176 Commits
Author SHA1 Message Date
gabry a61abcde2d remove workflows 2026-07-19 16:02:32 +02:00
gabry a93a74aede make it compile on html5
Windows Builds / Windows Build (push) Has been cancelled
Windows Builds / Windows Debug Build (push) Has been cancelled
Mac OS Builds / Mac OS Build (push) Has been cancelled
Mac OS Builds / Mac OS Debug Build (push) Has been cancelled
Linux Builds / Linux Build (push) Has been cancelled
Linux Builds / Linux Debug Build (push) Has been cancelled
2026-07-19 15:58:56 +02:00
Jamextreme140andGitHub 9207e46105 Add IMPORT_BLACKLIST to Config.hx (#1026)
small change due to changes in hscript library
2026-07-15 23:27:15 -07:00
HEIHUAaandGitHub d113fc40cb BloomEffect (#894)
* Create BloomEffect.hx

* Make the shader compatible with more devices.

* Default

* Update BloomEffect.hx

* no __applyFilter

* Update BloomEffect.hx

* Update BloomEffect.hx

* Performance improvement: 1.35x.

* quality

* Implemented low-resolution bloom, achieving a 10x performance boost!!!

* 1

* useLowQualityExtract

* brightness

* 更新 BloomEffect.hx

* blendMode

Fixed memory growth
Added blendMode

* 更新 BloomEffect.hx

* Wrap-up

* 更新 BloomEffect.hx

* 更新 BloomEffect.hx

* 更新 BloomEffect.hx

* no...

* Fix color banding issue in high brightness areas.

* 更新 BloomEffect.hx

* Fix frequent GC (Garbage Collection) issues.

* smoothness

* noCustomClass
2026-07-01 14:02:45 +07:00
sillyborjaandGitHub 45a2f28cf6 read description (#1016)
* read description

- rename tween to playTween
- use the recycle function for positioning in displayRatingNumbers
- add "tween" variable (which is an FlxTween instance, not to be confused with playTween)
- fix returns

* i think this will be confusing but ok

* Revert "i think this will be confusing but ok"

This reverts commit 5a8c834220.
2026-06-28 11:59:38 +07:00
CircuitellaandGitHub 45d47677ac Add a flag related to Icon Movement on the Healthbar (#1005)
* add flag

* Make The Flag be used in PlayState
2026-06-28 09:32:23 +07:00
pharaotisRealandGitHub a485080c27 Ratings event addition to the engine (#1015)
* Update PlayState.hx

Implemented RatingsShowEvent

* Add files via upload

* Update pixel.hx

Update because of ratings commits

* Update PlayState.hx

put the flxpoints after they're used, forgot to use event.tweenDuration in displayRatingNumbers

* Update PlayState.hx

oops

* Update PlayState.hx

I'm so not careful

* Update PlayState.hx

Commited NoteHitEvent checks for all display rating functions

* Update PlayState.hx

oops 2

* Update NoteHitEvent.hx

made the rating vars null class

* Update PlayState.hx

juust in case

* Update PlayState.hx

oops 3

* Update RatingsShowEvent.hx

Implemented a rating var which allows you to change the rating sprite.

* Update PlayState.hx

Implemented a rating var (In RatingsShowEvent) which allows you to change the rating sprite.

* Update PlayState.hx

now it should support displayRating/Combo being set from note hit event

* Update PlayState.hx

fixed a possibility where if the display bool was set to false or the event was cancelled, then it would still display the sprite as a haxeflixel logo
2026-06-28 09:31:59 +07:00
HeroandGitHub cb4ecc521f ZoomFactor in FunkinText, Early Implementation (#1011) 2026-06-20 21:59:22 +07:00
SrtHero278 0e269ddfc7 addressing https://github.com/CodenameCrew/CodenameEngine/issues/1004 2026-06-13 16:43:56 -07:00
SrtHero278 80ca43b46e shits break combo because read desc
this engine is spam and get away with it central like i struggled to hit a shit no joke

and i did get owner approval to do this
2026-05-11 19:44:59 -07:00
ADA_FunniandGitHub 8f0583958d Change the default value of "Multiplicative?" in the "Camera Zoom" event to be false. (#974) 2026-05-03 10:28:50 +07:00
Ralty f82c8d7fb7 Remove linux-selfhosted, no longer needed. 2026-04-07 10:44:25 +07:00
Ralty 2a413071cd Disable Streamed Audio for now, better late than broken 2026-04-07 10:41:35 +07:00
Ralty 3fa3fbda14 Fix CoolUtil.playMenuSong volume 2026-04-07 10:41:34 +07:00
Nebula S. NovaandGitHub cd7c9f1afc Fix Commit Number in Main Menu (#950)
* Update checkout action to fetch full history

* Update linux.yml

* Update macos.yml

* Update release.yml

* Update windows.yml
2026-04-04 20:44:30 +07:00
rufiusandGitHub e458e868a4 Add ability to set custom default alternate animation suffix (#882)
The alt. animation toggle event currently does not support setting the
suffix directly,
but that's outside of the scope of adding this feature at the moment.
2026-04-04 13:32:24 +07:00
HEIHUAaandGitHub 6f8f43d3dc Optimize Note & Strum Rendering (#941)
* optimize

* Delete the unnecessary

* Delete __posPoint

* 更新 Note.hx

* @:dox(hide)

* 更新 Strum.hx

* Fix the bug
2026-04-03 21:35:27 +07:00
BittoandGitHub a8a5ae7a89 Fix game crash and fix(?) == to != (#943) 2026-04-02 06:27:47 +07:00
BittoandGitHub e0b5369eb5 "Delete Stacked Notes" functionality for the chart editor (#935)
* Delete Stacked Notes

* unstack selection

* Attempts to translate to italian and polish

i do not know these languages so if they're wrong im sorry
2026-03-30 04:51:57 +07:00
BittoandGitHub d874ea0348 Fix an oversight with the alphabet getting the wrong width of an component (#937) 2026-03-30 04:49:11 +07:00
FrakitsandGitHub d80b7b95cf selfhosted linux workflow because ubuntu stinks 2026-03-29 13:49:08 +03:00
270ed6b9b5 Note.noteAngle rewrite, fixes minus scrollSpeed (#857)
* fix 90% of issues with noteAngle and scrollSpeed of notes

cool  , sustains now dont look like ass when rotated and negative scroll speed doesnt mess tem up anymore

although the consequence of this is that noteAngle will go the other way around if on downscroll but i cant rlly get myself to fix that ;-;

* downscroll is done (hopefully

---------

Co-authored-by: Ralty <78720179+Raltyro@users.noreply.github.com>
2026-03-29 13:36:16 +07:00
HEIHUAaandGitHub 39968efb19 (Charter) Add an ability to copy selected items by Alt-Dragging (#918) 2026-03-29 05:03:58 +07:00
HeroandGitHub 64ea9db1c1 EULER, smoothStep, inverseLerp, fract in MathUtil (#913) 2026-03-29 05:02:42 +07:00
ItsLJcoolandGitHub 5957a55b96 Add Text displaying if the user is running an Experimental Version of CodenameEngine (#933)
* cmon github actions, do something

* this will make it easier to know if a user is running an experimental version :trollface:
2026-03-29 04:18:46 +07:00
Ralty 3266e22562 Correctly change the library rerefences 2026-03-28 17:41:53 +07:00
ItsLJcoolandGitHub a7b040152d Fixed / Refactored SysZip to actually work, and store compressed entries without uncompressing an entire zip (#761)
* well boys I fixed it. you can now have Zipped Mods!!!!!

* comment update

* quick fixes + optimizations

* fixed stream audio bug????

* found the issue ffs

* removing traces oops

* fixed videos from not being able to play. Inspired from VideoCutscene's fix for ZIP videos, and also removed that fix in favor for just fixing the issue entirely

* oop just in case no special characters that kill themself on other shit

* Implemented preloading every video (caching) when loading a ZipFolderLibrary.

Since videos have to be decompressed and be saved as a file anyways this reduces the time to do that, and what not.

* [UNTESTED] Allowed Zip Extensions for allowing any extension in the list to be passed as a `.zip`

* After some more testing loading Zip Addons works as well.

* Added the long awaited .cnemod file type!!!!! (it's just a folder with .cnemod with a .zip inside LMAO)

* Chalking up the Streamed Audio Bug to a mod issue, and also added capabilites to detect if a library is considered compressed

* Added warning to those who try to use the editor with compressed libraries

* ok instead of making it a .cnemod, the zip name will be `cnemod.zip` or what not.

* removing unnessesary traces oops

* clean Library accessor ig then

* fixed small issues and removed an idiot idea

* writing todos and fixing some context that left the room in comments

* Fixed an issue where if you had a file of 0 bytes (nothing) in a zipped library it would FUCKING CRASH the game

* Actually fixed the issue of decompressing 0 byte files

Also stopped saving the data for Folders in Zipped files, as they are 0 bytes anyways.

* Added the features that needed to exist, and removed a stupid line I saw in `ModsFolder` lol

For some reason animation offsets for characters are breaking and I can't tell if its my drive killing itself or cne so uh

* fix an issue that will force the game to crash if first ever mod being loaded is a ZipModLibrary
2026-03-15 14:24:47 +07:00
sillyborjaandGitHub a951e38dbb add "onPostEvent" call (#914)
* add preventSustainClip

* add "onPostEvent" call

idk why this wasn't here before but i added it
2026-03-01 21:19:37 +07:00
TheZoroForce240andGitHub 4fe3ba76e3 Charter/Editor additions and fixes (#793)
* camera highlights again

* option to mute all hitsounds

* context menus inside context menus and wip sliders in context menu

* wip volume slider stuff

* strumline preview fix with resizable editors

* more slider stuff

* editor sfx option should now actually work for everything

* fixed strumline vocals volume, fixed note type option keybinds and moved bookmarks and note types into submenus

* fix for saving difficulty specific meta json

* some extra misc changes

fixed camera highlights not updating when zooming in/out, optimized some of the highlight draw code so it doesn't do a full loop, and added the note scale flag into the strumline preview

* fix compiling after merge
2026-03-01 21:13:33 +07:00
FrakitsandGitHub f44d0192af my first ever commit in 2026
Removed the noCustomClass metadata from CancellableEvent.
2026-03-01 15:21:32 +02:00
viviandGitHub f8a06bf94c Improved text handling and keyboard input functionality for UITextBox (#900)
* Refactor UITextBox for improved text handling and keyboard input functionality

* use cut paste copy sounds
2026-03-01 16:25:19 +07:00
HEIHUAaandGitHub ec2a39995b optimize __notePerStrum (#901)
* Update StrumLine.hx

* Update StrumLine.hx

* Update StrumLine.hx

* Update StrumLine.hx
2026-03-01 16:25:02 +07:00
Ralty 3c15805c80 Switch to old library versions for this branch 2026-03-01 14:14:26 +07:00
Ralty 221d9dba1d Fork Flixel Animate to Fix frameOffsetAngle, layer 2026-03-01 14:06:24 +07:00
Mario HernandoandGitHub d87ac417f7 stress but cool (#911) 2026-02-28 09:44:24 +07:00
BittoandGitHub 3e084397a8 that was supposed to be an flxobject ok (#908)
* mouseOverlaps

* This makes more sense yeah

thinking of not even allowing disjointed overlap checks
keeping it for now

* oops forgot to define that var as flxcamera

* h
2026-02-20 20:15:53 +01:00
BittoandGitHub 370d5ede81 Better mouse overlapping function for CoolUtil (#813)
* mouseOverlaps

* This makes more sense yeah

thinking of not even allowing disjointed overlap checks
keeping it for now

* oops forgot to define that var as flxcamera
2026-02-20 19:10:05 +01:00
drfiffiandGitHub d7dbe5038d flixel-animate fix for cutscenes (#907)
* fixed flixel-animate name changes

* fixed guns

* fixed stress

still needs camera work
2026-02-20 16:19:39 +01:00
axelandGitHub 6c25431c75 Fix NaN check in RadioButton options, again (#899)
Comparing to NaN (even with itself) its always false, use Math.isNaN insted
2026-02-03 21:19:12 +07:00
💜 Rodney, An Imaginative Furball 💙andGitHub 37eb193e53 Fix Character uses one 'script' instead of multiple 'scripts' (#871) 2026-02-03 12:30:08 +07:00
ItsLJcoolandGitHub 0eeef88ac7 Re-implement onDraw functionality for FunkinSprite (#897)
As FlxAnimate didn't have the functionality before, so we have to do the check in FunkinSprite ourselves, as it itself stop's calling the `super.draw();` when it is a `isAnimate`
2026-02-03 12:28:11 +07:00
47a3526178 Allow string values for radio buttons in options menu (#896)
* Allow string values for radio buttons in options menu :D

NOT sure why this wasn't already a thing.... But it's here now

* Fix NaN check

---------

Co-authored-by: Ralty <78720179+Raltyro@users.noreply.github.com>
2026-02-03 12:21:09 +07:00
⍚~NexandGitHub bbb16f4c5c new shitty (thanks yosh :p) 2026-01-30 18:38:16 +01:00
axelandGitHub 5115067b49 Always use lastest FunkinModchart's release version (#895)
To avoid having to do PR every time I update FM, I suggest simply using the latest and most stable version (currently 1.2.5), which fixes many bugs, including a crash that occurred every single time you exited a song.
2026-01-30 17:30:40 +01:00
4d84e65cb5 flixel-animate implementation (#893)
* added flixel-animate to libs

* I BROKE THE OFFSETS FUCK

.

* yes it does blehtty wdym??

* Removed flxanimate entirely + Fixed transition + Fixed offsets

* Deleted caches (relaunching actions)

* frameOffset for atlases (need testing)

* useRenderTexture added to xml

* Fixed atlases for mods

* a simple redirect so old mods wont break that badly (#879)

* Update FunkinSprite.hx

* remove trace

* Fixed ghosts for atlases

* usable character editor (not entirely fixed)

* fixed zoomFactor + temp fix for atlas popping

* early structure for character editor atlas anim display

* zoomFactor for atlases

* Animate Atlas character editor previews

* FlxAnimateSettings specification

* fixed animation swapping on atlas characters

* OH YEA BABY NEW FLXANIMATE UPDATE THAT MADE CODE 50X SIMPLER **AGAIN** 💖 /pos

* Added label checkbox in Character Editor

* Fixed culling issues with FlxAnimate (fr this time)

* fixed some atlases

* HOW THE FUCK

* gf sad fix + AliasMacro (for backwards comp, manual impl for now)

* Fixed pop-ins

* Update Character.hx

* applyStageMatrix

* FlxAnimate pull request merge (empty commit)

* flixel-animate** i'm clumsy asf i meant the lib not the class name fuck

* Update libs.xml

* Merge changes from main (#892)

* repair ScriptableShader.shader = null (#877)

* optimize updateInput (#878)

* optimize updateInput

* resize optimize

* __notePerStrum optimize

* Update StrumLine.hx

* NoteGroup optimize (#881)

* NoteGroup optimize

* CoolUtil.bound faster

* makes commit with github desktop W FRAKITS

* Use fastSinCos for notes (#889)

* Update Strum.hx

* Update Strum.hx

---------

Co-authored-by: HEIHUAa <112499486+HEIHUAa@users.noreply.github.com>
Co-authored-by: Frakits <90983918+Frakits@users.noreply.github.com>

---------

Co-authored-by: Kolze <53307233+KolzeYT@users.noreply.github.com>
Co-authored-by: HEIHUAa <112499486+HEIHUAa@users.noreply.github.com>
Co-authored-by: Frakits <90983918+Frakits@users.noreply.github.com>
2026-01-28 20:29:32 +01:00
HEIHUAaandGitHub f8f9d6eb4a Use fastSinCos for notes (#889)
* Update Strum.hx

* Update Strum.hx
2026-01-25 12:18:18 +01:00
Frakits 6d3243b256 Merge branch 'main' of github.com:CodenameCrew/CodenameEngine 2026-01-22 18:54:33 +02:00
Frakits 0cfb3e52c5 makes commit with github desktop W FRAKITS 2026-01-22 18:54:14 +02:00
HEIHUAaandGitHub 9d9640071c NoteGroup optimize (#881)
* NoteGroup optimize

* CoolUtil.bound faster
2026-01-21 07:26:55 +07:00
HEIHUAaandGitHub 8fc1493759 optimize updateInput (#878)
* optimize updateInput

* resize optimize

* __notePerStrum optimize

* Update StrumLine.hx
2026-01-20 13:16:41 +07:00
HEIHUAaandGitHub 69d82f560d repair ScriptableShader.shader = null (#877) 2026-01-20 13:16:30 +07:00
HEIHUAaandGitHub ccc509ac9f Remove unnecessary quantization on note draw 2026-01-18 18:26:37 +07:00
KolzeandGitHub ce8e91b361 change the anim ghost from first frame to last (#870) 2026-01-11 16:50:08 +01:00
FuroandGitHub 5ac7408af6 Fuckass compiler 2026-01-06 07:02:17 +01:00
FuroandGitHub 421ed4ca09 saveIfDefault for custom events 2026-01-05 18:44:27 +01:00
⍚~Nex bfe152dd8f title menu press enter sprite dumb fix
how did we forget this lmao
2026-01-05 05:09:53 +01:00
KolzeandGitHub d318ccaca8 the fucking sfx delay that i hate (#864) 2026-01-02 04:50:25 +07:00
HEIHUAaandGitHub a87dff7240 More accurate compilation error reports (#861) 2025-12-31 11:39:06 +01:00
⍚~Nex 8873d63067 kms
LOWKEY AAAUGHH
2025-12-23 03:52:46 +01:00
⍚~Nex 2913d7eea7 FUCK 2025-12-23 03:46:03 +01:00
⍚~Nex a89f3509e3 opa 2025-12-23 03:21:48 +01:00
cde7d46572 Improve documentation generation scripts and guide (#814)
* Improve documentation generation scripts

There is now a UNIX documentation generation script in the form of a
shell script. The Windows shell script has also been improved, and some
of the output of that script has been improved to match the UNIX one.

Because the scripts still use Lime to generate the documentation, the
shell script checks the kernel name using uname, and change the
documentation generation command ever so slightly. The reason for this
is that Lime only supports building to one platform at a time. This
makes manual intervention necessary, so the UNIX script checks for the
kernel ahead of time.

* Allow Linux-compatible kernels to work with UNIX doc generation script

Considering the variety of kernels available alongside ELF compatibility,
the UNIX documentation generation script has been modified to only check
for the Darwin kernel and assume every other kernel as Linux-compatible.

* Small consistency change in UNIX doc script when echoing pre-check message

* moving and small change

* cooler readme + docs generation guide

---------

Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
2025-12-23 03:13:21 +01:00
⍚~Nex d504aa3c35 bubba 2025-12-23 02:26:34 +01:00
⍚~Nex 8b449e590f debug builds in actions
yes i know they use different caches, but codename crew is a public organization so it doesnt have size limits, besides there were cons and pros in compiling both in the same jobs, so it doesnt matter much

resolves #797
2025-12-23 01:52:12 +01:00
sillyborjaandGitHub e6f1fed96e add preventSustainClip (#856) 2025-12-19 08:16:59 +07:00
Ralty e585de7db5 Fix Sustain Miss As One Note 2025-12-18 17:20:12 +07:00
Ralty 219e95117b OH MY GOD WAKE UP 2025-12-18 16:36:37 +07:00
Ralty 06e8ba8c18 Oh my god 2025-12-18 16:32:50 +07:00
Ralty 34639d729d Fix ScriptedCutscene Confusing Event Names 2025-12-18 16:32:01 +07:00
HEIHUAaandGitHub abf77f72f2 Fix UTF-8 Characters in CLI Logs 2025-12-16 17:00:12 +07:00
4a99e7eda7 Input Improvements & Fixes (#837)
* Input

* Health

* optimize

* Update StrumLine.hx

* Update StrumLine.hx

* Delete directly?

