JUST USE A FLXSPRITE :D -lunar
/*var dataDisplay:FlxSprite = new FlxSprite().loadGraphic(waveformHandler.waveDatas.get("Voices.ogg"));
dataDisplay.scrollFactor.set(1, 0);
@@ -1841,6 +1845,22 @@ class Charter extends UIState {
Conductor.songPosition = FlxG.sound.music.length;
}
function _opponent_camera_add(_) addEventAtCurrentStep("Camera Movement", [0], !FlxG.keys.pressed.ALT, !FlxG.keys.pressed.SHIFT);
function _player_camera_add(_) addEventAtCurrentStep("Camera Movement", [1], !FlxG.keys.pressed.ALT, !FlxG.keys.pressed.SHIFT);
function addEventAtCurrentStep(name:String, params:Array<Dynamic>, shouldGlobal:Bool = true, shouldQuant:Bool = false) {
var step:Float = (shouldQuant ? quantStep(curStepFloat) : curStepFloat);
var __event:CharterEvent = new CharterEvent(step, [{
name: name,
params: params,
time: Conductor.getTimeForStep(step)
}], shouldGlobal);
__event.refreshEventIcons();
(__event.global ? rightEventsGroup : leftEventsGroup).add(__event);
undos.addToUndo(CEditEvent(__event, [], __event.events));
}
public function getBookmarkList():Array<ChartBookmark> {
var bookmarks:Array<ChartBookmark> = [];
try {
@@ -1851,34 +1871,6 @@ class Charter extends UIState {
return bookmarks;
}
function _opponent_camera_add(_) {
var __event:CharterEvent = null;
__event = new CharterEvent(curStepFloat, [{
name: "Camera Movement",
params:[0],
time: Conductor.getTimeForStep(curStepFloat)
}], true);
__event.refreshEventIcons();
__event.global = true;
rightEventsGroup.add(__event);
undos.addToUndo(CEditEvent(__event, [], __event.events));
}
function _player_camera_add(_) {
var __event:CharterEvent = null;
__event = new CharterEvent(curStepFloat, [{
name: "Camera Movement",
params:[1],
time: Conductor.getTimeForStep(curStepFloat)
}], true);
__event.refreshEventIcons();
rightEventsGroup.add(__event);
undos.addToUndo(CEditEvent(__event, [], __event.events));
}
function _bookmarks_add(_) {
var addBookmarkAt = function(name:String, color:FlxColor, daStep:Float)
{
@@ -1900,6 +1892,7 @@ class Charter extends UIState {
}));
}
}
function _bookmarks_edit_list(_)
FlxG.state.openSubState(new CharterBookmarkList()); //idk why its FlxG.state but it looks so off lmfao
@@ -1915,12 +1908,12 @@ class Charter extends UIState {
if (bars != null) {
for (spr in bars) {
if (spr == null) continue;
remove(spr);
charterBookmarksGroup.remove(spr);
spr.kill();
}
}
if (text != null) {
remove(text);
charterBookmarksGroup.remove(text);
text.kill();
}
}
@@ -1941,15 +1934,13 @@ class Charter extends UIState {
{
var bookmarkspr = new FlxSprite(str.x, (b.time * 40)).makeSolid(str.keyCount * 40, 4, bookmarkcolor);
bookmarkspr.updateHitbox();
bookmarkspr.camera = charterCamera;
add(bookmarkspr);
charterBookmarksGroup.add(bookmarkspr);
sprites.push(bookmarkspr);
}
var bookmarkText = new UIText(strumLines.members[0].x + 4, 0, 400, b.name, 15, bookmarkcolor, true);
bookmarkText.y = sprites[0].y - (bookmarkText.height + 2);
bookmarkText.camera = charterCamera;
add(bookmarkText);
charterBookmarksGroup.add(bookmarkText);
if (luminance < 0.5)
bookmarkText.borderColor = 0x88FFFFFF;
@@ -1993,12 +1984,12 @@ class Charter extends UIState {
null,
{
label: translate("song.addOpponentCamera"),
keybind: [O],
keybinds: [[O], [O, SHIFT], [O, ALT]],
onSelect: _opponent_camera_add
},
{
label: translate("song.addPlayerCamera"),
keybind: [P],
keybinds: [[P], [P, SHIFT], [P, ALT]],
onSelect: _player_camera_add
},
null,
@@ -2521,4 +2512,4 @@ typedef PlaytestInfo = {
var hitSounds:Array<Bool>;
var mutedVocals:Array<Bool>;
var waveforms:Array<Int>;
}
}
+4 -4
View File
@@ -359,10 +359,10 @@ class StageEditor extends UIState {
var parent = new Access(node.x.parent);
var charName = switch(node.name) {
case "dad" | "opponent": "dad";
case "gf" | "girlfriend": "gf";
case "bf" | "boyfriend" | "player": "bf";
default: (charPos.flipX) ? "bf" : "dad";
case "dad" | "opponent": Flags.DEFAULT_OPPONENT;
case "gf" | "girlfriend": Flags.DEFAULT_GIRLFRIEND;