* Update StrumLine.hx

* optimize

* Update StrumLine.hx

* Options.sustainsAsOneNote

* languages

* Update Options.xml

* Update PlayState.hx

* Flags

* Automatically set SUSTAINS_AS_ONE_NOTE

---------

Co-authored-by: Ralty <78720179+Raltyro@users.noreply.github.com>
2025-12-15 22:18:47 +07:00
LeonGamerPS4andGitHub 8bab844e0c Fix Sustain Clipping 2025-12-13 09:09:15 +07:00
RafiandGitHub fb90e2dd96 Use 'arch -x86_64' to force-compile on macOS 14 temporary 2025-12-13 09:04:00 +07:00
HEIHUAaandGitHub 7dcbbc3c64 Update PsychParser.hx (#841) 2025-11-30 12:47:58 +07:00
richandGitHub 9bd9490c49 dont desable persistent sounds (#840) 2025-11-30 06:07:21 +07:00
Ralty 1b403b2ab2 oh, theres ThreadUtil 2025-11-29 11:24:39 +07:00
Ralty 162f1add75 Fix possible crashes on Threading 2025-11-27 19:14:00 +07:00
Ralty 6951ac82cd Fix actions cache? 2025-11-26 21:06:14 +07:00
Ralty 56f53c73a9 streamedVocals is now default to true. 2025-11-26 20:53:10 +07:00
Ralty 87b825b046 apparently moving a window just breaks onUpdate 2025-11-26 20:52:56 +07:00
Ralty cd631c6eda i am a dumbass 2025-11-26 20:13:50 +07:00
Ralty eccaa77f0e So, you do not want to flush the buffers 2025-11-26 20:04:41 +07:00
Ralty a24de64707 Fix Zoom Factor & zoomMultiplier not affecting it 2025-11-26 20:04:12 +07:00
Ralty 7d186d2203 Stable Streaming Audio 2025-11-26 18:43:43 +07:00
Ralty 86b3fb3ad9 audio_stream_async branch 2025-11-23 13:13:02 +07:00
Ralty 82fb0bcf88 Stable audio_stream_async 2025-11-23 13:11:44 +07:00
Ralty e6bcb144d9 Fix really small sounds not playing 2025-11-22 20:57:10 +07:00
Ralty 44d134eed0 Fix again 2025-11-22 13:09:21 +07:00
Ralty 846f2deedb some fixes 2025-11-22 12:57:24 +07:00
Ralty deef60b231 Add a way to force set a highscore saves 2025-11-22 12:22:15 +07:00
Ralty 1d2a391a90 experimental audio_stream_async (disabled default) 2025-11-22 12:22:01 +07:00
HEIHUAaandGitHub e9bd5a52ac Improve Accurate VocalsResync (#833)
* Improve Accurate VocalsResync

* Update PlayState.hx
2025-11-22 06:55:15 +07:00
JurtaandGitHub 74343852cf Quick fix on hits commit pull request (#835)
* Quick fix allowing hits to be counted even if showRating is false
2025-11-22 06:44:44 +07:00
Ralty fa094580cd Fix Sustain Cliprect not updating on press hit 2025-11-21 19:20:13 +07:00
Ralty 8cadcd78f6 Hopefully fixes the time parameter being 0? 2025-11-21 19:19:52 +07:00
JurtaandGitHub d0bffe825a Save total of each rating to unused hits parameter in SongScore (#831)
* Save received ratings to unused hits parameter in SongScore

* Adding function to set up keys for the hits map, as to prevent potential null issues
2025-11-21 18:41:38 +07:00
JurtaandGitHub be27447de9 Prevent empty difficulty strings from accidentally existing (#832)
* Prevent empty difficulty strings from being inputted

* Also taking into account variants + making separator only show up when both difficulty and variant options are available
2025-11-21 18:41:04 +07:00
HEIHUAaandGitHub a8808be29e Fix FramerateCounter and VRAM Counter (#820)
* Update FramerateCounter.hx

* Update FramerateCounter.hx

* Update FramerateCounter.hx

* Update FramerateCounter.hx

* Update FramerateCounter.hx

* Update FramerateCounter.hx

* Update FramerateCounter.hx

* Update FramerateCounter.hx

* Update FramerateCounter.hx

* Optimize memory label update in MemoryCounter

* Optimize frame update logic in AssetTreeInfo and MemoryCounter

* Fixed VRAM display showing -2147483648B

* Update SystemInfo.hx

* VRAM: 6MB?
2025-11-20 06:46:04 +07:00
BittoandGitHub 53aa9cc2e7 KeybindsOptions: Default categories accessible outside of the state, translation support for custom options (#780)
* Update KeybindsOptions.hx

* the fps keybind that was added a bit ago
2025-11-19 17:07:59 +01:00
richandGitHub b7dfce0f70 Support for newer hxvlc compiling (#818) 2025-11-19 11:34:37 +07:00
CareandGitHub b1de3b1896 Update PauseSubState.hx (#827). No description provided. 2025-11-19 07:00:29 +07:00
JurtaandGitHub cdb751e6e1 Fix events file not being removed when all global events are deleted (#826). Friday Night Funkin' 2025-11-19 07:00:12 +07:00
JurtaandGitHub 5eddbc59d3 Fix NOR error when deleting an animation that's ghosted (#828) 2025-11-19 06:59:34 +07:00
Ralty 15496de225 Fix Voices Muted Option in Charter 2025-11-18 12:33:11 +07:00
Ralty 7fc047615f Fix Legacy Rating/Timing Handler 2025-11-18 11:25:07 +07:00
JurtaandGitHub 535e702bc2 Expand animation swapping function to support all variants (#822)
* Expanding animation swapping function to support all variants

* More straight-forward variable names, switching to string interpolation
2025-11-18 07:51:30 +07:00
Ralty 31a01bea97 legacyJudge should use MOD_API_VERSION instead 2025-11-18 07:48:37 +07:00
syrupandGitHub 5b2a86aace Input System Rewrite (#810)
* the freaking rewrite bro!

* backwards compatibility

* listened to some feedback

* legacyJudge now determines on the API number

* listened to feedback (again)
2025-11-17 15:49:53 +07:00
SrtHero278 43d599acfd never thought i'd have to acknowledge blit rendering 2025-11-16 19:21:30 -08:00
RaltyandGitHub 38c9836dc3 Remove "inline" to fix Compiling issue
it's pushed in github mobile im not on my pc rn
2025-11-17 04:51:00 +07:00
FuroandGitHub a73a51eef3 use CURRENT_API_VERSION in generated config file 2025-11-16 20:27:50 +01:00
MooshieandGitHub 36640c1a43 Add variation to Week.hx so it works in storymode (#783) 2025-11-16 17:46:27 +07:00
richandGitHub 3720bc149c add onCloseSubState for MusicBeatSubState (#817) 2025-11-16 17:15:05 +07:00
Ralty 8f09809e69 Re-apply this code cuz im a dumbass 2025-11-16 16:23:17 +07:00
Ralty 5d8a9c71a2 Update Audio Backend from Vs Camellia v2.75.1 (info at desc)
Before anyone asks why vs cam, the code is public, plus i helped most of the audio backend rewrite in the mod too. :P

- Static sounds can now also seamlessly loop with AL_SOFT_loop_points extension
- Panning stereo sounds is now possible with AL_EXT_STEREO_ANGLES extension (although this was already implemented before)
- Improved streaming sounds, should fix most of the lagspike issues
- Streaming sounds should no longer regenrate if it's in the nearest timestamp (not for reversing though)
! You still can't access FlxSound.latency because of the new procedures that's not available in lime

If there's any crashes with this pls report an issue asap.
2025-11-16 15:22:58 +07:00
bbe3464085 Option stufff for camer abop event idk (#811)
* Update PlayState.hx

* Fix camera zoom logic in PlayState.hx

---------

Co-authored-by: Ralty <78720179+Raltyro@users.noreply.github.com>
2025-11-09 07:07:58 +07:00
Ralty 3a88e78cec Implement FlxSound.pan for stereo sounds 2025-11-02 15:46:42 +07:00
Ralty 4d73ec3477 Add FlxSound.scrollFactor, getPosition 2025-11-02 10:51:23 +07:00
Ralty 4d8e99f630 Fix NumOption showing $v 2025-11-02 10:51:16 +07:00
Ralty 323c51e42c Make the Quality Option not confusing 2025-10-26 15:46:18 +07:00
axelandGitHub c13a0a2afd Change FunkinModchart version to a more stable one. (#800)
There was some critical bugs, such as:
- Hold notes were invisible just until a hold from player 2 (boyfriend) appears.
- Renderer skipping Independent strum/note/strumline cameras.
2025-10-25 23:04:14 +02:00
FuroandGitHub eecfb619b7 FlxKey.NUMBER_3 doesn’t exist but FlxKey.THREE does 2025-10-25 11:01:32 +02:00
⍚~Nex c14207236f fix keybinds options shitty text overlap 2025-10-25 01:12:45 +02:00
⍚~Nex 8938665acb fps counter keybind + fix when disabling global.hx 2025-10-25 00:34:57 +02:00
⍚~Nex 8369e8fcab translation prefixes for custom options.xml 2025-10-24 23:01:32 +02:00
Furo a465a97c32 Adds Duration Arrows for some built-in events 2025-10-22 11:58:54 +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
186 changed files with 30031 additions and 229207 deletions
+8 -1
View File
@@ -33,4 +33,11 @@ f8b20774e3f035eeddb9211a28a391b20db74456
# Revert a revert (empty script)
392416e00cbd82e1c49e82a9fafdcf2e069a654e
159467de832a172681200c463d244a46e295c3c8
159467de832a172681200c463d244a46e295c3c8
# Revert a revert (scripted cutscene path)
d73f86d26ec2dbf031c01f588ba4be11842db09c
fe0ab0aa454f4ae12ced9502db8a01e7bca3e04c
# Forgot the # in the commit message
484bbcb22aa8f28b62912abb6d8c89fb58e63889
-79
View File
@@ -1,79 +0,0 @@
name: Linux Build
on:
push:
workflow_dispatch:
jobs:
build:
name: Linux Build
permissions: write-all
runs-on: ubuntu-24.04
steps:
- name: Pulling the source
uses: actions/checkout@v2
- name: Setting up Haxe
uses: krdlab/setup-haxe@v1
with:
haxe-version: 4.2.5
- name: Restore existing build cache for faster compilation
uses: actions/cache@v3
with:
# not caching the bin folder to prevent asset duplication and stuff like that
key: cache-build-linux
path: |
.haxelib/
export/release/linux/haxe/
export/release/linux/obj/
restore-keys: |
cache-build-linux
- name: Installing LibVLC
run: |
sudo apt-get install libvlc-dev libvlccore-dev
- name: Installing/Updating libraries
run: |
haxe -cp commandline -D analyzer-optimize --run Main setup -s
- name: Building the game
run: |
haxelib run lime build linux
# - name: Tar files
# run: tar -zcvf CodenameEngine.tar.gz -C export/release/linux/bin .
- name: Uploading artifact (executable)
uses: actions/upload-artifact@v4
with:
name: Codename Engine (Executable Only)
path: export/release/linux/bin/CodenameEngine
- name: Uploading artifact (entire build)
uses: actions/upload-artifact@v4
with:
name: Codename Engine
path: export/release/linux/bin/
- name: Clearing already existing cache
uses: actions/github-script@v6
with:
script: |
const caches = await github.rest.actions.getActionsCacheList({
owner: context.repo.owner,
repo: context.repo.repo,
})
for (const cache of caches.data.actions_caches) {
if (cache.key == "cache-build-linux") {
console.log('Clearing ' + cache.key + '...')
await github.rest.actions.deleteActionsCacheById({
owner: context.repo.owner,
repo: context.repo.repo,
cache_id: cache.id,
})
console.log("Cache cleared.")
}
}
- name: Uploading new cache
uses: actions/cache@v3
with:
# caching again since for some reason it doesnt work with the first post cache shit
key: cache-build-linux
path: |
.haxelib/
export/release/linux/haxe/
export/release/linux/obj/
restore-keys: |
cache-build-linux
-76
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@@ -1,76 +0,0 @@
name: Mac OS Build
on:
push:
workflow_dispatch:
jobs:
build:
name: Mac OS Build
permissions: write-all
runs-on: macos-13
steps:
- name: Pulling the new commit
uses: actions/checkout@v2
- name: Setting up Haxe
uses: krdlab/setup-haxe@v1
with:
haxe-version: 4.2.5
- name: Restore existing build cache for faster compilation
uses: actions/cache@v3
with:
# not caching the bin folder to prevent asset duplication and stuff like that
key: cache-build-mac
path: |
.haxelib/
export/release/macos/haxe/
export/release/macos/obj/
restore-keys: |
cache-build-mac
- name: Installing/Updating libraries
run: |
haxe -cp commandline -D analyzer-optimize --run Main setup -s
- name: Building the game
run: |
haxelib run lime build mac
- name: Tar files
run: tar -zcvf CodenameEngine.tar.gz -C export/release/macos/bin .
- name: Uploading artifact (executable)
uses: actions/upload-artifact@v4
with:
name: Codename Engine (Executable Only)
path: export/release/macos/bin/CodenameEngine.app/Contents/MacOS/CodenameEngine
- name: Uploading artifact (entire build)
uses: actions/upload-artifact@v4
with:
name: Codename Engine
path: CodenameEngine.tar.gz
- name: Clearing already existing cache
uses: actions/github-script@v6
with:
script: |
const caches = await github.rest.actions.getActionsCacheList({
owner: context.repo.owner,
repo: context.repo.repo,
})
for (const cache of caches.data.actions_caches) {
if (cache.key == "cache-build-mac") {
console.log('Clearing ' + cache.key + '...')
await github.rest.actions.deleteActionsCacheById({
owner: context.repo.owner,
repo: context.repo.repo,
cache_id: cache.id,
})
console.log("Cache cleared.")
}
}
- name: Uploading new cache
uses: actions/cache@v3
with:
# caching again since for some reason it doesnt work with the first post cache shit
key: cache-build-mac
path: |
.haxelib/
export/release/macos/haxe/
export/release/macos/obj/
restore-keys: |
cache-build-mac
-74
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@@ -1,74 +0,0 @@
name: Windows Build
on:
push:
workflow_dispatch:
jobs:
build:
name: Windows Build
permissions: write-all
runs-on: windows-latest
steps:
- name: Pulling the new commit
uses: actions/checkout@v2
- name: Setting up Haxe
uses: krdlab/setup-haxe@v1
with:
haxe-version: 4.2.5
- name: Restore existing build cache for faster compilation
uses: actions/cache@v3
with:
# not caching the bin folder to prevent asset duplication and stuff like that
key: cache-build-windows
path: |
.haxelib/
export/release/windows/haxe/
export/release/windows/obj/
restore-keys: |
cache-build-windows
- name: Installing/Updating libraries
run: |
haxe -cp commandline -D analyzer-optimize --run Main setup -s --no-vscheck
- name: Building the game
run: |
haxelib run lime build windows
- name: Uploading artifact (executable)
uses: actions/upload-artifact@v4
with:
name: Codename Engine (Executable Only)
path: export/release/windows/bin/CodenameEngine.exe
- name: Uploading artifact (entire build)
uses: actions/upload-artifact@v4
with:
name: Codename Engine
path: export/release/windows/bin
- name: Clearing already existing cache
uses: actions/github-script@v6
with:
script: |
const caches = await github.rest.actions.getActionsCacheList({
owner: context.repo.owner,
repo: context.repo.repo,
})
for (const cache of caches.data.actions_caches) {
if (cache.key == "cache-build-windows") {
console.log('Clearing ' + cache.key + '...')
await github.rest.actions.deleteActionsCacheById({
owner: context.repo.owner,
repo: context.repo.repo,
cache_id: cache.id,
})
console.log("Cache cleared.")
}
}
- name: Uploading new cache
uses: actions/cache@v3
with:
# caching again since for some reason it doesnt work with the first post cache shit
key: cache-build-windows
path: |
.haxelib/
export/release/windows/haxe/
export/release/windows/obj/
restore-keys: |
cache-build-windows
+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))
+2 -2
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**_
@@ -73,7 +73,7 @@ _**QOL = Quality of Life**_
- If you need to rearrange the weeks in-game, you can use the `data/weeks/weeks.txt` file.
- Editors for Charts and Characters (Stage coming soon)
- Undos/Redos supported
- Warning on closing unsaved work
- Warning on closing unsaved work.
- Clean UI (for ocd freaks)
- Mature Chart editor (Character editor rework soon)
- Features not found in other editors!
+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)
- 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)
- 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)
- 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 the engine and its documentation</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
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@@ -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
-10
View File
@@ -1,10 +0,0 @@
## DEV (PRIVATE) REPO INSTRUCTIONS TO SYNC UP WITH IT INSTEAD OF SYNCING WITH THE PUBLIC ONE
- Open a Command Prompt window in the public codename repo folder
- Type those commands:
- `git remote add dev https://www.github.com/YoshiCrafter29/CodenameEngine-Dev`
- `git branch --set-upstream-to dev/main`
- GitHub desktop should be synchronized with the dev repo now. If you're unsure,
- Repo name should still say "CodenameEngine"
- Current branch should still say "main"
- "Fetch" button should say "Fetch dev"
- You shouldn't have any commit to push.
-8
View File
@@ -1,8 +0,0 @@
@ECHO OFF
cd ..
echo Building Game...
lime build windows --haxeflag="-xml docs/doc.xml" -D doc-gen -D DOCUMENTATION --no-output
echo art
echo Generated the api xml file at docs/doc.xml
echo Please put this in codename-website/api-generator/api/doc.xml
+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"/>
-7
View File
@@ -2,13 +2,6 @@
<character x="115" y="325" sprite="gf-christmas" icon="gf" color="#A5004D">
<anim name="danceLeft" anim="GF Dancing Beat" x="0" y="-9" fps="24" loop="false" indices="0..14"/>
<anim name="danceRight" anim="GF Dancing Beat" x="0" y="-9" fps="24" loop="false" indices="15..30"/>
<anim name="singUP" anim="GF Up Note" x="0" y="-9" fps="24" loop="false"/>
<anim name="singDOWN" anim="GF Down Note" x="0" y="-9" fps="24" loop="false"/>
<anim name="singLEFT" anim="GF left note" x="0" y="-9" fps="24" loop="false"/>
<anim name="singRIGHT" anim="GF Right Note" x="0" y="-9" fps="24" loop="false"/>
<anim name="scared" anim="GF FEAR" x="0" y="-9" fps="24" loop="true"/>
<anim name="hairBlow" anim="GF Dancing Beat Hair blowing" x="0" y="-9" fps="24" loop="false" indices="0..3"/>
<anim name="hairFall" anim="GF Dancing Beat Hair Landing" x="0" y="-9" fps="24" loop="false" indices="0..11"/>
<anim name="cheer" anim="GF Cheer" x="0" y="-9" fps="24" loop="false"/>
<anim name="sad" anim="gf sad" x="-51" y="306" fps="24" loop="true" indices="0..12"/>
</character>
+12 -12
View File
@@ -1,14 +1,14 @@
<!DOCTYPE codename-engine-character>
<character x="100" y="275" sprite="gf" icon="gf" color="#A5004D">
<anim name="cheer" anim="GF Cheer" x="0" y="0" fps="24" loop="false"/>
<anim name="singUP" anim="GF Up Note" x="0" y="0" fps="24" loop="false"/>
<anim name="singLEFT" anim="GF left note" x="0" y="0" fps="24" loop="false"/>
<anim name="singRIGHT" anim="GF Right Note" x="0" y="0" fps="24" loop="false"/>
<anim name="singDOWN" anim="GF Down Note" x="0" y="0" fps="24" loop="false"/>
<anim name="danceLeft" anim="GF Dancing Beat" x="0" y="0" fps="24" loop="false" indices="0..14"/>
<anim name="danceRight" anim="GF Dancing Beat" x="0" y="0" fps="24" loop="false" indices="15..30"/>
<anim name="hairBlow" anim="GF Dancing Beat Hair blowing" x="0" y="0" fps="24" loop="true" indices="0,1,2,3"/>
<anim name="hairFall" anim="GF Dancing Beat Hair Landing" x="0" y="0" fps="24" loop="false" indices="0..11"/>
<anim name="scared" anim="GF FEAR" x="0" y="0" fps="24" loop="true"/>
<anim name="sad" anim="gf sad" x="0" y="0" fps="24" loop="true" indices="0..12"/>
<character x="100" y="275" color="#A5004D">
<anim name="cheer" anim="GF Cheer"/>
<anim name="singUP" anim="GF Up Note"/>
<anim name="singLEFT" anim="GF left note"/>
<anim name="singRIGHT" anim="GF Right Note"/>
<anim name="singDOWN" anim="GF Down Note"/>
<anim name="danceLeft" anim="GF Dancing Beat" indices="0..14"/>
<anim name="danceRight" anim="GF Dancing Beat" indices="15..30"/>
<anim name="hairBlow" anim="GF Dancing Beat Hair blowing" loop="true" indices="0..3"/>
<anim name="hairFall" anim="GF Dancing Beat Hair Landing" indices="0..11"/>
<anim name="scared" anim="GF FEAR " loop="true"/>
<anim name="sad" anim="gf sad" x="-51" y="315" loop="true" indices="0..12"/>
</character>
+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
@@ -75,7 +75,7 @@ function onCountdown(event) {
};
}
function onPlayerHit(event:NoteHitEvent) {
function onRatingsShown(event:RatingsShowEvent) {
if (!enablePixelUI) return;
event.ratingPrefix = "stages/school/ui/";
event.ratingScale = daPixelZoom * 0.7;
+1 -1
View File
@@ -11,7 +11,7 @@
<sprite name="fgSnow" x="-600" y="680" sprite="fgSnow"/>
<girlfriend x="540" y="110"/>
<girlfriend x="440" y="110"/>
<dad/>
<boyfriend x="1030" camyoffset="-150" camxoffset="-150"/>
File diff suppressed because it is too large Load Diff
+27 -27
View File
@@ -1,28 +1,28 @@
{"ATLAS": {"SPRITES":[
{"SPRITE" : {"name": "0000","x":1636,"y":275,"w":183,"h":115,"rotated": false}},
{"SPRITE" : {"name": "0001","x":215,"y":360,"w":84,"h":140,"rotated": false}},
{"SPRITE" : {"name": "0002","x":419,"y":358,"w":251,"h":121,"rotated": false}},
{"SPRITE" : {"name": "0003","x":1636,"y":394,"w":120,"h":65,"rotated": false}},
{"SPRITE" : {"name": "0004","x":4,"y":360,"w":108,"h":126,"rotated": false}},
{"SPRITE" : {"name": "0005","x":674,"y":358,"w":102,"h":147,"rotated": false}},
{"SPRITE" : {"name": "0006","x":116,"y":360,"w":95,"h":130,"rotated": false}},
{"SPRITE" : {"name": "0007","x":2038,"y":4,"w":1,"h":4,"rotated": false}},
{"SPRITE" : {"name": "0008","x":4,"y":4,"w":411,"h":352,"rotated": false}},
{"SPRITE" : {"name": "0009","x":419,"y":4,"w":398,"h":350,"rotated": false}},
{"SPRITE" : {"name": "0010","x":1303,"y":275,"w":329,"h":162,"rotated": false}},
{"SPRITE" : {"name": "0011","x":303,"y":360,"w":90,"h":103,"rotated": false}},
{"SPRITE" : {"name": "0012","x":1823,"y":4,"w":211,"h":236,"rotated": false}},
{"SPRITE" : {"name": "0013","x":1823,"y":244,"w":208,"h":235,"rotated": false}},
{"SPRITE" : {"name": "0014","x":821,"y":258,"w":478,"h":262,"rotated": false}},
{"SPRITE" : {"name": "0015","x":821,"y":4,"w":521,"h":250,"rotated": false}},
{"SPRITE" : {"name": "0016","x":1346,"y":4,"w":473,"h":267,"rotated": false}}
]},
"meta": {
"app": "Adobe Animate",
"version": "22.0.5.191",
"image": "spritemap1.png",
"format": "RGBA8888",
"size": {"w":2043,"h":524},
"resolution": "1"
}
{"ATLAS":{"SPRITES":[
{"SPRITE":{"name":"0","x":1662,"y":282,"w":194,"h":117,"rotated":false}},
{"SPRITE":{"name":"1","x":1790,"y":417,"w":92,"h":136,"rotated":false}},
{"SPRITE":{"name":"2","x":1193,"y":539,"w":259,"h":123,"rotated":false}},
{"SPRITE":{"name":"3","x":483,"y":553,"w":125,"h":68,"rotated":false}},
{"SPRITE":{"name":"4","x":1662,"y":417,"w":110,"h":127,"rotated":false}},
{"SPRITE":{"name":"5","x":1886,"y":0,"w":105,"h":149,"rotated":false}},
{"SPRITE":{"name":"6","x":1886,"y":167,"w":97,"h":130,"rotated":false}},
{"SPRITE":{"name":"7","x":1398,"y":0,"w":470,"h":264,"rotated":false}},
{"SPRITE":{"name":"8","x":867,"y":0,"w":513,"h":254,"rotated":false}},
{"SPRITE":{"name":"9","x":0,"y":372,"w":465,"h":270,"rotated":false}},
{"SPRITE":{"name":"10","x":1900,"y":315,"w":101,"h":118,"rotated":false}},
{"SPRITE":{"name":"11","x":867,"y":272,"w":308,"h":367,"rotated":false}},
{"SPRITE":{"name":"12","x":483,"y":371,"w":338,"h":164,"rotated":false}},
{"SPRITE":{"name":"13","x":0,"y":0,"w":422,"h":354,"rotated":false}},
{"SPRITE":{"name":"14","x":440,"y":0,"w":409,"h":353,"rotated":false}},
{"SPRITE":{"name":"15","x":1900,"y":451,"w":92,"h":103,"rotated":false}},
{"SPRITE":{"name":"16","x":1193,"y":282,"w":218,"h":239,"rotated":false}},
{"SPRITE":{"name":"17","x":1429,"y":282,"w":215,"h":237,"rotated":false}}]},
"meta":{
"app":"Adobe Animate (Better TA Extension)",
"version":"24.0.2.12",
"image":"spritemap1.png",
"format":"RGBA8888",
"size":{"w":2031,"h":662},
"resolution":"1"
}
}
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@@ -1,58 +1,40 @@
{"ATLAS": {"SPRITES":[
{"SPRITE" : {"name": "0000","x":994,"y":1029,"w":187,"h":118,"rotated": false}},
{"SPRITE" : {"name": "0001","x":1953,"y":524,"w":84,"h":140,"rotated": false}},
{"SPRITE" : {"name": "0002","x":471,"y":430,"w":258,"h":137,"rotated": false}},
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@@ -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.
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<str id="showBeatsSeparator">Show Beats Separator</str>
<str id="showCameraHighlights">Show Camera Highlights</str>
<str id="rainbowWaveforms">Rainbow Waveforms</str>
<str id="lowDetailWaveforms">Low Detail Waveforms</str>
<str id="scrollLeft">Scroll Left</str>
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<str id="goEnd">Go forward to the end</str> <!-- used to be "Go to the end" -->
<str id="addOpponentCamera">Add camera on Opponent</str>
<str id="addPlayerCamera">Add camera on Player</str>
<str id="muteInst">Mute instrumental</str>
<str id="muteVoices">Mute voices</str>
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<str id="fpsCounter">Contador de FPS</str>
</group>
<str id="category.volume">Volumen</str>
<str id="volume.up">Arriba</str>
<str id="volume.down">Abajo</str>
+1
View File
@@ -194,6 +194,7 @@
<str id="paste">Incolla</str>
<str id="cut">Taglia</str>
<str id="delete">Elimina</str>
<str id="deletestacked">Elimina Note Impilate</str>
</group>
<str id="topBar.chart">Chart</str>
+1
View File
@@ -46,6 +46,7 @@
<group name="engine" prefix="engine.">
<str id="switchMod">Cambia Mod</str>
<str id="fpsCounter">Contatore FPS</str>
</group>
<str id="volume.up">Su</str>
+4 -3
View File
@@ -18,7 +18,7 @@
<str id="animation">Animacja</str>
<str id="atlas">Atlas</str>
<str id="spritemap">Mapa sprite'ów</str>
<str id="directory">Folder ({0}/)</str>
<str id="found">{0} {1} Znaleziono</str>
<str id="foundplural">{0} {1} Znaleziono</str>
@@ -87,7 +87,7 @@
<group name="CharterEventScreen" prefix="charterEventScreen.">
<str id="title-creating">Stwórz Grupę Wydarzeń</str>
<str id="title-editing">Edytuj Grupę Wydarzeń</str>
<str id="noEvent">Brak Wydarzenia</str>
<str id="strumLine.format">Struma #{0} ({1})</str>
@@ -197,6 +197,7 @@
<str id="paste">Wklej</str>
<str id="cut">Wytnij</str>
<str id="delete">Usuń</str>
<str id="deletestacked">Usuń Notatki Ułożone w Stos</str>
</group>
<str id="topBar.chart">Mapa</str>
@@ -223,7 +224,7 @@
<str id="scrollRight">Przewiń w Prawo</str>
<str id="scrollReset">Resetuj Przewinięcie</str>
</group>
<str id="topBar.song">Ścieżka</str>
<group name="SongMenu" prefix="song.">
<str id="goStart">Wróć do początku</str>
+2 -1
View File
@@ -44,8 +44,9 @@
<str id="category.engine">Silnik</str>
<group name="engine" prefix="engine.">
<str id="switchMod">Zmień Moda</str>
<str id="fpsCounter">Licznik FPS</str>
</group>
<str id="category.volume">Głośność</str>
<str id="volume.up">Głóśniej</str>
<str id="volume.down">Ciszej</str>
+687
View File
@@ -0,0 +1,687 @@
<?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>
<str id="deletestacked">Apagar Notas Empilhadas</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>
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<?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>
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<?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>
<str id="fpsCounter">Contador de FPS</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"