case "bf" | "boyfriend" | "player": Flags.DEFAULT_CHARACTER;
default: (charPos.flipX) ? Flags.DEFAULT_CHARACTER : Flags.DEFAULT_OPPONENT;
}
var char = new Character(0,0, charName, charPos.flipX, true);
+5 -1
View File
@@ -121,8 +121,10 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
@:noCompletion var isDanceLeftDanceRight:Bool = false;
override function update(elapsed:Float) {
super.update(elapsed);
scripts.call("update", [elapsed]);
super.update(elapsed);
if (stunned) {
__stunnedTime += elapsed;
if (__stunnedTime > Flags.STUNNED_TIME)
@@ -133,6 +135,8 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
tryDance();
__lockAnimThisFrame = false;
scripts.call("postUpdate", [elapsed]);
}
private var danced:Bool = false;
+4 -8
View File
@@ -55,7 +55,7 @@ class HealthIcon extends FunkinSprite
*
* This is what scale the icon should return to when its bump animation is finished
*/
public var defaultScale:Float = 1;
public var defaultScale:Float = Flags.ICON_DEFAULT_SCALE;
/**
* Whenever or not the icon is animated or not
@@ -232,9 +232,7 @@ class HealthIcon extends FunkinSprite
else if (node.exists("offsety"))
offsetY = Std.parseFloat(node.get("offsety")).getDefault(0);
addOffset(animName, offsetX, offsetY);
addAnim(animName, node.get("anim"), Std.parseInt(node.get("fps")).getDefault(24), false); // don't allow looping for transitions
addAnim(animName, node.get("anim"), Std.parseInt(node.get("fps")).getDefault(24), false, null, null, offsetX, offsetY); // don't allow looping for transitions
if (animateAtlas == null && animation.exists(animName))
animation.getByName(animName).flipX = isPlayer != iconIsPlayer;
case "anim":
@@ -265,15 +263,13 @@ class HealthIcon extends FunkinSprite
else if (node.exists("offsety"))
offsetY = Std.parseFloat(node.get("offsety")).getDefault(0);
addOffset(animName, offsetX, offsetY);
var looped:Bool = false;
if (node.exists("looped"))
looped = node.get("looped").toLowerCase() == "true";
else if (node.exists("loop"))
looped = node.get("loop").toLowerCase() == "true";
addAnim(animName, node.get("anim"), Std.parseInt(node.get("fps")).getDefault(24), looped);
addAnim(animName, node.get("anim"), Std.parseInt(node.get("fps")).getDefault(24), looped, null, null, offsetX, offsetY);
if (animateAtlas == null && animation.exists(animName))
animation.getByName(animName).flipX = isPlayer != iconIsPlayer;
case "step":
@@ -457,4 +453,4 @@ enum abstract TrackerAlignment(Int) {
* Mathematically: `tracker.x + tracker.width`
*/
var RIGHT = 2;
}
}
+28 -10
View File
@@ -1060,14 +1060,22 @@ class PlayState extends MusicBeatState
}
public override function destroy() {
var notNull = stage != null;
if (notNull) PlayState.instance.gameAndCharsCall("onStageDestroy", [stage]);
scripts.call("destroy");
for(g in __cachedGraphics)
g.useCount--;
for (g in __cachedGraphics) g.useCount--;
@:privateAccess {
for (strumLine in strumLines.members) FlxG.sound.destroySound(strumLine.vocals);
if (FlxG.sound.music != inst) FlxG.sound.destroySound(inst);
FlxG.sound.destroySound(vocals);
}
if (notNull) {
stage.destroySilently();
remove(stage, true);
}
scripts = FlxDestroyUtil.destroy(scripts);
super.destroy();
@@ -1456,7 +1464,7 @@ class PlayState extends MusicBeatState
public function moveCamera() if (strumLines.members[curCameraTarget] != null) {
var data:CamPosData = getStrumlineCamPos(curCameraTarget);
if (data.amount > 0) {
var event = scripts.event("onCameraMove", EventManager.get(CamMoveEvent).recycle(data.pos, strumLines.members[curCameraTarget], data.amount));
var event = gameAndCharsEvent("onCameraMove", EventManager.get(CamMoveEvent).recycle(data.pos, strumLines.members[curCameraTarget], data.amount));
if (!event.cancelled)
camFollow.setPosition(event.position.x, event.position.y);
}
@@ -1579,7 +1587,12 @@ class PlayState extends MusicBeatState
var camera:FlxCamera = event.params[1] == "camHUD" ? camHUD : camGame;
camera.zoom += event.params[0];
case "Camera Bop":
camZoomingMult += event.params[0];