+2 -2
View File
@@ -12,7 +12,7 @@ function create() {
tankman = new FunkinSprite(game.dad.x + game.dad.globalOffset.x + 520, game.dad.y + game.dad.globalOffset.y + 225);
tankman.antialiasing = true;
tankman.loadSprite(Paths.image('game/cutscenes/tank/guns-tankman'));
tankman.animateAtlas.anim.addBySymbol('tank', 'TANK TALK 2', 0, false);
tankman.addAnim('tank', 'TANK TALK 2', 0, false);
game.insert(game.members.indexOf(game.dad), tankman);
game.dad.visible = false;
@@ -65,4 +65,4 @@ function destroy() {
for(thing in [tankman, tankTalk]) thing.destroy();
if(destroyDistorto) distorto.destroy();
FlxTween.tween(FlxG.camera, {zoom: game.defaultCamZoom}, 0.7, {ease: FlxEase.quadInOut, startDelay: 0});
}
}
+13 -9
View File
@@ -33,20 +33,20 @@ function create() {
tankman = new FunkinSprite(game.dad.x + game.dad.globalOffset.x + 520, game.dad.y + game.dad.globalOffset.y + 225);
tankman.antialiasing = true;
tankman.loadSprite(Paths.image('game/cutscenes/tank/stress-tankman'));
tankman.animateAtlas.anim.addBySymbol('p1', 'TANK TALK 3 P1 UNCUT', 0, false);
tankman.animateAtlas.anim.addBySymbol('p2', 'TANK TALK 3 P2 UNCUT', 0, false);
tankman.addAnim('p1', 'TANK TALK 3 P1 UNCUT', 0, false);
tankman.addAnim('p2', 'TANK TALK 3 P2 UNCUT', 0, false);
tankman.playAnim('p1');
pico = new FunkinSprite(game.gf.x + game.gf.globalOffset.x + 150, game.gf.y + game.gf.globalOffset.y + 395);
pico = new FunkinSprite(game.gf.x + game.gf.globalOffset.x - 615, game.gf.y + game.gf.globalOffset.y - 130);
pico.antialiasing = true;
pico.loadSprite(Paths.image('game/cutscenes/tank/stress-pico'));
pico.animateAtlas.anim.addBySymbol('die', 'GF Time to Die sequence', 24, false);
pico.animateAtlas.anim.addBySymbol('saves', 'Pico Saves them sequence', 24, false);
pico.animateAtlas.anim.addBySymbol('idle', 'Pico Dual Wield on Speaker idle', 24, true);
pico.addAnim('die', 'die', 24, false, null, null, 0, 0, null, true);
pico.addAnim('saves', 'saves', 24, false, null, null, 0, 0, null, true);
pico.addAnim('idle', 'idle', 24, true, null, null, 0, 0, null, true);
pico.scrollFactor.set(0.95, 0.95);
pico.playAnim("idle");
pico.visible = false;
game.insert(game.members.indexOf(game.gf) + 1, pico);
game.insert(game.members.indexOf(game.gf) + 2, pico);
game.insert(game.members.indexOf(game.dad) + 1, tankman);
game.dad.visible = false;
@@ -59,7 +59,11 @@ function update(elapsed) {
lipSync(tankman, 0, 16750);
if (stressCutscene.time > 15100) {
step = 1;
focusOn(game.gf);
//focusOn(game.gf);
game.camFollow.x += 350;
game.camFollow.y -= 200;
pico.visible = true;
pico.playAnim('die', true);
@@ -118,7 +122,7 @@ function update(elapsed) {
}
function lipSync(char:FunkinSprite, begin:Float, end:Float) {
char.animateAtlas.anim.curFrame = Std.int(FlxMath.remapToRange(stressCutscene.time, begin, end, 0, char.animateAtlas.anim.length-1));
char.anim.curAnim.curFrame = Std.int(FlxMath.remapToRange(stressCutscene.time, begin, end, 0, char.anim.curAnim.numFrames - 1));
}
function focusOn(char, snap:Bool = false) {
+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 {
}
}
}
}
}
+3 -3
View File
@@ -12,8 +12,8 @@ function create() {
tankman = new FunkinSprite(game.dad.x + game.dad.globalOffset.x + 520, game.dad.y + game.dad.globalOffset.y + 225);
tankman.antialiasing = true;
tankman.loadSprite(Paths.image('game/cutscenes/tank/ugh-tankman'));
tankman.animateAtlas.anim.addBySymbol('1', 'TANK TALK 1 P1', 0, false);
tankman.animateAtlas.anim.addBySymbol('2', 'TANK TALK 1 P2', 0, false);
tankman.addAnim('1', 'TANK TALK 1 P1', 0, false);
tankman.addAnim('2', 'TANK TALK 1 P2', 0, false);
game.insert(game.members.indexOf(game.dad), tankman);
game.dad.visible = false;
@@ -77,4 +77,4 @@ function destroy() {
for(timer in timers) timer.cancel();
for(thing in [tankTalk1, tankTalk2, bfBeep, tankman]) thing.destroy();
if(destroyDistorto) distorto.destroy();
}
}
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+59
View File
@@ -0,0 +1,59 @@
# Compiling Codename Engine
Do you want to turn your source code into a playable build to play? Then you want to **compile the source code**, follow this guide.
> **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)
- 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.
- 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)
- 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)
- 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.
# Generating Codename Engine's API documentation
**Mainly recommended if you intend to fork the engine and make your own custom version to publish.**<br>Do you want to generate an API documentation so people can understand and mod your playable build? This documentation can be uploaded to your website.<br>If you just want to compile the engine normally for your hardcoded mod or for yourself you can skip this step.
> **Select your platform to continue.**
<details>
<summary>Windows</summary>
1. Run `generate-docs-windows.bat` using cmd or double-clicking it and wait for the `doc.xml` to be generated inside the `docs` folder.
</details>
<details>
<summary>MacOS/Linux</summary>
1. Run `generate-docs-unix.sh` using the terminal or double-clicking it and wait for the `doc.xml` to be generated inside the `docs` folder.
</details>
2. You can use this `doc.xml` file to generate a full HTML documentation (that you can open in your browser for example) using Haxe's [dox](https://github.com/HaxeFoundation/dox) generator; check [Codename Engine's webiste](https://github.com/CodenameCrew/codename-website/tree/main/api-generator) for example.
> [!CAUTION]
> The doc.xml might contain some sensible paths of your computer: make sure to filter the file before publishing it for everyone if you want to keep those paths private!<br>To filter and delete those paths, you may use Codename Engine's website's [doc filter Python script](https://github.com/CodenameCrew/codename-website/blob/main/api-generator/api/filter.py) by simply running it in the same folder of your `doc.xml` file. This script will also delete everything irrelevant to the engine that was generated in your documentation, such as libraries' (like OpenFL or Flixel) APIs.
+9 -6
View File
@@ -1,14 +1,17 @@
[general]
[General]
sample-type=float32
stereo-mode=speakers
stereo-encoding=panpot
hrtf=false
cf_level=0
resampler=fast_bsinc24
front-stablizer=false
output-limiter=false
front-stabilizer=false
volume-adjust=0
period_size=441
sources=512
sends=64
dither=false
[decoder]
hq-mode=false
distance-comp=false
hq-mode=true
distance-comp=true
nfc=false
+2
View File
@@ -1 +1,3 @@
#!/usr/bin/env sh
cd "$(dirname "$0")/.."
haxe -cp commandline -D analyzer-optimize --run Main $@
+1
View File
@@ -1 +1,2 @@
cd /d "%~dp0.."
@haxe -cp commandline -D analyzer-optimize --run Main %*
+13
View File
@@ -0,0 +1,13 @@
#!/usr/bin/env sh
cd "$(dirname "$0")/.."
echo "Generating documentation..."
if [ $(uname) == "Darwin" ]; then
echo "Platform is macOS"
haxelib run lime build mac --haxeflag="-xml docs/doc.xml" -D doc-gen -D DOCUMENTATION --no-output
else
echo "Platform is not macOS; assuming platform to be Linux compatible"
haxelib run lime build linux --haxeflag="-xml docs/doc.xml" -D doc-gen -D DOCUMENTATION --no-output
fi
echo "The XML file for the API documentation has been generated at docs/doc.xml."
echo "For updating the API documentation hosted at the website, please replace codename-website/api-generator/api/doc.xml with the file listed above."
+8
View File
@@ -0,0 +1,8 @@
@ECHO OFF
cd /d "%~dp0.."
echo Generating documentation...
echo Platform is based on Windows
haxelib run lime build windows --haxeflag="-xml docs/doc.xml" -D doc-gen -D DOCUMENTATION --no-output
echo The XML file for the API documentation has been generated at docs/doc.xml.
echo For updating the API documentation hosted at the website, please replace codename-website/api-generator/api/doc.xml with the file listed above.
+8 -8
View File
@@ -4,19 +4,17 @@
<print pretty="true">Preparing installation...</print>
<!-- OpenFL & Lime (Required for Flixel) -->
<git name="openfl" url="https://github.com/CodenameCrew/cne-openfl" />
<git name="openfl" url="https://github.com/CodenameCrew/cne-openfl" ref="old" />
<lib name="lime" version="8.1.2" />
<!-- <git name="lime" url="https://github.com/CodenameCrew/cne-lime" /> disabled for now until fixed -->
<!-- Flixel -->
<git name="flixel" url="https://github.com/CodenameCrew/cne-flixel" />
<git name="flixel-addons" url="https://github.com/CodenameCrew/cne-flixel-addons" />
<git name="flixel" url="https://github.com/CodenameCrew/cne-flixel" ref="old" />
<git name="flixel-addons" url="https://github.com/CodenameCrew/cne-flixel-addons" ref="old" />
<!-- Other Libraries -->
<git name="hscript-improved" url="https://github.com/CodenameCrew/hscript-improved" ref="codename-dev" />
<git name="flxanimate" url="https://github.com/CodenameCrew/cne-flxanimate" />
<git name="hxdiscord_rpc" url="https://github.com/CodenameCrew/cne-hxdiscord_rpc" skipDeps="true" />
<git name="funkin-modchart" url="https://github.com/TheoDevelops/FunkinModchart" ref="f30676579d8de7ccac7d12e13b664e8b2c42c6bf" skipDeps="true" />
<git name="hxdiscord_rpc" url="https://github.com/CodenameCrew/cne-hxdiscord_rpc" ref="old" skipDeps="true" />
<lib name="funkin-modchart" skipDeps="true" />
<lib name="hxvlc" version="1.9.3" skipDeps="true" />
<!-- Documentation and other features -->
@@ -31,7 +29,9 @@
<lib global="true" name="hxp" /> <lib name="hxp" />
<lib global="true" name="format" /> <lib name="format" />
<git name="hxcpp" url="https://github.com/CodenameCrew/cne-hxcpp" />
<git name="hxcpp" url="https://github.com/CodenameCrew/cne-hxcpp" ref="old" />
<git name="flixel-animate" url="https://github.com/CodenameCrew/cne-flixel-animate/" ref="old" skipDeps="true"/>
</if>
<!-- Hxcpp Building -->
+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");
}
+10 -4
View File
@@ -50,7 +50,7 @@
<!-- _________________________________ Engine Settings _______________________________ -->
<!-- Comment this out to disable updates !-->
<define name="UPDATE_CHECKING" unless="web || hl || neko"/>
<define name="UPDATE_CHECKING" unless="web || hl || neko || debug"/>
<!-- Comment this out to disable Discord RPC !-->
<section if="cpp">
@@ -74,6 +74,9 @@
Reduces compilation time at the cost of limited HScript flexibility. !-->
<define name="CUSTOM_CLASSES" unless="STRIPPED_COMPILE" />
<!-- Comment this out to disable abstract support in hscript. !-->
<haxedef name="HSCRIPT_ABSTRACT_SUPPORT" unless="STRIPPED_COMPILE" />
<!-- Comment this out to disable multithreading !-->
<haxedef name="ALLOW_MULTITHREADING" unless="web || flash" />
@@ -130,7 +133,7 @@
<haxelib name="hxvlc" if="VIDEO_CUTSCENES" />
<haxelib name="away3d" if="THREE_D_SUPPORT" />
<haxelib name="format" />
<haxelib name="flxanimate" />
<haxelib name="flixel-animate" />
<haxelib name="nape-haxe4" if="NAPE_ENABLED"/>
<haxelib name="hscript-improved" />
@@ -166,8 +169,8 @@
<!-- 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 _____________________________ -->
@@ -189,6 +192,9 @@
<haxedef name="USE_ADAPTED_ASSETS" if="USE_ADAPTED_ASSETS" />
<haxedef name="openfl_dpi_aware" if="openfl_dpi_aware" />
<!-- Disable it for more concise compilation errors. -->
<haxedef name="message.reporting" value="pretty" />
<!-- _________________________________ Custom _______________________________ -->
<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
+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
'';
}
+70 -39
View File
@@ -21,6 +21,7 @@ import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxSoundAsset;
import flixel.tweens.FlxTween;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSignal;
import flixel.util.FlxStringUtil;
import flixel.FlxBasic;
@@ -136,11 +137,18 @@ class FlxSound extends FlxBasic {
public var radius:Float;
/**
* Whether the proximity alters the pan or not
* Whether the proximity alters the pan or not.
* @since raltyMod
*/
public var proximityPan:Bool;
/**
* Controls how much this object is affected by camera scrolling. `0` = no movement (e.g. a static sound),
* This is only useful if used with proximity (Initialized once proximity is used).
* @since raltyMod
*/
public var scrollFactor(default, null):FlxPoint;
/**
* Stores for how much channels are in the loaded sound.
* @since raltyMod
@@ -302,6 +310,8 @@ class FlxSound extends FlxBasic {
_lastTime = null;
if (destroySound) {
scrollFactor = FlxDestroyUtil.put(scrollFactor);
if (group != null) group.remove(this);
if (_channel != null) {
@@ -348,15 +358,24 @@ class FlxSound extends FlxBasic {
_amplitudeUpdate = true;
// Distance-based volume control (TODO for Ralty: REDO THIS)
// Distance-based volume control
if (target != null) {
var targetPosition = target.getPosition();
var radialMultiplier = targetPosition.distanceTo(FlxPoint.weak(x, y)) / radius;
targetPosition.put();
radialMultiplier = 1 - FlxMath.bound(radialMultiplier, 0, 1);
var targetPosition = target.getPosition(), position = getPosition();
var camera = camera;
if (camera != null) {
targetPosition.subtract(camera.scroll.x * target.scrollFactor.x, camera.scroll.y * target.scrollFactor.y);
if (scrollFactor != null) position.subtract(camera.scroll.x * scrollFactor.x, camera.scroll.y * scrollFactor.y);
else position.subtract(camera.scroll.x, camera.scroll.y);
}
_volumeAdjust = radialMultiplier;
if (proximityPan) _panAdjust = (x - target.x) / radius;
var radialMultiplier = targetPosition.distanceTo(position) / radius;
// Make it so it affects the 3d position of the source and not just the panning?
_volumeAdjust = 1 - FlxMath.bound(radialMultiplier, 0, 1);
if (proximityPan) _panAdjust = (position.x - targetPosition.x) / radius;
targetPosition.put();
position.put();
}
else
_volumeAdjust = 1.0;
@@ -536,12 +555,15 @@ class FlxSound extends FlxBasic {
* @param Pan Whether panning should be used in addition to the volume changes.
* @return This FlxSound instance (nice for chaining stuff together, if you're into that).
*/
public function proximity(x = 0.0, y = 0.0, ?targetObject:FlxObject, ?radius:Float, pan = true):FlxSound {
public function proximity(x = 0.0, y = 0.0, ?targetObject:FlxObject, ?radius:Float, pan = true, ?scrollFactor:FlxPoint):FlxSound {
setPosition(x, y);
if (targetObject != null) this.target = targetObject;
if (radius != null) this.radius = radius;
proximityPan = pan;
if (this.scrollFactor == null) this.scrollFactor = FlxPoint.get(1, 1);
if (scrollFactor != null) this.scrollFactor.copyFrom(scrollFactor);
return this;
}
@@ -549,14 +571,28 @@ class FlxSound extends FlxBasic {
* Helper function to set the coordinates of this object.
* Sound positioning is used in conjunction with proximity/panning.
*
* @param x The new x position
* @param y The new y position
* @param x The new x position
* @param y The new y position
*/
public inline function setPosition(x = 0.0, y = 0.0):Void {
public function setPosition(x = 0.0, y = 0.0):Void {
this.x = x;
this.y = y;
}
/**
* Returns the world position of this object.
*
* @param result Optional arg for the returning point.
* @return The world position of this object.
* @since raltyMod
*/
public function getPosition(?result:FlxPoint):FlxPoint {
if (result == null)
result = FlxPoint.get();
return result.set(x, y);
}
/**
* Call this function to play the sound - also works on paused sounds.
*
@@ -682,7 +718,7 @@ class FlxSound extends FlxBasic {
_paused = false;
_time = startTime;
_lastTime = FlxG.game.getTicks();
if (_channel == null || !_channel.__isValid || _source == null #if lime_cffi || _source.__backend.disposed || _source.__backend.handle == null #end)
if (_channel == null || !_channel.__isValid || _source == null #if lime_cffi || _source.__backend.disposed #end)
makeChannel();
if (_channel != null) {
@@ -733,7 +769,8 @@ class FlxSound extends FlxBasic {
_lastTime = FlxG.game.getTicks();
_time = loopTime;
}
else _channel.loops = 999;
else if (_source != null)
_source.loops = 999;
}
/**
@@ -763,7 +800,7 @@ class FlxSound extends FlxBasic {
}
inline function get_playing():Bool @:privateAccess
return _channel != null && _channel.__isValid && _source.playing;
return _source != null && _source.playing;
inline function get_volume():Float
return _volume;
@@ -796,12 +833,12 @@ class FlxSound extends FlxBasic {
inline function get_buffer():AudioBuffer
@:privateAccess return _sound != null ? _sound.__buffer : null;
function update_amplitude():Void @:privateAccess {
if (_channel == null || !_channel.__updatePeaks(get_time()) || !_amplitudeUpdate) return;
_amplitudeUpdate = false;
_amplitudeLeft = _channel.__leftPeak;
_amplitudeRight = _channel.__rightPeak;
inline function update_amplitude():Void @:privateAccess {
if (_channel != null && _channel.__updatePeaks(get_time()) && _amplitudeUpdate) {
_amplitudeUpdate = false;
_amplitudeLeft = _channel.__leftPeak;
_amplitudeRight = _channel.__rightPeak;
}
}
inline function get_amplitudeLeft():Float {
@@ -829,30 +866,27 @@ class FlxSound extends FlxBasic {
inline function get_pitch():Float
return _pitch;
function set_pitch(v:Float):Float {
inline function set_pitch(v:Float):Float {
_realPitch = (_pitch = v) * _timeScaleAdjust;
if (_channel != null) _channel.pitch = _realPitch;
if (_source != null) _source.pitch = _realPitch;
return _pitch;
}
#end
function set_looped(v:Bool):Bool {
if (playing) {
if (v) _channel.loops = 999;
else _channel.loops = 0;
}
if (playing) _source.loops = v ? 999 : 0;
return looped = v;
}
function set_loopTime(v:Float):Float {
if (playing) _channel.loopTime = v;
if (playing) _source.loopTime = v;
return loopTime = v;
}
function set_endTime(v:Null<Float>):Null<Float> {
if (playing) {
if (v != null && v > 0 && v < _length) _channel.endTime = v;
else _channel.endTime = null;
if (v != null && v > 0 && v < _length) _source.length = v;
else _source.length = null;
}
return endTime = v;
}
@@ -864,7 +898,7 @@ class FlxSound extends FlxBasic {
return _time;
}
function get_time():Float {
if (_channel == null || @:privateAccess !_channel.__isValid || /*AudioManager.context == null*/funkin.backend.system.Main.audioDisconnected) return _time;
if (_source == null || /*AudioManager.context == null*/funkin.backend.system.Main.audioDisconnected) return _time;
final sourceTime = _source.currentTime - _source.offset - _offset;
if (!_source.playing || _realPitch <= 0) {
@@ -903,24 +937,21 @@ class FlxSound extends FlxBasic {
return _time = time;
}
inline function get_offset():Float return _offset;
inline function set_offset(offset:Float):Float {
function get_offset():Float return _offset;
function set_offset(offset:Float):Float {
if (_offset == (_offset = offset)) return offset;
//time = time + _offset;
return offset;
}
inline function get_length():Float return _length - _offset;
function get_length():Float return _length - _offset;
/*function get_latency():Float {
if (_channel != null) return _source.latency;
return 0;
}*/
//function get_latency():Float return _source != null ? _source.latency : 0;
override function toString():String {
return FlxStringUtil.getDebugString([
LabelValuePair.weak("playing", playing),
LabelValuePair.weak("time", _time),
LabelValuePair.weak("time", time),
LabelValuePair.weak("length", length),
LabelValuePair.weak("volume", volume),
LabelValuePair.weak("pitch", pitch)
-92
View File
@@ -1,92 +0,0 @@
package funkin.backend;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxAngle;
import flixel.math.FlxMatrix;
import openfl.display.BlendMode;
import openfl.geom.ColorTransform;
class FlxAnimate extends flxanimate.FlxAnimate {
static var rMatrix = new FlxMatrix();
override function drawLimb(limb:FlxFrame, _rMatrix:FlxMatrix, ?colorTransform:ColorTransform, ?blendMode:BlendMode)
{
if (alpha == 0 || colorTransform != null && (colorTransform.alphaMultiplier == 0 || colorTransform.alphaOffset == -255) || limb == null || limb.type == EMPTY)
return;
if (blendMode == null)
blendMode = BlendMode.NORMAL;
for (camera in cameras)
{
rMatrix.identity();
limb.prepareMatrix(rMatrix, FlxFrameAngle.ANGLE_0, _checkFlipX() != camera.flipX, _checkFlipY() != camera.flipY);
rMatrix.concat(_rMatrix);
if (!camera.visible || !camera.exists || !limbOnScreen(limb, _rMatrix, camera))
return;
getScreenPosition(_point, camera).subtractPoint(offset);
rMatrix.translate(-origin.x, -origin.y);
if (limb != _pivot) {
if (frameOffsetAngle != null && frameOffsetAngle != angle)
{
var angleOff = (frameOffsetAngle - angle) * FlxAngle.TO_RAD;
var cos = Math.cos(angleOff);
var sin = Math.sin(angleOff);
// cos doesn't need to be negated
rMatrix.rotateWithTrig(cos, -sin);
rMatrix.translate(-frameOffset.x, -frameOffset.y);
rMatrix.rotateWithTrig(cos, sin);
}
else
{
rMatrix.translate(-frameOffset.x, -frameOffset.y);
}
rMatrix.scale(scale.x, scale.y);
if (!matrixExposed && bakedRotationAngle <= 0)
{
updateTrig();
if (angle != 0)
rMatrix.rotateWithTrig(_cosAngle, _sinAngle);
}
}
else
rMatrix.a = rMatrix.d = 0.7 / camera.zoom;
if (matrixExposed)
{
rMatrix.concat(transformMatrix);
}
else
{
rMatrix.concat(@:privateAccess flxanimate.FlxAnimate._skewMatrix);
}
_point.addPoint(origin);
if (isPixelPerfectRender(camera))
{
_point.floor();
}
rMatrix.translate(_point.x, _point.y);
camera.drawPixels(limb, null, rMatrix, colorTransform, blendMode, antialiasing, shaderEnabled ? shader : null);
#if FLX_DEBUG
FlxBasic.visibleCount++;
#end
}
// doesn't work, needs to be remade
// #if FLX_DEBUG
// if (FlxG.debugger.drawDebug)
// drawDebug();
// #end
}
override function limbOnScreen(limb:FlxFrame, m:FlxMatrix, ?Camera:FlxCamera)
{
// TODO: ACTUAL OPTIMIZATION
return true;
}
}
+106 -155
View File
@@ -1,5 +1,7 @@
package funkin.backend;
import animate.FlxAnimate;
import animate.FlxAnimateController.FlxAnimateAnimation;
import flixel.addons.effects.FlxSkewedSprite;
import flixel.animation.FlxAnimation;
import flixel.math.FlxMatrix;
@@ -7,7 +9,6 @@ import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.util.typeLimit.OneOfTwo;
import flxanimate.animate.FlxAnim.FlxSymbolAnimation;
import funkin.backend.scripting.events.sprite.PlayAnimContext;
import funkin.backend.system.interfaces.IBeatReceiver;
import funkin.backend.system.interfaces.IOffsetCompatible;
@@ -15,6 +16,10 @@ import funkin.backend.utils.XMLUtil.AnimData;
import funkin.backend.utils.XMLUtil.BeatAnim;
import funkin.backend.utils.XMLUtil.IXMLEvents;
import haxe.io.Path;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxAngle;
import animate.internal.RenderTexture;
import animate.FlxAnimateFrames;
enum abstract XMLAnimType(Int)
{
@@ -43,7 +48,7 @@ enum abstract XMLAnimType(Int)
}
}
class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements IOffsetCompatible implements IXMLEvents
class FunkinSprite extends FlxAnimate implements IBeatReceiver implements IOffsetCompatible implements IXMLEvents
{
public var extra:Map<String, Dynamic> = [];
@@ -56,6 +61,9 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
public var animEnabled:Bool = true;
public var zoomFactorEnabled:Bool = true;
//Backwards compatibility
public var animateAtlas(get, never):FunkinSprite;
public var globalCurFrame(get, set):Int;
/**
@@ -66,9 +74,9 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
public var beatOffset:Int = 0;
public var skipNegativeBeats:Bool = false;
public var animateAtlas:FlxAnimate;
@:noCompletion public var atlasPlayingAnim:String;
@:noCompletion public var atlasPath:String;
public var animateSettings:FlxAnimateSettings = {};
var _rect2:FlxRect;
public function new(?X:Float = 0, ?Y:Float = 0, ?SimpleGraphic:FlxGraphicAsset)
{
@@ -83,6 +91,7 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
}
moves = false;
applyStageMatrix = true;
}
/**
@@ -98,8 +107,6 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
@:privateAccess {
spr.setPosition(source.x, source.y);
spr.frames = source.frames;
if (casted != null && casted.animateAtlas != null && casted.atlasPath != null)
spr.loadSprite(casted.atlasPath);
spr.animation.copyFrom(source.animation);
spr.visible = source.visible;
spr.alpha = source.alpha;
@@ -109,9 +116,8 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
if (casted != null) {
spr.skew.set(casted.skew.x, casted.skew.y);
spr.transformMatrix = casted.transformMatrix;
spr.matrixExposed = casted.matrixExposed;
spr.animOffsets = casted.animOffsets.copy();
spr.zoomFactor = casted.zoomFactor;
}
}
return spr;
@@ -120,29 +126,24 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
public override function update(elapsed:Float)
{
super.update(elapsed);
if (animateAtlas != null)
animateAtlas.update(elapsed);
// 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);
}
}
override function initVars() {
super.initVars();
_rect2 = FlxRect.get();
}
public function loadSprite(path:String, Unique:Bool = false, Key:String = null)
{
var noExt = Path.withoutExtension(path);
if (Assets.exists('$noExt/Animation.json'))
{
atlasPath = noExt;
animateAtlas = new FlxAnimate(x, y, noExt);
}
else
{
frames = Paths.getFrames(path, true);
}
frames = Paths.getFrames(path, true, null, null, animateSettings);
return this;
}
@@ -172,50 +173,22 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
{
}
// ANIMATE ATLAS DRAWING
#if REGION
public override function draw()
{
if (animateAtlas != null)
{
copyAtlasValues();
animateAtlas.draw();
}
else
{
super.draw();
}
public override function draw() {
// re-implementing the `onDraw` functionality from `FlxSprite` since `FlxAnimate` didn't have this, so we have to add it back in ourselves
if (this.isAnimate && this.__drawOverrided) {
this.__drawOverrided = false;
this.onDraw(this);
this.__drawOverrided = true;
return;
}
super.draw();
}
public function copyAtlasValues()
{
@:privateAccess {
animateAtlas.cameras = cameras; // investigate if we can use _cameras
animateAtlas.scrollFactor = scrollFactor;
animateAtlas.scale = scale;
animateAtlas.offset = offset;
animateAtlas.frameOffset = frameOffset;
animateAtlas.x = x;
animateAtlas.y = y;
animateAtlas.angle = angle;
animateAtlas.alpha = alpha;
animateAtlas.visible = visible;
animateAtlas.flipX = flipX;
animateAtlas.flipY = flipY;
animateAtlas.shader = shader;
animateAtlas.shaderEnabled = shaderEnabled;
animateAtlas.antialiasing = antialiasing;
animateAtlas.skew = skew;
animateAtlas.transformMatrix = transformMatrix;
animateAtlas.matrixExposed = matrixExposed;
animateAtlas.colorTransform = colorTransform;
}
}
// ANIMATE ATLAS DRAWING
#if REGION
public override function destroy()
{
animateAtlas = FlxDestroyUtil.destroy(animateAtlas);
if (animOffsets != null) {
for (key in animOffsets.keys()) {
final point = animOffsets[key];
@@ -226,6 +199,8 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
animOffsets = null;
}
super.destroy();
_rect2 = FlxDestroyUtil.put(_rect2);
}
#end
@@ -233,27 +208,21 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
private inline function __shouldDoZoomFactor()
return zoomFactorEnabled && zoomFactor != 1;
public override function getScreenBounds(?newRect:FlxRect, ?camera:FlxCamera):FlxRect
{
if (camera == null)
camera = FlxG.camera;
var r = super.getScreenBounds(newRect, camera);
if(__shouldDoZoomFactor()) {
r.x -= camera.width / 2;
r.y -= camera.height / 2;
var ratio = (camera.zoom > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.zoom, 1, zoomFactor));
r.x *= ratio;
r.y *= ratio;
r.width *= ratio;
r.height *= ratio;
r.x += camera.width / 2;
r.y += camera.height / 2;
}
return r;
private inline function __prepareZoomFactor(?rect:FlxRect, camera:FlxCamera):FlxRect {
if (Flags.USE_LEGACY_ZOOM_FACTOR)
return (rect ?? FlxRect.get()).set(
camera.width * 0.5,
camera.height * 0.5,
(camera.scaleX > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleX, 1, zoomFactor)),
(camera.scaleY > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleY, 1, zoomFactor))
);
else
return (rect ?? FlxRect.get()).set(
camera.width * 0.5 + camera.scroll.x * scrollFactor.x,
camera.height * 0.5 + camera.scroll.y * scrollFactor.y,
(camera.scaleX > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleX, 1, zoomFactor)),
(camera.scaleY > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleY, 1, zoomFactor))
);
}
override public function isOnScreen(?camera:FlxCamera):Bool
@@ -270,20 +239,6 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
return camera.containsRect(bounds);
}
// ZOOM FACTOR RENDERING
public override function doAdditionalMatrixStuff(matrix:FlxMatrix, camera:FlxCamera)
{
super.doAdditionalMatrixStuff(matrix, camera);
if(__shouldDoZoomFactor()) {
matrix.translate(-camera.width / 2, -camera.height / 2);
var requestedZoom = (camera.zoom >= 0 ? Math.max : Math.min)(FlxMath.lerp(1, camera.zoom, zoomFactor), 0);
var diff = requestedZoom / camera.zoom;
matrix.scale(diff, diff);
matrix.translate(camera.width / 2, camera.height / 2);
}
}
// OFFSETTING
#if REGION
public var animOffsets:Map<String, FlxPoint> = new Map<String, FlxPoint>();
@@ -307,7 +262,7 @@ 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) {
@@ -315,19 +270,7 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
Force = anim != null && anim.forced;
}
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);
}
animation.play(AnimName, Force, Reversed, Frame);
var daOffset = getAnimOffset(AnimName);
frameOffset.set(daOffset.x, daOffset.y);
@@ -336,7 +279,7 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
lastAnimContext = Context;
}
public inline function addAnim(name:String, prefix:String, frameRate:Float = 24, ?looped:Bool, ?forced:Bool, ?indices:Array<Int>, x:Float = 0, y:Float = 0, animType:XMLAnimType = NONE)
public inline function addAnim(name:String, prefix:String, frameRate:Float = 24, ?looped:Bool, ?forced:Bool, ?indices:Array<Int>, x:Float = 0, y:Float = 0, animType:XMLAnimType = NONE, animateAtlasLabel:Bool = false)
{
return XMLUtil.addAnimToSprite(this, {
name: name,
@@ -347,22 +290,16 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
x: x,
y: y,
indices: indices,
forced: forced
forced: forced,
label: animateAtlasLabel
});
}
public inline function removeAnim(name:String)
{
if (animateAtlas != null)
@:privateAccess animateAtlas.anim.animsMap.remove(name);
else
animation.remove(name);
public inline function removeAnim(name:String) {
animation.remove(name);
}
public function getAnim(name:String):OneOfTwo<FlxAnimation, FlxSymbolAnimation>
{
if(animateAtlas != null)
return animateAtlas.anim.getByName(name);
public function getAnim(name:String):OneOfTwo<FlxAnimation, FlxAnimateAnimation> {
return animation.getByName(name);
}
@@ -373,40 +310,26 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
return FlxPoint.weak(0, 0);
}
public inline function hasAnim(AnimName:String):Bool @:privateAccess
return animateAtlas != null ? (animateAtlas.anim.animsMap.exists(AnimName)
|| animateAtlas.anim.symbolDictionary.exists(AnimName)) : animation.exists(AnimName);
public inline function hasAnim(AnimName:String):Bool
return animation.exists(AnimName);
public inline function getAnimName() {
return (animateAtlas != null) ? atlasPlayingAnim : animation.name;
}
public inline function getAnimName()
return animation.name;
public inline function isAnimReversed():Bool {
return animateAtlas != null ? animateAtlas.anim.reversed : animation.curAnim != null ? animation.curAnim.reversed : false;
}
public inline function isAnimReversed():Bool
return animation.curAnim?.reversed ?? false;
public inline function getNameList():Array<String> {
if (animateAtlas != null)
return [for (name in @:privateAccess animateAtlas.anim.animsMap.keys()) name];
else
return animation.getNameList();
}
public inline function getNameList():Array<String>
return animation.getNameList();
public inline function stopAnim()
{
if (animateAtlas != null)
animateAtlas.anim.pause();
else
animation.stop();
}
animation.stop();
public inline function isAnimFinished() {
return animateAtlas != null ? animateAtlas.anim.finished : (animation.curAnim != null ? animation.curAnim.finished : true);
}
public inline function isAnimFinished()
return animation.curAnim?.finished ?? true;
public inline function isAnimAtEnd() {
return animateAtlas != null ? animateAtlas.anim.isAtEnd : (animation.curAnim != null ? animation.curAnim.isAtEnd : false);
}
public inline function isAnimAtEnd()
return animation.curAnim?.isAtEnd ?? false;
override function updateAnimation(elapsed:Float) {
if (animEnabled)
@@ -414,9 +337,9 @@ 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
@@ -428,10 +351,38 @@ class FunkinSprite extends FlxSkewedSprite implements IBeatReceiver implements I
return beatInterval = v;
}
@:noCompletion private inline function get_globalCurFrame() {
return animateAtlas != null ? (animateAtlas.anim.curFrame) : (animation.curAnim != null ? animation.curAnim.curFrame : 0);
}
@:noCompletion
@:deprecated("`FunkinSprite.animateAtlas` is deprecated, just use `FunkinSprite` instead")
public function get_animateAtlas():FunkinSprite
return isAnimate ? this : null;
@:noCompletion private inline function get_globalCurFrame()
return animation.curAnim?.curFrame ?? 0;
@:noCompletion private inline function set_globalCurFrame(val:Int) {
return animateAtlas != null ? (animateAtlas.anim.curFrame = val) : (animation.curAnim != null ? animation.curAnim.curFrame = val : val);
if (animation.curAnim != null)
animation.curAnim.curFrame = val;
return val;
}
override function prepareDrawMatrix(matrix:FlxMatrix, camera:FlxCamera):Void {
super.prepareDrawMatrix(matrix, camera);
if (__shouldDoZoomFactor()) {
__prepareZoomFactor(_rect2, camera);
matrix.setTo(
matrix.a * _rect2.width, matrix.b * _rect2.height,
matrix.c * _rect2.width, matrix.d * _rect2.height,
(matrix.tx - _rect2.x) * _rect2.width + _rect2.x,
(matrix.ty - _rect2.y) * _rect2.height + _rect2.y,
);
}
}
override function checkFlipX() {
return super.checkFlipX() != camera.flipX;
}
override function checkFlipY() {
return super.checkFlipY() != camera.flipY;
}
}
+86 -4
View File
@@ -1,16 +1,98 @@
package funkin.backend;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.math.FlxMath;
import flixel.text.FlxText;
import flixel.util.FlxColor;
import funkin.backend.system.Flags;
class FunkinText extends FlxText
{
public var zoomFactor:Float = 1;
public var zoomFactorEnabled: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;
class FunkinText extends FlxText {
public function new(X:Float = 0, Y:Float = 0, FieldWidth:Float = 0, ?Text:String, Size:Int = 16, Border:Bool = true) {
super(X, Y, FieldWidth, Text, Size);
setFormat(Paths.font("vcr.ttf"), Size, FlxColor.WHITE);
if (Border) {
setFormat(Paths.font(Flags.DEFAULT_FONT), Size, FlxColor.WHITE);
if (Border)
{
borderStyle = OUTLINE;
borderSize = 1;
borderColor = 0xFF000000;
}
}
private inline function __shouldDoZoomFactor():Bool
{
return zoomFactorEnabled && zoomFactor != 1;
}
private inline function __getZoomScaleX(camera:FlxCamera):Float
{
return (camera.scaleX > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleX, 1, zoomFactor));
}
private inline function __getZoomScaleY(camera:FlxCamera):Float
{
return (camera.scaleY > 0 ? Math.max : Math.min)(0, FlxMath.lerp(1 / camera.scaleY, 1, zoomFactor));
}
private inline function __getZoomAnchorX(camera:FlxCamera):Float
{
if (Flags.USE_LEGACY_ZOOM_FACTOR)
return camera.width * 0.5;
return camera.width * 0.5 + camera.scroll.x * scrollFactor.x;
}
private inline function __getZoomAnchorY(camera:FlxCamera):Float
{
if (Flags.USE_LEGACY_ZOOM_FACTOR)
return camera.height * 0.5;
return camera.height * 0.5 + camera.scroll.y * scrollFactor.y;
}
override public function draw():Void
{
if (!__shouldDoZoomFactor())
{
super.draw();
return;
}
var camera:FlxCamera = this.camera;
if (camera == null)
camera = FlxG.camera;
var oldX:Float = x;
var oldY:Float = y;
var oldScaleX:Float = scale.x;
var oldScaleY:Float = scale.y;
var zoomScaleX:Float = __getZoomScaleX(camera);
var zoomScaleY:Float = __getZoomScaleY(camera);
var anchorX:Float = __getZoomAnchorX(camera);
var anchorY:Float = __getZoomAnchorY(camera);
x = (x - anchorX) * zoomScaleX + anchorX;
y = (y - anchorY) * zoomScaleY + anchorY;
scale.set(scale.x * zoomScaleX, scale.y * zoomScaleY);
super.draw();
x = oldX;
y = oldY;
scale.set(oldScaleX, oldScaleY);
}
}
+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);
@@ -236,6 +236,12 @@ class MusicBeatSubstate extends FlxSubState implements IBeatCancellableReceiver
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);
event("onResize", EventManager.get(ResizeEvent).recycle(w, h, null, null));
+2 -6
View File
@@ -114,12 +114,8 @@ class MusicBeatTransition extends MusicBeatSubstate {
}
if (transitionSprite != null) {
if (transitionSprite.animateAtlas == null) {
transitionSprite.setGraphicSize(transitionCamera.width, transitionCamera.height);
transitionSprite.updateHitbox();
} else {
transitionSprite.screenCenter();
}
transitionSprite.setGraphicSize(transitionCamera.width, transitionCamera.height);
transitionSprite.updateHitbox();
}
}
@@ -5,9 +5,22 @@ import funkin.backend.assets.TranslatedAssetLibrary;
#end
import funkin.backend.assets.IModsAssetLibrary;
import lime.utils.AssetLibrary;
import haxe.ds.Map;
class AssetsLibraryList extends AssetLibrary {
public var libraries:Array<AssetLibrary> = [];
public var cleanLibraries(get, never):Array<AssetLibrary>;
function get_cleanLibraries():Array<AssetLibrary> {
return [for (l in libraries) getCleanLibrary(l)];
}
// is true if any library in `libraries` contains some kind of compressed library.
public var hasCompressedLibrary(get, never):Bool;
function get_hasCompressedLibrary():Bool {
for (l in libraries) if (getCleanLibrary(l).isCompressed) return true;
return false;
}
@:allow(funkin.backend.system.Main)
@:allow(funkin.backend.system.MainState)
@@ -141,6 +154,16 @@ class AssetsLibraryList extends AssetLibrary {
public override inline function getAsset(id:String, type:String):Dynamic
return getSpecificAsset(id, type, BOTH);
public override function list(type:String):Array<String> {
// idk if there's a more efficient way tbh, correct if u find better
var files:Map<String, Bool> = [];
for(k=>l in libraries) {
for(f in l.list(type))
files.set(f, false);
}
return [for(k=>e in files) k];
}
public override function isLocal(id:String, type:String) {
return true;
}
+13 -21
View File
@@ -83,10 +83,11 @@ class ModsFolder {
*/
public static function loadModLib(path:String, force:Bool = false, ?modName:String) {
#if MOD_SUPPORT
if (FileSystem.exists('$path.zip'))
return loadLibraryFromZip('$path'.toLowerCase(), '$path.zip', force, modName);
else
return loadLibraryFromFolder('$path'.toLowerCase(), '$path', force, modName);
for (ext in Flags.ALLOWED_ZIP_EXTENSIONS) {
if (!FileSystem.exists('$path.$ext')) continue;
return loadLibraryFromZip('$path'.toLowerCase(), '$path.$ext', force, modName);
}
return loadLibraryFromFolder('$path'.toLowerCase(), '$path', force, modName);
#else
return null;
@@ -96,27 +97,16 @@ class ModsFolder {
public static function getModsList():Array<String> {
var mods:Array<String> = [];
#if MOD_SUPPORT
if (!FileSystem.exists(modsPath)) {
// Mods directory does not exist yet, create it
FileSystem.createDirectory(modsPath);
}
// Mods directory does not exist yet, create it
if (!FileSystem.exists(modsPath)) FileSystem.createDirectory(modsPath);
final modsList:Array<String> = FileSystem.readDirectory(modsPath);