if (useCamZoomMult) {
camZoomingMult += event.params[0];
} else {
FlxG.camera.zoom += event.params[0] * camZoomingStrength;
camHUD.zoom += event.params[0] * camZoomingStrength;
}
case "Camera Zoom":
var cam = event.params[2] == "camHUD" ? camHUD : camGame;
var name = (event.params[2] == "camHUD" ? "camHUD" : "camGame") + ".zoom"; // avoiding having different values from these 2 - Nex
@@ -1640,7 +1653,7 @@ class PlayState extends MusicBeatState
case "Play Animation":
if (strumLines.members[event.params[0]] != null && strumLines.members[event.params[0]].characters != null)
for (char in strumLines.members[event.params[0]].characters)
if (char != null) char.playAnim(event.params[1], event.params[2], event.params[3] == "NONE" ? null : event.params[3]);
if (char != null && char.hasAnim(event.params[1])) char.playAnim(event.params[1], event.params[2], event.params[3] == "NONE" ? null : event.params[3]);
case "Unknown": // nothing
}
}
@@ -1805,7 +1818,10 @@ class PlayState extends MusicBeatState
var event:NoteMissEvent = gameAndCharsEvent("onPlayerMiss", EventManager.get(NoteMissEvent).recycle(note, -10, 1, muteVocalsOnMiss, note != null ? -0.0475 : -0.04, Paths.sound(FlxG.random.getObject(Flags.DEFAULT_MISS_SOUNDS)), FlxG.random.float(0.1, 0.2), note == null, combo > 5, "sad", true, true, "miss", strumLines.members[playerID].characters, playerID, note != null ? note.noteType : null, directionID, 0));
strumLine.onMiss.dispatch(event);
if (event.cancelled) return;
if (event.cancelled) {
gameAndCharsEvent("onPostPlayerMiss", event);
return;
}
if (strumLine != null) strumLine.addHealth(event.healthGain);
if (gf != null && event.gfSad && gf.hasAnimation(event.gfSadAnim))
@@ -1841,6 +1857,8 @@ class PlayState extends MusicBeatState
if (event.deleteNote && strumLine != null && note != null)
strumLine.deleteNote(note);
gameAndCharsEvent("onPostPlayerMiss", event);
}
@:dox(hide)
@@ -1950,7 +1968,7 @@ class PlayState extends MusicBeatState
var suf:String = hasEvent ? evt.ratingSuffix : "";
var rating:FlxSprite = comboGroup.recycleLoop(FlxSprite);
rating.resetSprite(comboGroup.x + -40, comboGroup.y + -60);
CoolUtil.resetSprite(rating, comboGroup.x + -40, comboGroup.y + -60);
rating.loadAnimatedGraphic(Paths.image('${pre}${myRating}${suf}'));
rating.acceleration.y = 550;
rating.velocity.y -= FlxG.random.int(140, 175);
@@ -1977,7 +1995,7 @@ class PlayState extends MusicBeatState
if (evt.displayCombo) {
var comboSpr:FlxSprite = comboGroup.recycleLoop(FlxSprite).loadAnimatedGraphic(Paths.image('${pre}combo${suf}'));
comboSpr.resetSprite(comboGroup.x, comboGroup.y);
CoolUtil.resetSprite(comboSpr, comboGroup.x, comboGroup.y);
comboSpr.acceleration.y = 600;
comboSpr.velocity.y -= 150;
comboSpr.velocity.x += FlxG.random.int(1, 10);
@@ -2001,7 +2019,7 @@ class PlayState extends MusicBeatState
for (i in 0...separatedScore.length)
{
var numScore:FlxSprite = comboGroup.recycleLoop(FlxSprite).loadAnimatedGraphic(Paths.image('${pre}num${separatedScore.charAt(i)}${suf}'));
numScore.resetSprite(comboGroup.x + (43 * i) - 90, comboGroup.y + 80);
CoolUtil.resetSprite(numScore, comboGroup.x + (43 * i) - 90, comboGroup.y + 80);
if (hasEvent) {
numScore.antialiasing = evt.numAntialiasing;
numScore.scale.set(evt.numScale, evt.numScale);
@@ -2236,4 +2254,4 @@ class CamPosData {
pos.put();
pos = null;
}
}
}
+26 -6
View File
@@ -206,7 +206,7 @@ class Stage extends FlxBasic implements IBeatReceiver {
}
// idk lemme check anyways just in case scripts did smth - Nex
if (event != null) PlayState.instance.scripts.event("onPostStageCreation", event);
if (event != null) PlayState.instance.gameAndCharsEvent("onPostStageCreation", event);
// shortlived scripts destroy when the stage finishes setting up - Nex
for (info in xmlImportedScripts) if (info.shortLived) {
@@ -349,17 +349,37 @@ class Stage extends FlxBasic implements IBeatReceiver {
}
}
/**
* Same of destroy, but doesn't call the various script events.