if (modsList == null || modsList.length <= 0)
return mods;
if (modsList == null || modsList.length <= 0) return mods;
for (modFolder in modsList) {
if (FileSystem.isDirectory(modsPath + modFolder)) {
mods.push(modFolder);
} else {
var ext = Path.extension(modFolder).toLowerCase();
switch(ext) {
case 'zip':
// is a zip mod!!
mods.push(Path.withoutExtension(modFolder));
}
}
if (FileSystem.isDirectory(modsPath + modFolder)) mods.push(modFolder);
else if (Flags.ALLOWED_ZIP_EXTENSIONS.contains(Path.extension(modFolder))) mods.push(Path.withoutExtension(modFolder));
}
#end
return mods;
@@ -128,7 +118,9 @@ class ModsFolder {
#if TRANSLATIONS_SUPPORT
if(skipTranslated && (l is TranslatedAssetLibrary)) continue;
#end
if (l is ScriptedAssetLibrary || l is IModsAssetLibrary) libs.push(cast(l, IModsAssetLibrary));
// No need to check for it being a `ScriptedAssetLibrary`, if `ScriptedAssetLibrary` extends ModsFolderLibrary, which implements `IModsAssetLibrary`
// If you have to revert this change then uhhhhh wasn't me, trust 🙏
if (/*l is ScriptedAssetLibrary ||*/ l is IModsAssetLibrary) libs.push(cast(l, IModsAssetLibrary));
}
return libs;
}
@@ -149,6 +149,22 @@ class ModsFolderLibrary extends AssetLibrary implements IModsAssetLibrary {
}
return true;
}
public override function list(type:String):Array<String> {
var result = [];
__listAppend(result, '');
return result;
}
function __listAppend(arr:Array<String>, folder:String) {
for(file in FileSystem.readDirectory('$basePath/$folder')) {
var fullPath = '$basePath/$folder/$file';
if (FileSystem.isDirectory(fullPath))
__listAppend(arr, '$folder$file/');
else
arr.push('$prefix$folder$file');
}
}
#end
// Backwards compat
+9 -3
View File
@@ -8,6 +8,7 @@ import funkin.backend.scripting.Script;
import haxe.io.Path;
import lime.utils.AssetLibrary;
import openfl.utils.Assets as OpenFlAssets;
import animate.FlxAnimateFrames;
using StringTools;
@@ -174,6 +175,9 @@ class Paths
inline static public function getSparrowAtlas(key:String, ?library:String, ?ext:String)
return FlxAtlasFrames.fromSparrow(image(key, library, ext), file('images/$key.xml', library));
inline static public function getAnimateAtlasAlt(key:String, ?settings:FlxAnimateSettings)
return FlxAnimateFrames.fromAnimate(key, null, null, null, false, settings);
inline static public function getSparrowAtlasAlt(key:String, ?ext:String)
return FlxAtlasFrames.fromSparrow('$key.${ext != null ? ext : Flags.IMAGE_EXT}', '$key.xml');
@@ -197,7 +201,7 @@ class Paths
* @param key Path to the frames
* @param library (Additional) library to load the frames from.
*/
public static function getFrames(key:String, assetsPath:Bool = false, ?library:String, ?ext:String = null) {
public static function getFrames(key:String, assetsPath:Bool = false, ?library:String, ?ext:String = null, ?animateSettings:FlxAnimateSettings) {
if (tempFramesCache.exists(key)) {
var frames = tempFramesCache[key];
if (frames != null && frames.parent != null && frames.parent.bitmap != null && frames.parent.bitmap.readable)
@@ -205,7 +209,7 @@ class Paths
else
tempFramesCache.remove(key);
}
return tempFramesCache[key] = loadFrames(assetsPath ? key : Paths.image(key, library, true, ext), false, null, false, ext);
return tempFramesCache[key] = loadFrames(assetsPath ? key : Paths.image(key, library, true, ext), false, null, false, ext, animateSettings);
}
/**
@@ -242,7 +246,7 @@ class Paths
* @param Ext Extension of the image.
* @return FlxFramesCollection Frames
*/
static function loadFrames(path:String, Unique:Bool = false, Key:String = null, SkipAtlasCheck:Bool = false, SkipMultiCheck:Bool = false, ?Ext:String = null):FlxFramesCollection {
static function loadFrames(path:String, Unique:Bool = false, Key:String = null, SkipAtlasCheck:Bool = false, SkipMultiCheck:Bool = false, ?Ext:String = null, ?animateSettings:FlxAnimateSettings):FlxFramesCollection {
var noExt = Path.withoutExtension(path);
var ext = Ext != null ? Ext : Flags.IMAGE_EXT;
@@ -263,6 +267,8 @@ class Paths
cur++;
}
return finalFrames;
} else if (Assets.exists('$noExt/Animation.json')) {
return Paths.getAnimateAtlasAlt(noExt, animateSettings);
} else if (Assets.exists('$noExt.xml')) {
return Paths.getSparrowAtlasAlt(noExt, ext);
} else if (Assets.exists('$noExt.txt')) {
@@ -108,6 +108,8 @@ class TranslatedAssetLibrary extends AssetLibrary implements IModsAssetLibrary {
return null;
}
// TODO: list support for TranslatedAssetLibrary (idk how it works)
#if MOD_SUPPORT
public var _parsedAsset:String = null; // Theres no need to actually make this work - Nex
@@ -1,11 +1,16 @@
package funkin.backend.assets;
import funkin.backend.system.Flags;
import haxe.io.Path;
import lime.graphics.Image;
import lime.media.AudioBuffer;
import lime.text.Font;
import lime.utils.Bytes;
import openfl.utils.AssetLibrary;
#if sys
import sys.io.File;
#end
#if MOD_SUPPORT
import funkin.backend.utils.SysZip.SysZipEntry;
@@ -15,15 +20,16 @@ class ZipFolderLibrary extends AssetLibrary implements IModsAssetLibrary {
public var basePath:String;
public var modName:String;
public var libName:String;
public var useImageCache:Bool = false;
public var prefix = 'assets/';
public var zip:SysZip;
public var assets:Map<String, SysZipEntry> = [];
public var lowerCaseAssets:Map<String, SysZipEntry> = [];
public var nameMap:Map<String, String> = [];
public function new(basePath:String, libName:String, ?modName:String) {
public var PRELOAD_VIDEOS:Bool = true;
public function new(basePath:String, libName:String, ?modName:String, ?preloadVideos:Bool = true) {
this.libName = libName;
this.basePath = basePath;
@@ -31,21 +37,59 @@ class ZipFolderLibrary extends AssetLibrary implements IModsAssetLibrary {
this.modName = (modName == null) ? libName : modName;
zip = SysZip.openFromFile(basePath);
zip.read();
for(entry in zip.entries) {
lowerCaseAssets[entry.fileName.toLowerCase()] = assets[entry.fileName.toLowerCase()] = assets[entry.fileName] = entry;
nameMap.set(entry.fileName.toLowerCase(), entry.fileName);
if (entry.fileName.length < 0 || entry.fileName.endsWith("/")) continue;
var name:String = entry.fileName.toLowerCase(); // calling .toLowerCase a million times is never the solution
lowerCaseAssets[name] = assets[name] = assets[entry.fileName] = entry;
nameMap.set(name, entry.fileName);
}
super();
isCompressed = true;
// don't override default value of true if the file exists.
// by default `PRELOAD_VIDEOS` is true so you will never need to add this file, but in the case of it being false this is a backup method.
PRELOAD_VIDEOS = (!PRELOAD_VIDEOS) ? exists("assets/data/PRECACHE_VIDEOS", "TEXT") : PRELOAD_VIDEOS;
// if (PRELOAD_VIDEOS) precacheVideos(); // we do this in `MainState` now to handle for `Flags.VIDEO_EXT` :)
}
public function precacheVideos() {
_videoExtensions = [Flags.VIDEO_EXT];
videoCacheRemap = [];
for (entry in zip.entries) {
var name = entry.fileName.toLowerCase();
if (_videoExtensions.contains(Path.extension(name))) getPath(prefix+name);
}
var count:Int = 0;
for (_ in videoCacheRemap.keys()) count++;
if (count <= 0) return;
trace('Precached $count video${(count == 1) ? "" : "s"}');
}
// Now we have supports for videos in ZIP!!
public var _videoExtensions:Array<String> = [Flags.VIDEO_EXT];
public var videoCacheRemap:Map<String, String> = [];
public function getVideoRemap(originalPath:String):String {
if (!_videoExtensions.contains(Path.extension(_parsedAsset))) return originalPath;
if (videoCacheRemap.exists(originalPath)) return videoCacheRemap.get(originalPath);
// We adding the length of the string to counteract folder in folder naming duplicates.
var newPath = './.temp/${_parsedAsset.length}-zipvideo-${_parsedAsset.split("/").pop()}';
File.saveBytes(newPath, unzip(assets[_parsedAsset]));
videoCacheRemap.set(originalPath, newPath);
return newPath;
}
function toString():String {
return '(ZipFolderLibrary: $libName/$modName)';
return '(ZipFolderLibrary: $libName/$modName | ${zip.entries.length} entries | Detected Video Extensions: ${_videoExtensions.join(", ")})';
}
public var _parsedAsset:String;
public override function getAudioBuffer(id:String):AudioBuffer {
__parseAsset(id);
return AudioBuffer.fromBytes(unzip(assets[_parsedAsset]));
@@ -68,15 +112,12 @@ class ZipFolderLibrary extends AssetLibrary implements IModsAssetLibrary {
return getAssetPath();
}
public inline function unzip(f:SysZipEntry)
return f == null ? null : zip.unzipEntry(f);
public inline function unzip(f:SysZipEntry) return (f == null) ? null : zip.unzipEntry(f);
public function __parseAsset(asset:String):Bool {
if (!asset.startsWith(prefix)) return false;
_parsedAsset = asset.substr(prefix.length);
if(ModsFolder.useLibFile) {
if (ModsFolder.useLibFile) {
var file = new haxe.io.Path(_parsedAsset);
if(file.file.startsWith("LIB_")) {
var library = file.file.substr(4);
@@ -87,8 +128,7 @@ class ZipFolderLibrary extends AssetLibrary implements IModsAssetLibrary {
}
_parsedAsset = _parsedAsset.toLowerCase();
if(nameMap.exists(_parsedAsset))
_parsedAsset = nameMap.get(_parsedAsset);
if (nameMap.exists(_parsedAsset)) _parsedAsset = nameMap.get(_parsedAsset);
return true;
}
@@ -103,9 +143,8 @@ class ZipFolderLibrary extends AssetLibrary implements IModsAssetLibrary {
return assets[_parsedAsset] != null;
}
private function getAssetPath() {
trace('[ZIP]$basePath/$_parsedAsset');
return '[ZIP]$basePath/$_parsedAsset';
private inline function getAssetPath() {
return getVideoRemap('$basePath/$_parsedAsset');
}
// TODO: rewrite this to 1 function, like ModsFolderLibrary
@@ -154,14 +193,6 @@ class ZipFolderLibrary extends AssetLibrary implements IModsAssetLibrary {
return content;
}
// Backwards compat
@:noCompletion public var zipPath(get, set):String;
@:noCompletion private inline function get_zipPath():String {
return basePath;
}
@:noCompletion private inline function set_zipPath(value:String):String {
return basePath = value;
}
public override function list(type:String):Array<String> { return [for(k=>e in nameMap) '$prefix$e']; }
}
#end
+9 -4
View File
@@ -222,7 +222,7 @@ class Chart {
}
#end
var loadedMeta = loadChartMeta(songName, variant, base.fromMods, false);
var loadedMeta = loadChartMeta(songName, variant, difficulty, base.fromMods, false);
if (base.meta == null) base.meta = loadedMeta;
else {
for (field in Reflect.fields(base.meta)) {
@@ -278,9 +278,13 @@ class Chart {
var filteredChart = filterChartForSaving(chart, saveSettings.saveMetaInChart, saveSettings.saveLocalEvents, saveSettings.saveGlobalEvents && saveSettings.seperateGlobalEvents != true);
#if sys
var songPath = saveSettings.songFolder == null ? 'songs/${chart.meta.name}' : saveSettings.songFolder, variantSuffix = variant != null && variant != "" ? '-$variant' : "";
var metaPath = 'meta$variantSuffix.json', prettyPrint = saveSettings.prettyPrint == true ? Flags.JSON_PRETTY_PRINT : null, temp:String;
if ((temp = Paths.assetsTree.getPath('assets/$songPath/$metaPath')) != null) {
var songPath = saveSettings.songFolder == null ? 'songs/${chart.meta.name}' : saveSettings.songFolder, variantSuffix = variant != null && variant != "" ? '-$variant' : "", difficultySuffix = difficulty != null && difficulty != "" ? '-$difficulty' : "";
var metaPath = 'meta$variantSuffix.json', altMetaPath = 'meta${variantSuffix}${difficultySuffix}.json', prettyPrint = saveSettings.prettyPrint == true ? Flags.JSON_PRETTY_PRINT : null, temp:String;
if ((temp = Paths.assetsTree.getPath('assets/$songPath/$altMetaPath')) != null) { //check for difficulty specific
songPath = temp.substr(0, temp.length - altMetaPath.length - 1);
metaPath = temp;
}
else if ((temp = Paths.assetsTree.getPath('assets/$songPath/$metaPath')) != null) {
songPath = temp.substr(0, temp.length - metaPath.length - 1);
metaPath = temp;
}
@@ -300,6 +304,7 @@ class Chart {
var eventsPath = '$songPath/events$variantSuffix.json', events = filterEventsForSaving(chart.events, false, true);
if (events.length != 0) CoolUtil.safeSaveFile(eventsPath, Json.stringify({events: events}, null, prettyPrint));
else if (FileSystem.exists(eventsPath)) FileSystem.deleteFile(eventsPath); // If there's no events to save, then get rid of the file (if it exists already).
}
#end
+8 -4
View File
@@ -75,7 +75,7 @@ class EventsData {
defValue: "In"
},
{name: "Mode", type: TDropDown(['direct', 'stage']), defValue: "direct"},
{name: "Multiplicative?", type: TBool, defValue: true}
{name: "Multiplicative?", type: TBool, defValue: false}
],
"Camera Modulo Change" => [
{name: "Modulo Interval", type: TInt(1, 9999999, 1), defValue: 4},
@@ -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);
@@ -177,7 +179,8 @@ class EventsData {
finalParams.push({
name: paramData.name,
type: hscriptInterp.expr(hscriptParser.parseString(paramData.type)),
defValue: paramData.defaultValue
defValue: paramData.defaultValue,
saveIfDefault: paramData.saveIfDefault
});
} catch (e) {trace('Error parsing event param ${paramData.name} - ${eventName}: $e'); finalParams.push(null);}
}
@@ -194,6 +197,7 @@ typedef EventInfoFile = {
var name:String;
var type:String;
var defaultValue:Dynamic;
var ?saveIfDefault:Bool;
}>;
}
+1 -1
View File
@@ -60,7 +60,7 @@ class PsychParser {
note.time, // TIME
note.id, // DATA
note.sLen, // SUSTAIN LENGTH
chart.noteTypes.getDefault([""])[note.type] // NOTE TYPE
chart.noteTypes.getDefault([""])[note.type - 1] // NOTE TYPE
];
if ((swagSection.mustHitSection && strumLine.type == OPPONENT) ||
+24 -24
View File
@@ -55,9 +55,6 @@ class GlobalScript {
reloading = false;
MusicBeatState.ALLOW_DEV_RELOAD = _lastAllow_Reload;
}
if (PlayerSettings.solo.controls.DEV_CONSOLE)
NativeAPI.allocConsole();
});
FlxG.signals.preDraw.add(function() {
call("preDraw");
@@ -106,38 +103,41 @@ class GlobalScript {
});
}
public static function event<T:CancellableEvent>(name:String, event:T):T {
if (scripts != null)
scripts.event(name, event);
return event;
}
public static function call(name:String, ?args:Array<Dynamic>) {
if (scripts != null)
scripts.call(name, args);
}
public static function onModSwitch(newMod:String) {
call("destroy");
scripts = FlxDestroyUtil.destroy(scripts);
destroy();
scripts = new ScriptPack("GlobalScript");
for (i in funkin.backend.assets.ModsFolder.getLoadedMods()) {
var path = Paths.script('data/global/LIB_$i');
for (lib in funkin.backend.assets.ModsFolder.getLoadedModsLibs()) {
var modName = lib.modName;
var path = Paths.script('data/global/LIB_$modName');
var script = Script.create(path);
if (script is DummyScript)
continue;
script.remappedNames.set(script.fileName, '$i:${script.fileName}');
if (script is DummyScript) continue;
script.remappedNames.set(script.fileName, '$modName:${script.fileName}');
// so you can get the current mod's library in GloablScript :)
// you should not make this a static variable then all scripts will try to reference the 1 static variable, which will be overwritten :yoikes:
script.set("MOD_LIBRARY", lib);
scripts.add(script);
script.load();
}
}
public static function beatHit(curBeat:Int) {
call("beatHit", [curBeat]);
public static inline function event<T:CancellableEvent>(name:String, event:T):T {
if (scripts != null)
scripts.event(name, event);
return event;
}
public static function stepHit(curStep:Int) {
public static inline function call(name:String, ?args:Array<Dynamic>)
if (scripts != null) scripts.call(name, args);
public static inline function beatHit(curBeat:Int)
call("beatHit", [curBeat]);
public static inline function stepHit(curStep:Int)
call("stepHit", [curStep]);
public static inline function destroy() if (scripts != null) {
call("destroy");
scripts = FlxDestroyUtil.destroy(scripts);
}
}
#end
+20 -1
View File
@@ -34,6 +34,7 @@ class HScript extends Script {
__importedPaths = [path];
interp.errorHandler = _errorHandler;
interp.warnHandler = _warnHandler;
interp.importFailedCallback = importFailedCallback;
interp.staticVariables = Script.staticVariables;
interp.allowStaticVariables = interp.allowPublicVariables = true;
@@ -63,7 +64,7 @@ class HScript extends Script {
return this;
}
private function importFailedCallback(cl:Array<String>):Bool {
private function importFailedCallback(cl:Array<String>, ?asName:String):Bool {
if(_importFailedCallback(cl, "source/") || _importFailedCallback(cl, "")) {
return true;
}
@@ -117,6 +118,24 @@ class HScript extends Script {
], ERROR);
}
private function _warnHandler(error:Error) {
var fileName = error.origin;
var oldfn = '$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;
}
@@ -1,14 +1,8 @@
package funkin.backend.scripting;
#if ALLOW_MULTITHREADING
import sys.thread.Thread;
#end
import hscript.IHScriptCustomBehaviour;
class MultiThreadedScript implements IFlxDestroyable implements IHScriptCustomBehaviour {
var thread:#if ALLOW_MULTITHREADING Thread #else Dynamic #end;
/**
* Script being ran.
*/
@@ -46,13 +40,6 @@ class MultiThreadedScript implements IFlxDestroyable implements IHScriptCustomBe
script.load();
#if ALLOW_MULTITHREADING
thread = Thread.createWithEventLoop(function() {
// Prevent the thread from being auto deleted
Thread.current().events.promise();
});
#end
__variables = Type.getInstanceFields(Type.getClass(this));
}
@@ -69,7 +56,7 @@ class MultiThreadedScript implements IFlxDestroyable implements IHScriptCustomBe
public function call(func:String, args:Array<Dynamic>) {
#if ALLOW_MULTITHREADING
thread.events.run(function() {
funkin.backend.utils.ThreadUtil.execAsync(() -> {
callEnded = false;
returnValue = script.call(func, args);
callEnded = true;
@@ -85,13 +72,5 @@ class MultiThreadedScript implements IFlxDestroyable implements IHScriptCustomBe
script.call("destroy");
script.destroy();
}
#if ALLOW_MULTITHREADING
if (thread != null) {
thread.events.runPromised(function() {
// close the thing
});
}
#end
}
}
+9 -2
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,
@@ -86,9 +91,10 @@ class Script extends FlxBasic implements IFlxDestroyable {
"FunkinShader" => funkin.backend.shaders.FunkinShader,
"CustomShader" => funkin.backend.shaders.CustomShader,
"FunkinText" => funkin.backend.FunkinText,
"FlxAnimate" => funkin.backend.FlxAnimate,
"FlxAnimate" => animate.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,
@@ -96,6 +102,7 @@ class Script extends FlxBasic implements IFlxDestroyable {
#if sys "ZipUtil" => funkin.backend.utils.ZipUtil, #end
"MarkdownUtil" => funkin.backend.utils.MarkdownUtil,
"EngineUtil" => funkin.backend.utils.EngineUtil,
"ThreadUtil" => funkin.backend.utils.ThreadUtil,
"MemoryUtil" => funkin.backend.utils.MemoryUtil,
"BitmapUtil" => funkin.backend.utils.BitmapUtil,
@@ -395,4 +402,4 @@ class Script extends FlxBasic implements IFlxDestroyable {
* Called when the script is loaded.
*/
public function onLoad() {}
}
}
@@ -4,7 +4,6 @@ import flixel.util.FlxDestroyUtil.IFlxDestroyable;
@:allow(funkin.backend.scripting.ScriptPack)
@:autoBuild(funkin.backend.system.macros.EventMacro.build())
@:noCustomClass
class CancellableEvent implements IFlxDestroyable {
@:dox(hide) public var cancelled:Bool = false;
@:dox(hide) private var __continueCalls:Bool = true;
@@ -54,4 +53,4 @@ class CancellableEvent implements IFlxDestroyable {
public function destroy() {
data = null;
}
}
}
@@ -0,0 +1,96 @@
package funkin.backend.scripting.events.gameplay;
import flixel.math.FlxPoint;
import flixel.tweens.FlxTween;
final class RatingsShowEvent extends CancellableEvent
{
/**
* Rating sprite (may be null)
*/
public var ratingSprite:Null<FlxSprite>;
/**
* Number sprite (may be null)
*/
public var numberSprite:Null<FlxSprite>;
/**
* Combo sprite (may be null)
*/
public var comboSprite:Null<FlxSprite>;
/**
* Scale of combo numbers. (may be null)