* @param destroySprites Whether the stage sprites should be destroyed
* @param destroyScript Whether the stage script should be destroyed
**/
public function destroySilently(destroySprites:Bool = true, destroyScript:Bool = true) {
if (destroyScript && stageScript != null) {
if (PlayState.instance == state && PlayState.instance.scripts != null) PlayState.instance.scripts.remove(stageScript);
stageScript.destroy();
}
if (destroySprites)
for (e in stageSprites)
e?.destroy();
startCam.put();
super.destroy();
}
public override function destroy() {
if (PlayState.instance == state && PlayState.instance.scripts != null) PlayState.instance.gameAndCharsCall("onStageDestroy", [this]);
stageScript?.call("destroy");
destroySilently();
}
public function beatHit(curBeat:Int) {}
public function stepHit(curStep:Int) {}
public function measureHit(curMeasure:Int) {}
public override function destroy() {
startCam.put();
super.destroy();
}
/**
* Gets a list of stages that are available to be used.
* @param mods Whenever only the mods folder should be checked
+10 -6
View File
@@ -65,10 +65,12 @@ class PauseSubState extends MusicBeatSubstate
menuItems = event.options;
pauseMusic = FlxG.sound.load(Assets.getMusic(Paths.music(event.music)), 0, true);
pauseMusic.persist = false;
pauseMusic.group = FlxG.sound.defaultMusicGroup;
pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
if (Assets.exists(Paths.music(event.music))) {
pauseMusic = FlxG.sound.load(Assets.getMusic(Paths.music(event.music)), 0, true);
pauseMusic.persist = false;
pauseMusic.group = FlxG.sound.defaultMusicGroup;
pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
}
if (__cancelDefault = event.cancelled) return;
@@ -119,9 +121,11 @@ class PauseSubState extends MusicBeatSubstate
camera = new FlxCamera();
camera.bgColor = 0;
FlxG.cameras.add(camera, false);
}
override function createPost() {
super.createPost();
pauseScript.call("postCreate");
game.updateDiscordPresence();
}
@@ -129,7 +133,7 @@ class PauseSubState extends MusicBeatSubstate
{
super.update(elapsed);
if (pauseMusic.volume < 0.5)
if (pauseMusic != null && pauseMusic.volume < 0.5)
pauseMusic.volume += 0.01 * elapsed;
pauseScript.call("update", [elapsed]);
+105 -48
View File
@@ -36,7 +36,7 @@ final class AlphabetComponent {
public var cos:Float;
public var scaleX:Float;
public var scaleY:Float;
public var flipX:Bool;
public var flipY:Bool;
@@ -163,7 +163,7 @@ class Alphabet extends FlxSprite {
};
var manualLetters:Array<String> = [];
var failedLetters:Array<String> = [];
var failedOutlines:Array<String> = [];
var sheets:Array<String> = [];
public var renderMode:AlphabetRenderMode = DEFAULT;
@@ -321,7 +321,7 @@ class Alphabet extends FlxSprite {
if (!isOnScreen(camera)) {
frameOffset.y -= offsetY;
frameOffset.x -= offsetX;
break;
continue;
}
if (__component.hasColorMode)
@@ -436,10 +436,8 @@ class Alphabet extends FlxSprite {
if (anim == null)
return defaultAdvance;
if (data.advanceEmpty && !data.isDefault) {
data.advanceEmpty = false;
if (data.advanceEmpty && !data.isDefault)
data.advance = frames.frames[anim.frames[0]].sourceSize.x;
}
return (data.isDefault) ? frames.frames[anim.frames[0]].sourceSize.x : data.advance;
}
@@ -514,28 +512,17 @@ class Alphabet extends FlxSprite {
return animation.getByName(name);
}
/*function getLetterOutline(char:String, component:AlphabetComponent, index:Int) {
var name = char + "Outline" + Std.string(index);
if (failedOutlines.contains(name)) return null;
if (animation.exists(name)) return animation.getByName(name);
animation.addByPrefix(name, component.outline.anim, fps);
if (!animation.exists(name)) {
failedOutlines.push(name);
return null;
}
return animation.getByName(name);
}*/
function checkNode(node:Xml):Void {
switch (node.nodeName) {
case "spritesheet":
final sheet = node.firstChild().nodeValue.trim();
if (frames == null)
frames = Paths.getFrames(node.firstChild().nodeValue);
frames = Paths.getFrames(sheet);
else {
for (frame in Paths.getFrames(node.firstChild().nodeValue).frames)
for (frame in Paths.getFrames(sheet).frames)
frames.pushFrame(frame);
}
sheets.push(sheet);
case "defaultAnim":
var idx = ["UPPER", "LOWER"].indexOf(node.get("casing").toUpperCase()) + 1;
@@ -549,7 +536,7 @@ class Alphabet extends FlxSprite {
advance: 0.0,
advanceEmpty: true,
components: [{
anim: node.firstChild().nodeValue,
anim: node.firstChild().nodeValue.trim(),
x: 0.0,
y: 0.0,
@@ -560,7 +547,7 @@ class Alphabet extends FlxSprite {
angle: angle,
cos: angleCos,
sin: angleSin,
flipX: node.get("flipX") == "true",
flipY: node.get("flipY") == "true",
@@ -616,7 +603,7 @@ class Alphabet extends FlxSprite {
angle: angle,
cos: angleCos,
sin: angleSin,
flipX: xFlip,
flipY: yFlip,
@@ -639,7 +626,7 @@ class Alphabet extends FlxSprite {
angle: angle,
cos: angleCos,
sin: angleSin,
flipX: xFlip,
flipY: yFlip,
@@ -673,7 +660,7 @@ class Alphabet extends FlxSprite {
var xScale:Float = Std.parseFloat(node.get("scaleX")).getDefaultFloat(1.0);
var yScale:Float = Std.parseFloat(node.get("scaleY")).getDefaultFloat(1.0);
var advance:Float = Std.parseFloat(node.get("advance"));
var xFlip = node.get("flipX") == "true";
var yFlip = node.get("flipY") == "true";
@@ -694,7 +681,7 @@ class Alphabet extends FlxSprite {
angle: angle,
cos: angleCos,
sin: angleSin,
flipX: xFlip,
flipY: yFlip,
@@ -705,7 +692,7 @@ class Alphabet extends FlxSprite {
components.push({
outIndex: (node.get("hasOutline") == "true") ? 0 : null,
anim: node.firstChild().nodeValue,
anim: node.firstChild().nodeValue.trim(),
x: xOff,
y: yOff,
@@ -766,6 +753,8 @@ class Alphabet extends FlxSprite {
v[2] = [];
v;
}
sheets = [];
manualLetters = [];
failedLetters = [" "];
defaultAdvance = Std.parseFloat(xml.get("advance")).getDefaultFloat(40.0);
@@ -781,34 +770,102 @@ class Alphabet extends FlxSprite {
checkNode(node);
}
private static var alphabetProperties:Array<String> = ["fps", "advance", "lineGap", "forceCasing", "useColorOffsets", "antialiasing"];
private static var componentProperties:Array<String> = ["name", "anim", "x", "y", "scaleX", "scaleY", "angle", "offsetX", "offsetY", "flipX", "flipY"];
private static var alphabetProperties:Array<String> = ["fps", "advance", "lineGap", "forceCasing", "colorMode", "antialiasing"];
private static var componentProperties:Array<String> = ["char", "advance", "anim", "x", "y", "scaleX", "scaleY", "flipX", "flipY", "angle", "colorMode", "hasOutline", "outline", "outlineX", "outlineY"];
public function buildXML():Xml {
var xml = Xml.createElement("alphabet");
var xml = Xml.createElement("alphabetFont");
xml.set("fps", Std.string(fps));
xml.set("advance", Std.string(defaultAdvance));
xml.set("lineGap", Std.string(lineGap));
xml.set("forceCasing", ["none", "upper", "lower"][forceCase]);
xml.set("useColorOffsets", ["tint", "offsets", "none"][colorMode]);
xml.set("colorMode", ["tint", "offsets", "none"][colorMode]);
xml.set("antialiasing", antialiasing ? "true" : "false");
xml.attributeOrder = alphabetProperties;
/*for (component in components) {
var componentXml = Xml.createElement("component");