*/
public var numScale:Null<Float> = 0.5;
/**
* Whenever antialiasing should be enabled on combo numbers. (may be null)
*/
public var numAntialiasing:Null<Bool> = true;
/**
* Scale of the rating sprites. (may be null)
*/
public var ratingScale:Null<Float> = 0.7;
/**
* Whenever antialiasing should be enabled on ratings. (may be null)
*/
public var ratingAntialiasing:Null<Bool> = true;
/**
* Prefix of the rating sprite path. Defaults to "game/score/"
*/
public var ratingPrefix:String;
/**
* Suffix of the rating sprite path.
*/
public var ratingSuffix:String;
/**
* The sprite's acceleration.
*/
public var acceleration:Float;
/**
* A FlxPoint which x or y properties preposition the sprites current velocity.
*/
public var velocity:FlxPoint;
/**
* The duration of the sprite's alpha tween.
*/
public var tweenDuration:Float;
/**
* The start delay of the sprite's alpha tween.
*/
public var startDelay:Float;
/**
* Whenever the Rating sprites should be shown or not.
*/
public var displayRating:Bool;
/**
* Whenever the Rating sprites should be shown or not.
*/
public var displayNumbers:Bool;
/**
* Whenever the Combo sprite should be shown or not (like old Week 7 patches).
*/
public var displayCombo:Bool;
/**
* Whether the sprite should be tweened or not.
*/
public var playTween:Bool;
/**
* The amount of spacing for the combo numbers. (may be null)
*/
public var numSpacing:Null<Float>;
/**
* The position of the sprite.
*/
public var position:FlxPoint;
/**
* Whether to reset the sprite or not.
*/
public var resetSprite:Bool;
/**
* The rating name of the rating sprite. (may be null)
*/
public var rating:Null<String>;
/**
* The FlxTween instance. (null before "onPostRatingsShown")
*/
public var tween:Null<FlxTween>;
}
@@ -11,6 +11,7 @@ final class NoteHitEvent extends CancellableEvent {
@:dox(hide) public var unmuteVocals:Bool = true;
@:dox(hide) public var enableCamZooming:Bool = true;
@:dox(hide) public var autoHitLastSustain:Bool = true;
@:dox(hide) public var clipSustain:Bool = true;
/**
* Whenever a miss should be added.
@@ -33,11 +34,11 @@ final class NoteHitEvent extends CancellableEvent {
/**
* Whenever the Rating sprites should be shown or not.
*/
public var displayRating:Bool;
public var displayRating:Null<Bool>;
/**
* Whenever the Combo sprite should be shown or not (like old Week 7 patches).
*/
public var displayCombo:Bool;
public var displayCombo:Null<Bool>;
/**
* Note that has been pressed
*/
@@ -65,11 +66,11 @@ final class NoteHitEvent extends CancellableEvent {
/**
* Prefix of the rating sprite path. Defaults to "game/score/"
*/
public var ratingPrefix:String;
public var ratingPrefix:Null<String>;
/**
* Suffix of the rating sprite path.
*/
public var ratingSuffix:String;
public var ratingSuffix:Null<String>;
/**
* Direction of the press (0 = Left, 1 = Down, 2 = Up, 3 = Right)
*/
@@ -97,19 +98,19 @@ final class NoteHitEvent extends CancellableEvent {
/**
* Scale of combo numbers.
*/
public var numScale:Float = 0.5;
public var numScale:Null<Float>;
/**
* Whenever antialiasing should be enabled on combo number.
*/
public var numAntialiasing:Bool = true;
public var numAntialiasing:Null<Bool>;
/**
* Scale of ratings.
*/
public var ratingScale:Float = 0.7;
public var ratingScale:Null<Float>;
/**
* Whenever antialiasing should be enabled on ratings.
*/
public var ratingAntialiasing:Bool = true;
public var ratingAntialiasing:Null<Bool>;
/**
* Whenever the animation should be forced to play (if it's null it will be forced based on the sprite's data xml, if it has one).
*/
@@ -145,6 +146,13 @@ final class NoteHitEvent extends CancellableEvent {
deleteNote = true;
}
/**
* Prevents the sustain from being cut. Only works if the note is a sustain.
*/
public function preventSustainClip() {
clipSustain = false;
}
/**
* Prevents the vocals volume from being set to 1 after pressing the note.
*/
@@ -0,0 +1,766 @@
package funkin.backend.shaders;
import haxe.Timer;
import openfl.filters.BitmapFilter;
import openfl.filters.BitmapFilterShader;
import openfl.display.BitmapData;
import openfl.display.DisplayObjectRenderer;
import openfl.display.BlendMode;
import openfl.display.Shader;
import openfl.geom.Point;
import openfl.geom.Rectangle;
/**
This BloomEffect was modified by heihua based on openfl.filters.BlurFilter.
The BloomEffect class applies a bloom/glow visual effect to display objects.
A bloom effect extracts bright areas from an image, blurs them, and combines
them back to create a glowing halo around bright objects. This effect is
commonly used to simulate intense light, emissive materials, or to add a
dreamy, atmospheric quality to scenes.
The effect consists of three stages:
1. Extraction - Bright pixels above a threshold are extracted
2. Blurring - The extracted bright areas are blurred horizontally and vertically
3. Combination - The blurred result is blended back with the original image
**/
@:noCustomClass
class BloomEffect extends BitmapFilter
{
@:noCompletion private static var __blurShader:BlurShader;
@:noCompletion private static var __combineShader:CombineShader;
@:noCompletion private static var __extractShader:ExtractShader;
@:noCompletion private static var __extractLowShader:ExtractLowShader;
/**
Values that are a power of 2 (such as 2, 4, 8, 16 and 32) are optimized to render
more quickly than other values.
**/
public var blurX(get, set):Float;
/**
Values that are a power of 2 (such as 2, 4, 8, 16 and 32) are optimized to render
more quickly than other values.
**/
public var blurY(get, set):Float;
/**
The downscaling factor for bloom rendering. Higher values significantly reduce
GPU performance cost, but setting values too high may cause noticeable flickering.
Recommended range is 8-24.
**/
public var quality(get, set):Float;
/**
The intensity of the bloom effect. Higher values produce more pronounced bloom.
**/
public var strength(get, set):Float;
/**
The brightness threshold for bloom extraction. Pixels brighter than this value
will contribute to the bloom effect. Value range is 0.0 to 1.0.
**/
public var threshold(get, set):Float;
/**
The smoothness of the threshold transition in blur shader.
Higher values create a smoother transition for brightness correction.
Value range is 0.0 to 1.0. Default is 0.1.
**/
public var smoothness(get, set):Float;
/**
Enables extended rendering area to avoid edge artifacts. Enabling this option
will increase performance cost. Generally not required when rendering to camera.
**/
public var extension(get, set):Bool;
/**
Low-quality pixel sampling mode. Disabling it significantly reduces screen flickering,
with minimal performance impact on desktop platforms but a higher
performance cost on non-desktop platforms.
**/
public var useLowQualityExtract(get, set):Bool;
/**
The weights for calculating brightness (RGB to grayscale).
Order: [Red, Green, Blue]. Default is [0.2126, 0.7152, 0.0722].
**/
public var weights(get, set):Array<Float>;
/**
The blend mode used when combining the bloom with the original image.
BlendMode currently supports: (BlendMode.ADD, BlendMode.ALPHA, BlendMode.HARDLIGHT,
BlendMode.LIGHTEN, BlendMode.MULTIPLY, BlendMode.OVERLAY, BlendMode.SCREEN,
BlendMode.COLORDODGE, BlendMode.SOFTLIGHT).
Default is BlendMode.ADD.
**/
public var blendMode(get, set):BlendMode;
@:noCompletion private var __blurX:Float;
@:noCompletion private var __blurY:Float;
@:noCompletion private var __horizontalPasses:Int;
@:noCompletion private var __quality:Float;
@:noCompletion private var __verticalPasses:Int;
@:noCompletion private var __strength:Float;
@:noCompletion private var __threshold:Float;
@:noCompletion private var __smoothness:Float;
@:noCompletion private var __extension:Bool;
@:noCompletion private var __useLowQualityExtract:Bool;
@:noCompletion private var __weights:Array<Float>;
@:noCompletion private var __blendMode:BlendMode;
#if openfljs
@:noCompletion private static function __init__()
{
untyped Object.defineProperties(BloomEffect.prototype, {
"blurX": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_blurX (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_blurX (v); }")
},
"blurY": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_blurY (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_blurY (v); }")
},
"quality": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_quality (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_quality (v); }")
},
"strength": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_strength (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_strength (v); }")
},
"threshold": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_threshold (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_threshold (v); }")
},
"useLowQualityExtract": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_useLowQualityExtract (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_useLowQualityExtract (v); }")
},
"weights": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_weights (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_weights (v); }")
},
"blendMode": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_blendMode (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_blendMode (v); }")
},
});
}
#end
/**
Initializes the bloom filter with the specified parameters.
@param blurX The amount to blur horizontally.
@param blurY The amount to blur vertically.
@param quality The downscaling factor for bloom rendering (higher values reduce
GPU cost but may cause flickering if too high).
@param strength The intensity of the bloom effect.
@param threshold The brightness threshold for bloom extraction (0.0 to 1.0).
@param smoothness The smoothness of threshold transition in blur (0.0 to 1.0).
@param useLowQualityExtract Enables performance-optimized extraction with
potentially more flickering.
**/
public function new(blurX:Float = 50, blurY:Float = 50, quality:Float = 8, strength:Float = 0.6, threshold:Float = 0.6, smoothness:Float = 0.1, useLowQualityExtract:Bool = true)
{
super();
if (__blurShader == null) __blurShader = new BlurShader();
if (__combineShader == null) __combineShader = new CombineShader();
if (__extractShader == null) __extractShader = new ExtractShader();
if (__extractLowShader == null) __extractLowShader = new ExtractLowShader();
this.blurX = blurX;
this.blurY = blurY;
this.quality = quality;
this.strength = strength;
this.threshold = threshold;
this.smoothness = smoothness;
this.extension = false;
this.useLowQualityExtract = useLowQualityExtract;
this.weights = [0.2126, 0.7152, 0.0722];
this.blendMode = BlendMode.ADD;
__needSecondBitmapData = true;
__preserveObject = true;
__renderDirty = true;
}
public override function clone():BitmapFilter
{
var cloned = new BloomEffect(__blurX, __blurY, __quality, __strength, __threshold, __smoothness, __useLowQualityExtract);
cloned.weights = __weights != null ? __weights.copy() : [0.2126, 0.7152, 0.0722];
cloned.blendMode = __blendMode;
return cloned;
}
@:noCompletion private override function __applyFilter(bitmapData:BitmapData, sourceBitmapData:BitmapData, sourceRect:Rectangle, destPoint:Point):BitmapData
{
trace("Due to technical limitations, I'm unable to implement the bitmapData rendering method. If you know how to implement it, you're welcome to contribute this feature.");
return sourceBitmapData;
}
@:noCompletion private override function __initShader(renderer:DisplayObjectRenderer, pass:Int, sourceBitmapData:BitmapData):Shader
{
final numBlurPasses = __horizontalPasses + __verticalPasses;
switch pass
{
case 0:
if (__useLowQualityExtract)
{
__extractLowShader.uThreshold.value[0] = __threshold;
__extractLowShader.uSmoothness.value[0] = __smoothness;
__extractLowShader.uQuality.value[0] = __quality;
__extractLowShader.uWeights.value = __weights;
return __extractLowShader;
}
else
{
__extractShader.uThreshold.value[0] = __threshold;
__extractShader.uSmoothness.value[0] = __smoothness;
__extractShader.uQuality.value[0] = __quality;
__extractShader.uWeights.value = __weights;
return __extractShader;
}
case _ if (pass <= numBlurPasses):
final blurPass = pass - 1;
final isHorizontal = blurPass < __horizontalPasses;
final scalePass = isHorizontal ? blurPass : blurPass - __horizontalPasses;
final scale = Math.pow(0.5, scalePass >> 1);
final blurRadius = isHorizontal ? blurX * scale : blurY * scale;
if (isHorizontal)
{
__blurShader.uRadius.value[0] = blurRadius / __quality;
__blurShader.uRadius.value[1] = 0.0;
}
else
{
__blurShader.uRadius.value[0] = 0.0;
__blurShader.uRadius.value[1] = blurRadius / __quality;
}
__blurShader.uQuality.value[0] = __quality;
__blurShader.uStrength.value[0] = Math.pow(__strength, 1.0 / numBlurPasses);
return __blurShader;
default:
__combineShader.sourceBitmap.input = sourceBitmapData;
__combineShader.uThreshold.value[0] = __threshold;
__combineShader.uQuality.value[0] = __quality;
__combineShader.uBlendMode.value[0] = cast __blendMode;
return __combineShader;
}
}
// Get & Set Methods
@:noCompletion private function get_blurX():Float
{
return __blurX;
}
@:noCompletion private function set_blurX(value:Float):Float
{
if (value != __blurX)
{
__blurX = value;
__renderDirty = true;
if (!__extension)
{
// Setting it to 1 prevents bloom flickering at the screen edges
__leftExtension = 1;
__rightExtension = 1;
}
else
{
__leftExtension = (value > 0 ? Math.ceil(value) : 0);
__rightExtension = __leftExtension;
}
__horizontalPasses = (value <= 0) ? 0 : Math.ceil(value * 0.0625 / quality) + 1;
__numShaderPasses = __horizontalPasses + __verticalPasses + 2;
}
return value;
}
@:noCompletion private function get_blurY():Float
{
return __blurY;
}
@:noCompletion private function set_blurY(value:Float):Float
{
if (value != __blurY)
{
__blurY = value;
__renderDirty = true;
if (!__extension)
{
// Setting it to 1 prevents bloom flickering at the screen edges
__topExtension = 1;
__bottomExtension = 1;
}
else
{
__topExtension = (value > 0 ? Math.ceil(value) : 0);
__bottomExtension = __topExtension;
}
__verticalPasses = (value <= 0) ? 0 : Math.ceil(value * 0.0625 / quality) + 1;
__numShaderPasses = __horizontalPasses + __verticalPasses + 2;
}
return value;
}
@:noCompletion private function get_quality():Float
{
return __quality;
}
@:noCompletion private function set_quality(value:Float):Float
{
__horizontalPasses = (__blurX <= 0) ? 0 : Math.round(__blurX * 0.125 / value) + 1;
__verticalPasses = (__blurY <= 0) ? 0 : Math.round(__blurY * 0.125 / value) + 1;
__numShaderPasses = __horizontalPasses + __verticalPasses + 2;
if (value != __quality)
__renderDirty = true;
return __quality = value;
}
@:noCompletion private function get_strength():Float
{
return __strength;
}
@:noCompletion private function set_strength(value:Float):Float
{
if (value != __strength)
{
__strength = value;
__renderDirty = true;
}
return value;
}
@:noCompletion private function get_threshold():Float
{
return __threshold;
}
@:noCompletion private function set_threshold(value:Float):Float
{
if (value != __threshold)
{
__threshold = value;
__renderDirty = true;
}
return value;
}
@:noCompletion private function get_smoothness():Float
{
return __smoothness;
}
@:noCompletion private function set_smoothness(value:Float):Float
{
if (value != __smoothness)
{
__smoothness = value;
__renderDirty = true;
}
return value;
}
@:noCompletion private function get_extension():Bool
{
return __extension;
}
@:noCompletion private function set_extension(value:Bool):Bool
{
if (value != __extension)
{
__extension = value;
if (!value)
__leftExtension = __rightExtension = __topExtension = __bottomExtension = 0;
else
{
__leftExtension = __rightExtension = (__blurX > 0 ? Math.ceil(__blurX) : 0);
__topExtension = __bottomExtension = (__blurY > 0 ? Math.ceil(__blurY) : 0);
}
__renderDirty = true;
}
return value;
}
@:noCompletion private function get_useLowQualityExtract():Bool
{
return __useLowQualityExtract;
}
@:noCompletion private function set_useLowQualityExtract(value:Bool):Bool
{
if (value != __useLowQualityExtract)
{
__useLowQualityExtract = value;
__renderDirty = true;
}
return value;
}
@:noCompletion private function get_weights():Array<Float>
{
return __weights;
}
@:noCompletion private function set_weights(value:Array<Float>):Array<Float>
{
if (value != __weights)
{
__weights = value;
__renderDirty = true;
}
return value;
}
@:noCompletion private function get_blendMode():BlendMode
{
return __blendMode;
}
@:noCompletion private function set_blendMode(value:BlendMode):BlendMode
{
if (value != __blendMode)
{
__blendMode = value;
__renderDirty = true;
}
return value;
}
}
private class BlurShader extends BitmapFilterShader
{
@:glFragmentSource("
uniform sampler2D openfl_Texture;
uniform float uStrength;
varying mat2 vBlurCoord0;
varying mat2 vBlurCoord1;
varying vec2 vBlurCoord2;
varying mat2 vBlurCoord3;
varying mat2 vBlurCoord4;
varying float invQuality;
void main(void) {
if ((all(greaterThanEqual(vBlurCoord2, vec2(0.0))) && all(lessThanEqual(vBlurCoord2, vec2(1.0)))) == false) return;
vec4 sum = texture2D(openfl_Texture, clamp(vBlurCoord0[0], 0.0, invQuality)) * 0.028532;
sum += texture2D(openfl_Texture, clamp(vBlurCoord0[1], 0.0, invQuality)) * 0.067234;
sum += texture2D(openfl_Texture, clamp(vBlurCoord1[0], 0.0, invQuality)) * 0.124009;
sum += texture2D(openfl_Texture, clamp(vBlurCoord1[1], 0.0, invQuality)) * 0.179044;
sum += texture2D(openfl_Texture, clamp(vBlurCoord2, 0.0, invQuality)) * 0.202360;
sum += texture2D(openfl_Texture, clamp(vBlurCoord3[0], 0.0, invQuality)) * 0.179044;
sum += texture2D(openfl_Texture, clamp(vBlurCoord3[1], 0.0, invQuality)) * 0.124009;
sum += texture2D(openfl_Texture, clamp(vBlurCoord4[0], 0.0, invQuality)) * 0.067234;
sum += texture2D(openfl_Texture, clamp(vBlurCoord4[1], 0.0, invQuality)) * 0.028532;
gl_FragColor = sum * uStrength;
}
")
@:glVertexSource("
attribute vec4 openfl_Position;
attribute vec2 openfl_TextureCoord;
uniform mat4 openfl_Matrix;
uniform vec2 uRadius;
uniform vec2 uTextureSize;
uniform float uQuality;
varying mat2 vBlurCoord0;
varying mat2 vBlurCoord1;
varying vec2 vBlurCoord2;
varying mat2 vBlurCoord3;
varying mat2 vBlurCoord4;
varying float invQuality;
void main(void) {
vec4 pos = openfl_Position;
invQuality = 1.0 / uQuality;
pos.xy *= invQuality;
gl_Position = openfl_Matrix * pos;
vec2 r = uRadius / uTextureSize;
vec2 coord = openfl_TextureCoord * invQuality;
vBlurCoord0[0] = coord - r;
vBlurCoord0[1] = coord - r * 0.25;
vBlurCoord1[0] = coord - r * 0.5;
vBlurCoord1[1] = coord - r * 0.75;
vBlurCoord2 = coord;
vBlurCoord3[0] = coord + r * 0.25;
vBlurCoord3[1] = coord + r * 0.5;
vBlurCoord4[0] = coord + r * 0.75;
vBlurCoord4[1] = coord + r;
}
")
public function new()
{
super();
uStrength.value = [1.0];
uRadius.value = [0, 0];
uQuality.value = [8];
uTextureSize.value = [1, 1];
}
@:noCompletion private override function __update():Void
{
#if !macro
uTextureSize.value[0] = __texture.input.width;
uTextureSize.value[1] = __texture.input.height;
#end
super.__update();
}
}
private class ExtractLowShader extends BitmapFilterShader
{
@:glFragmentSource("
uniform sampler2D openfl_Texture;
uniform float uThreshold;
uniform float uSmoothness;
uniform vec3 uWeights;
varying vec2 vTexCoord;
void main(void) {
if ((all(greaterThanEqual(vTexCoord, vec2(0.0))) && all(lessThanEqual(vTexCoord, vec2(1.0)))) == false) return;
vec4 texel = texture2D(openfl_Texture, vTexCoord);
float brightness = min(dot(texel.rgb, uWeights), 1.0);
float mask = smoothstep(uThreshold, uThreshold + uSmoothness, brightness);
gl_FragColor = texel * mask;
}
")
@:glVertexSource("
attribute vec4 openfl_Position;
attribute vec2 openfl_TextureCoord;
uniform mat4 openfl_Matrix;