componentXml.attributeOrder = componentProperties;
componentXml.set("name", component.name);
componentXml.set("anim", component.anim);
componentXml.set("x", Std.string(component.x));
componentXml.set("y", Std.string(component.y));
if(component.scaleX != 1) componentXml.set("scaleX", Std.string(component.scaleX));
if(component.scaleY != 1) componentXml.set("scaleY", Std.string(component.scaleY));
if(component.angle != 0) componentXml.set("angle", Std.string(component.angle));
if(component.offsetX != 0) componentXml.set("offsetX", Std.string(component.offsetX));
if(component.offsetY != 0) componentXml.set("offsetY", Std.string(component.offsetY));
xml.addChild(componentXml);
}*/
for (sheet in sheets) {
var sheetNode = Xml.createElement("spritesheet");
sheetNode.addChild(Xml.createPCData(sheet));
xml.addChild(sheetNode);
}
for (i in 0...3) {
if (defaults[i] == null) continue;
var compon = defaults[i].components[0];
var node = Xml.createElement("defaultAnim");
node.addChild(Xml.createPCData(compon.anim));
if (i != 0)
node.set("casing", ["upper", "lower"][i - 1]);
if (compon.scaleX != 1.0 || compon.scaleY != 1.0) {
node.set("scaleX", Std.string(compon.scaleX));
node.set("scaleY", Std.string(compon.scaleY));
}
if (compon.flipX || compon.flipY) {
node.set("flipX", Std.string(compon.flipX));
node.set("flipY", Std.string(compon.flipY));
}
if (compon.angle != 0.0)
node.set("angle", Std.string(compon.angle));
node.attributeOrder = componentProperties;
xml.addChild(node);
}
for (let in manualLetters) {
var data = fastGetData(let);
var node = Xml.createElement(data.components.length - data.startIndex > 1 ? "composite" : "anim");
node.set("char", let);
if (!data.advanceEmpty)
node.set("advance", Std.string(data.advance));
for (i in data.startIndex...data.components.length) {
var compon = data.components[i];
var cNode:Xml = node;
if (data.components.length - data.startIndex > 1) {
cNode = Xml.createElement("component");
cNode.set("anim", compon.anim);
node.addChild(cNode);
} else
cNode.addChild(Xml.createPCData(compon.anim));
if (compon.x != 0.0 || compon.y != 0.0) {
cNode.set("x", Std.string(-compon.x));
cNode.set("y", Std.string(compon.y));
}
if (compon.scaleX != 1.0 || compon.scaleY != 1.0) {
cNode.set("scaleX", Std.string(compon.scaleX));
cNode.set("scaleY", Std.string(compon.scaleY));
}
if (compon.flipX || compon.flipY) {
cNode.set("flipX", Std.string(compon.flipX));
cNode.set("flipY", Std.string(compon.flipY));
}
if (compon.angle != 0.0)
cNode.set("angle", Std.string(compon.angle));
if (compon.hasColorMode)
cNode.set("colorMode", ["tint", "offsets", "none"][compon.colorMode]);
if (compon.outIndex != null) {
var outline = data.components[compon.outIndex];
cNode.set("hasOutline", "true");
cNode.set("outline", outline.anim);
if (outline.x != 0.0 || outline.y != 0.0) {
cNode.set("outlineX", Std.string(outline.x));
cNode.set("outlineY", Std.string(outline.y));
}
}
cNode.attributeOrder = componentProperties;
}
node.attributeOrder = componentProperties;
xml.addChild(node);
}
return xml;
}
@@ -828,9 +885,9 @@ class Alphabet extends FlxSprite {
this.letterData = from.letterData;
this.defaults = from.defaults;
this.loaded = from.loaded;
this.sheets = from.sheets;
this.manualLetters = from.manualLetters;
this.failedLetters = from.failedLetters;
this.failedOutlines = from.failedOutlines;
}
override function destroy():Void {
@@ -843,7 +900,7 @@ class Alphabet extends FlxSprite {
defaults = null;
manualLetters = null;
failedLetters = null;
failedOutlines = null;
sheets = null;
super.destroy();
}