uniform vec2 openfl_TextureSize;
uniform float uQuality;
varying vec2 vTexCoord;
void main(void) {
vec4 pos = openfl_Position;
pos.xy /= uQuality;
gl_Position = openfl_Matrix * pos;
vTexCoord = openfl_TextureCoord;
}
")
public function new()
{
super();
uThreshold.value = [0.6];
uSmoothness.value = [0.1];
uQuality.value = [8];
uWeights.value = [0.2126, 0.7152, 0.0722];
}
}
private class ExtractShader extends BitmapFilterShader
{
@:glFragmentSource("
uniform sampler2D openfl_Texture;
uniform vec2 openfl_TextureSize;
uniform float uThreshold;
uniform float uSmoothness;
uniform float uQuality;
uniform vec3 uWeights;
varying vec2 vTexCoord;
varying vec4 border;
void main(void) {
if ((all(greaterThanEqual(vTexCoord, border.xy)) && all(lessThanEqual(vTexCoord, border.zw))) == false) return;
float quality = floor(uQuality) / 2.0;
vec2 texelSize = 1.0 / openfl_TextureSize;
vec4 accumulated = vec4(0.0);
int sampleCount = 0;
for (float dx = -quality; dx <= quality; dx += 2.0) {
for (float dy = -quality; dy <= quality; dy += 2.0) {
vec2 sampleCoord = vTexCoord + vec2(dx, dy) * texelSize;
vec4 texel = texture2D(openfl_Texture, sampleCoord);
float brightness = min(dot(texel.rgb, uWeights), 1.0);
float mask = smoothstep(uThreshold, uThreshold + uSmoothness, brightness);
accumulated += texel * mask;
sampleCount++;
}
}
gl_FragColor = accumulated / float(sampleCount);
}
")
@:glVertexSource("
attribute vec4 openfl_Position;
attribute vec2 openfl_TextureCoord;
uniform mat4 openfl_Matrix;
uniform vec2 openfl_TextureSize;
uniform float uQuality;
varying vec2 vTexCoord;
varying vec4 border;
void main(void) {
vec4 pos = openfl_Position;
pos.xy /= uQuality;
vec2 size = 1.0 / openfl_TextureSize * uQuality;
border = vec4(size, vec2(1.0) - size);
gl_Position = openfl_Matrix * pos;
vTexCoord = openfl_TextureCoord;
}
")
public function new()
{
super();
uThreshold.value = [0.6];
uSmoothness.value = [0.1];
uQuality.value = [8];
uWeights.value = [0.2126, 0.7152, 0.0722];
}
}
private class CombineShader extends BitmapFilterShader
{
@:glFragmentSource("
uniform sampler2D openfl_Texture;
uniform sampler2D sourceBitmap;
uniform float uThreshold;
uniform int uBlendMode;
varying vec4 textureCoords;
vec4 blendScreen(vec4 src, vec4 bloom) {
return vec4(1.0) - (vec4(1.0) - src) * (vec4(1.0) - bloom);
}
vec4 blendMultiply(vec4 src, vec4 bloom) {
return src * bloom;
}
vec4 blendLighten(vec4 src, vec4 bloom) {
return max(src, bloom);
}
vec4 blendOverlay(vec4 src, vec4 bloom) {
vec4 result = vec4(0.0);
for (int i = 0; i < 4; i++) {
if (src[i] < 0.5) {
result[i] = 2.0 * src[i] * bloom[i];
} else {
result[i] = 1.0 - 2.0 * (1.0 - src[i]) * (1.0 - bloom[i]);
}
}
return result;
}
vec4 blendColorDodge(vec4 src, vec4 bloom) {
vec4 result = vec4(0.0);
for (int i = 0; i < 4; i++) {
if (bloom[i] < 1.0) {
result[i] = min(1.0, src[i] / (1.0 - bloom[i]));
} else {
result[i] = 1.0;
}
}
return result;
}
vec4 blendSoftLight(vec4 src, vec4 bloom) {
vec4 result = vec4(0.0);
for (int i = 0; i < 4; i++) {
if (bloom[i] < 0.5) {
result[i] = src[i] - (1.0 - 2.0 * bloom[i]) * src[i] * (1.0 - src[i]);
} else {
float d = (src[i] <= 0.25) ? ((16.0 * src[i] - 12.0) * src[i] + 4.0) * src[i] : sqrt(src[i]);
result[i] = src[i] + (2.0 * bloom[i] - 1.0) * (d - src[i]);
}
}
return result;
}
vec4 blendAlpha(vec4 src, vec4 bloom) {
return src + bloom * (1.0 - src.a);
}
void main(void) {
vec4 src = texture2D(sourceBitmap, textureCoords.xy);
vec4 bloom = texture2D(openfl_Texture, textureCoords.zw);
vec4 result;
if(uBlendMode == 0)
result = src + bloom;
else if(uBlendMode == 1)
result = blendAlpha(src, bloom);
else if(uBlendMode == 5)
result = blendOverlay(src, bloom);
else if(uBlendMode == 8)
result = blendLighten(src, bloom);
else if(uBlendMode == 9)
result = blendMultiply(src, bloom);
else if(uBlendMode == 11)
result = blendOverlay(src, bloom);
else if(uBlendMode == 12)
result = blendScreen(src, bloom);
else if(uBlendMode == 15)
result = blendColorDodge(src, bloom);
else if(uBlendMode == 17)
result = blendSoftLight(src, bloom);
else
result = src + bloom;
gl_FragColor = result;
}
")
@:glVertexSource("
attribute vec4 openfl_Position;
attribute vec2 openfl_TextureCoord;
uniform mat4 openfl_Matrix;
uniform vec2 openfl_TextureSize;
uniform float uQuality;
varying vec4 textureCoords;
void main(void) {
gl_Position = openfl_Matrix * openfl_Position;
textureCoords = vec4(openfl_TextureCoord, openfl_TextureCoord / uQuality);
}
")
public function new()
{
super();
uQuality.value = [8];
uThreshold.value = [0.6];
uBlendMode.value = [0];
}
}
@@ -30,6 +30,8 @@ class ScriptableShader extends FlxBasic implements IHScriptCustomBehaviour {
if((shader is CustomShader)) scriptName = cast(shader, CustomShader).fileName;
else throw "Missing name for shader script, please provide a scriptName, or use CustomShader";
this.shader = shader;
script = Script.create(Paths.script('shaders/$scriptName'));
script.setParent(shader);
script.set("shader", shader);
+6
View File
@@ -25,6 +25,7 @@ enum Control
CHANGE_MODE;
//CHEAT;
SWITCHMOD;
FPS_COUNTER;
// Debugs
DEV_ACCESS;
@@ -161,6 +162,11 @@ class Controls extends FlxActionSet
@:pressed("switchmod") public var SWITCHMOD_HOLD(get, set): Bool;
@:justReleased("switchmod") public var SWITCHMOD_R(get, set): Bool;
@:gamepad([])
@:justPressed("fps-counter") public var FPS_COUNTER(get, set): Bool;
@:pressed("fps-counter") public var FPS_COUNTER_HOLD(get, set): Bool;
@:justReleased("fps-counter") public var FPS_COUNTER_R(get, set): Bool;
@:devModeOnly
@:gamepad([])
@:justPressed("dev-access") public var DEV_ACCESS(get, set): Bool;
+50 -19
View File
@@ -15,14 +15,20 @@ import lime.utils.AssetType;
*/
@:build(funkin.backend.system.macros.FlagMacro.build())
class Flags {
public static var overridenFlags:Map<String, Bool> = [];
// -- Codename's Addon Config --
@:bypass public static var addonFlags:Map<String, Dynamic> = [];
public static var CURRENT_API_VERSION:Int = 2;
// -- Codename's ZipFolderLibrary Config --
public static var ALLOWED_ZIP_EXTENSIONS:Array<String> = ["zip"];
// -- Codename's Mod Config --
public static var MOD_NAME:String = "";
public static var MOD_DESCRIPTION:String = "";
public static var MOD_AUTHOR:String = "";
public static var MOD_API_VERSION:Int = 1;
@:lazy public static var MOD_API_VERSION:Null<Int> = null;
public static var MOD_DOWNLOAD_LINK:String = "";
public static var MOD_DEPENDENCIES:Array<String> = [];
@@ -41,12 +47,11 @@ class Flags {
@:lazy public static var SAVE_PATH:String = haxe.macro.Compiler.getDefine("SAVE_PATH");
@:lazy public static var SAVE_NAME:String = haxe.macro.Compiler.getDefine("SAVE_NAME");
public static var CURRENT_API_VERSION:Int = 1;
public static var COMMIT_NUMBER:Int = GitCommitMacro.commitNumber;
public static var COMMIT_HASH:String = GitCommitMacro.commitHash;
public static var COMMIT_MESSAGE:String = 'Commit $COMMIT_NUMBER ($COMMIT_HASH)';
@:bypass public static var WINDOW_TITLE_USE_MOD_NAME:Bool = false;
@:lazy public static var WINDOW_TITLE_USE_MOD_NAME:Null<Bool> = null;
@:lazy public static var TITLE:String = Application.current.meta.get('name');
@:lazy public static var VERSION:String = Application.current.meta.get('version');
@@ -101,7 +106,7 @@ class Flags {
public static var DEFAULT_BEATS_PER_MEASURE:Int = 4;
public static var DEFAULT_STEPS_PER_BEAT:Int = 4;
public static var DEFAULT_LOOP_TIME:Float = 0.0;
public static var ICONS_AUTOPOSITION:Bool = true;
public static var SUPPORTED_CHART_RUNTIME_FORMATS:Array<String> = ["Legacy", "Psych Engine"];
public static var SUPPORTED_CHART_FORMATS:Array<String> = ["BaseGame"];
@@ -125,12 +130,19 @@ class Flags {
@:also(funkin.game.PlayState.opponentMode)
public static var DEFAULT_OPPONENT_MODE:Bool = false;
public static var EARLY_HIT_WINDOW_RANGE:Float = 1.0; // was 0.5 for easier early hitting, but now 1 to demotivate mashing and getting away with it.
public static var LATE_HIT_WINDOW_RANGE:Float = 1.0;
public static var SHITS_BREAK_COMBO:Bool = true;
public static var USE_LEGACY_TIMING:Null<Bool> = null;
public static var DEFAULT_NOTE_MS_LIMIT:Float = 1500;
public static var DEFAULT_NOTE_SCALE:Float = 0.7;
#if MODCHARTING_FEATURES
public static var DEFAULT_MODCHART_HOLD_SUBDIVISIONS:Int = 4;
#end
public static var SUSTAINS_AS_ONE_NOTE:Null<Bool> = null;
@:also(funkin.game.Character.FALLBACK_DEAD_CHARACTER)
public static var DEFAULT_GAMEOVER_CHARACTER:String = "bf-dead";
@@ -149,6 +161,14 @@ class Flags {
public static var DEFAULT_CAM_ZOOM_LERP:Float = 0.05;
public static var DEFAULT_HUD_ZOOM_LERP:Float = 0.05;
public static var USE_LEGACY_ZOOM_FACTOR:Null<Bool> = null;
// Font configuration
public static var DEFAULT_FONT:String = "vcr.ttf";
public static var DEFAULT_FONT_SIZE:Int = 16;
public static var DEFAULT_ALT_ANIM_SUFFIX:String = "-alt";
// to translate these you need to convert them into ids
// Resume -> pause.resume
// Restart Song -> pause.restart
@@ -169,6 +189,7 @@ 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;
@@ -272,8 +293,6 @@ class Flags {
@:bypass public static var customFlags:Map<String, String> = [];
public static function loadFromData(flags:Map<String, String>, data:String) {
WINDOW_TITLE_USE_MOD_NAME = false;
if (!(data.length > 0)) return;
var res = IniUtil.parseString(data);
@@ -290,28 +309,39 @@ class Flags {
else trace('Invalid section $name');
}
}
if (!flags.exists("WINDOW_TITLE_USE_MOD_NAME")) WINDOW_TITLE_USE_MOD_NAME = !flags.exists('TITLE') && flags.exists('MOD_NAME');
else WINDOW_TITLE_USE_MOD_NAME = parseBool(flags.get("WINDOW_TITLE_USE_MOD_NAME"));
flags.remove("WINDOW_TITLE_USE_MOD_NAME");
}
public static function loadFromDatas(datas:Array<String>) {
private static function loadPost() {
if (MOD_API_VERSION == null) MOD_API_VERSION = CURRENT_API_VERSION;
if (WINDOW_TITLE_USE_MOD_NAME == null) WINDOW_TITLE_USE_MOD_NAME = !overridenFlags.exists('TITLE') && overridenFlags.exists('MOD_NAME');
if (USE_LEGACY_TIMING == null) USE_LEGACY_TIMING = MOD_API_VERSION < 2;
if (USE_LEGACY_ZOOM_FACTOR == null) USE_LEGACY_ZOOM_FACTOR = MOD_API_VERSION < 2;
if (SUSTAINS_AS_ONE_NOTE == null) SUSTAINS_AS_ONE_NOTE = MOD_API_VERSION >= 2;
}
public static function loadFromDatas(datas:Array<String>):Map<String, String> {
var flags:Map<String, String> = [];
for(data in datas) {
if(data != null)
for (data in datas) {
if (data != null)
loadFromData(flags, data);
}
loadPost();
return flags;
}
public static function parseFlags(flags:Map<String, String>) {
for(name=>value in flags)
if(!parse(name, value))
customFlags.set(name, value);
var parsed:Bool;
for (name => value in flags) switch (name) {
case "MOD_API_VERSION":
var version = Std.parseInt(value) ?? CURRENT_API_VERSION;
if (version > MOD_API_VERSION || MOD_API_VERSION == null) MOD_API_VERSION = version;
default:
if (!(parsed = parse(name, value))) customFlags.set(name, value);
if (!overridenFlags.exists(name)) overridenFlags.set(name, parsed);
}
#if MODCHARTING_FEATURES
Options.modchartingHoldSubdivisions = DEFAULT_MODCHART_HOLD_SUBDIVISIONS;
#end
}
/**
@@ -360,5 +390,6 @@ class Flags {
parseFlags(flags);
}
}
loadPost();
}
}
}
+22 -26
View File
@@ -1,7 +1,5 @@
package funkin.backend.system;
import sys.io.File;
import sys.FileSystem;
import flixel.addons.transition.FlxTransitionSprite.GraphicTransTileDiamond;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.TransitionData;
@@ -9,20 +7,23 @@ import flixel.graphics.FlxGraphic;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.ui.FlxSoundTray;
import funkin.backend.assets.AssetSource;
import funkin.backend.assets.AssetsLibraryList;
import funkin.backend.assets.ModsFolder;
import funkin.backend.assets.AssetSource;
import funkin.backend.system.framerate.Framerate;
import funkin.backend.system.framerate.SystemInfo;
import funkin.backend.system.modules.*;
import funkin.backend.utils.ThreadUtil;
import funkin.editors.SaveWarning;
import funkin.options.PlayerSettings;
import openfl.Assets;
import openfl.Lib;
import openfl.display.Sprite;
import openfl.text.TextFormat;
import openfl.utils.AssetLibrary;
#if ALLOW_MULTITHREADING
import sys.thread.Thread;
#if sys
import sys.FileSystem;
import sys.io.File;
#end
#if android
import android.content.Context;
@@ -40,7 +41,7 @@ class Main extends Sprite
public static var scaleMode:FunkinRatioScaleMode;
#if !mobile
public static var framerateSprite:funkin.backend.system.framerate.Framerate;
public static var framerateSprite:Framerate;
#end
var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels).
@@ -58,13 +59,11 @@ class Main extends Sprite
// You can pretty much ignore everything from here on - your code should go in your states.
#if ALLOW_MULTITHREADING
public static var gameThreads:Array<Thread> = [];
#end
public static function preInit() {
funkin.backend.utils.NativeAPI.registerAsDPICompatible();
#if sys
funkin.backend.system.CommandLineHandler.parseCommandLine(Sys.args());
#end
funkin.backend.system.Main.fixWorkingDirectory();
}
@@ -79,7 +78,7 @@ class Main extends Sprite
addChild(game = new FunkinGame(gameWidth, gameHeight, MainState, Options.framerate, Options.framerate, skipSplash, startFullscreen));
#if (!mobile && !web)
addChild(framerateSprite = new funkin.backend.system.framerate.Framerate());
addChild(framerateSprite = new Framerate());
SystemInfo.init();
#end
}
@@ -97,16 +96,8 @@ class Main extends Sprite
#end;
public static var startedFromSource:Bool = #if TEST_BUILD true #else false #end;
private static var __threadCycle:Int = 0;
public static function execAsync(func:Void->Void) {
#if ALLOW_MULTITHREADING
var thread = gameThreads[(__threadCycle++) % gameThreads.length];
thread.events.run(func);
#else
func();
#end
}
// DEPRECATED
@:dox(hide) public static function execAsync(func:Void->Void) ThreadUtil.execAsync(func);
private static function getTimer():Int {
return time = Lib.getTimer();
@@ -118,10 +109,6 @@ class Main extends Sprite
MemoryUtil.init();
@:privateAccess
FlxG.game.getTimer = getTimer;
#if ALLOW_MULTITHREADING
for(i in 0...4)
gameThreads.push(Thread.createWithEventLoop(function() {Thread.current().events.promise();}));
#end
FunkinCache.init();
Paths.assetsTree = new AssetsLibraryList();
@@ -156,6 +143,7 @@ class Main extends Sprite
FlxG.signals.focusGained.add(onFocus);
FlxG.signals.preStateSwitch.add(onStateSwitch);
FlxG.signals.postStateSwitch.add(onStateSwitchPost);
FlxG.signals.postUpdate.add(onUpdate);
FlxG.mouse.useSystemCursor = true;
#if DARK_MODE_WINDOW
@@ -210,6 +198,14 @@ class Main extends Sprite
scaleMode.resetSize();
}
public static function onUpdate() {
if (PlayerSettings.solo.controls.DEV_CONSOLE)
NativeAPI.allocConsole();
if (PlayerSettings.solo.controls.FPS_COUNTER)
Framerate.debugMode = (Framerate.debugMode + 1) % 3;
}
private static function onStateSwitchPost() {
// manual asset clearing since base openfl one does'nt clear lime one
// does'nt clear bitmaps since flixel fork does it auto
+58 -18
View File
@@ -7,12 +7,14 @@ import flixel.FlxState;
import funkin.backend.assets.AssetsLibraryList;
import funkin.backend.assets.ModsFolder;
import funkin.backend.assets.ModsFolderLibrary;
import funkin.backend.assets.ZipFolderLibrary;
import funkin.backend.chart.EventsData;
import funkin.backend.system.framerate.Framerate;
import funkin.editors.ModConfigWarning;
import funkin.menus.TitleState;
import haxe.io.Path;
@dox(hide)
typedef AddonInfo = {
var name:String;
@@ -57,27 +59,43 @@ class MainState extends FlxState {
var _highPriorityAddons:Array<AddonInfo> = [];
var _noPriorityAddons:Array<AddonInfo> = [];
var quick_modsPath = ModsFolder.modsPath + ModsFolder.currentModFolder;
// handing if the loading mod (before it's properly loaded) is a compressed mod
// we just need to use `Paths.assetsTree.hasCompressedLibrary` to complete valid checks for actual loaded compressed mods
var isZipMod = false;
// If we know it's a compressed mod, then we can check if it's using the `cnemod` folder path.
// All it is really is a folder with the mod's name, then a compressed file called "cnemod.[zip|7z|rar|etc]"
var isCneMod = false;
// We are doing it like this because think about it: it's 1 for loop lol
// We just need to know if any of these values is true, so if only one is true and we are not close to being done in the loop, that's fine.
//
for (ext in Flags.ALLOWED_ZIP_EXTENSIONS) {
if (FileSystem.exists(quick_modsPath+"."+ext)) isZipMod = true;
if (FileSystem.exists(quick_modsPath+"/cnemod."+ext)) isCneMod = true;
if (isZipMod && isCneMod) break;
}
// We get the addons folder from relative space (`./`) and then our mod's addons.
var addonPaths = [
ModsFolder.addonsPath,
(
ModsFolder.currentModFolder != null ?
ModsFolder.modsPath + ModsFolder.currentModFolder + "/addons/" :
null
// So to check the mod's addons folder, we need to decompress it. Which is impossible* in this stage of the loading library process.
// TODO: Write a function when the library is loaded to decompress the contents and then load the libraries :)
( (ModsFolder.currentModFolder != null && !isZipMod) ?
quick_modsPath + "/addons/" : null
)
];
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)) {
switch(Path.extension(addon).toLowerCase()) {
case 'zip':
addon = Path.withoutExtension(addon);
default:
continue;
}
for (addon in FileSystem.readDirectory(path)) {
if (!FileSystem.isDirectory(path + addon)) {
if (Flags.ALLOWED_ZIP_EXTENSIONS.contains(Path.extension(addon))) addon = Path.withoutExtension(addon);
else continue;
}
var data:AddonInfo = {
@@ -90,12 +108,24 @@ 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]"));
if (ModsFolder.currentModFolder != null)
loadLib(ModsFolder.modsPath + ModsFolder.currentModFolder, ModsFolder.currentModFolder);
if (ModsFolder.currentModFolder != null) {
// isCneMod is a guarentee to be a zip mod because we just checked for it, so this will always load as a CompressedLibrary
if (isCneMod)
loadLib(quick_modsPath + "/cnemod", ModsFolder.currentModFolder);
else
loadLib(quick_modsPath, ModsFolder.currentModFolder);
}
for (addon in _noPriorityAddons)
loadLib(addon.path, addon.name);
@@ -127,9 +157,18 @@ class MainState extends FlxState {
CoolUtil.safeAddAttributes('./.temp/', NativeAPI.FileAttribute.HIDDEN);
#end
#if MOD_SUPPORT
for (lib in ModsFolder.getLoadedModsLibs()) {
if (!(lib is ZipFolderLibrary)) continue;
if (cast(lib, ZipFolderLibrary).PRELOAD_VIDEOS) cast(lib, ZipFolderLibrary).precacheVideos();
}
#end
var startState:Class<FlxState> = Flags.DISABLE_WARNING_SCREEN ? TitleState : funkin.menus.WarningState;
if (Options.devMode && Options.allowConfigWarning) {
#if MOD_SUPPORT
// In this case if the mod we just loaded a compressed modpack, we can't edit or modify files without decompressing it.
if (Options.devMode && Options.allowConfigWarning && !isZipMod) {
var lib:ModsFolderLibrary;
for (e in Paths.assetsTree.libraries) if ((lib = cast AssetsLibraryList.getCleanLibrary(e)) is ModsFolderLibrary
&& lib.modName == ModsFolder.currentModFolder)
@@ -140,7 +179,8 @@ class MainState extends FlxState {
return;
}
}
#end
FlxG.switchState(cast Type.createInstance(startState, []));
}
}
}
@@ -8,12 +8,20 @@ import funkin.backend.assets.IModsAssetLibrary;
import funkin.backend.assets.ScriptedAssetLibrary;
class AssetTreeInfo extends FramerateCategory {
private var lastUpdateTime:Float = 1;
public function new() {
super("Asset Libraries Tree Info");
}
public override function __enterFrame(t:Int) {
if (alpha <= 0.05) return;
if ((lastUpdateTime += FlxG.rawElapsed) < 1)
return;
lastUpdateTime = 0;
var text = 'Not initialized yet\n';
if (Paths.assetsTree != null){
text = "";

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