* senpai fucking dies * final flash fadeout * made cutscene not play on restart * winter horrorland + fixes * fix for pixel perfect shader * trail + fixes * better + shaking last update about it, i swear * never fucking mind + repacks + accuracy * more fixes + chromatic aberration * i hate how pixel shader fucks everything up * aberration in the cutscene & its cool twitch * camera beats when twitching * tank stuff pt1 now the cutscenes look 99% like og (still gotta freeze the stage animated sprites n stuff) PS: Deleting the lipSycn function in ugh and guns cutscenes cause its not needed + sometimes breaks the animations so lets just leave it in stress only like it was in og * week 5 completed + retrocompatibility with altanim now chrima parents work * philly train * gameplay shaders option better adding it now * tank stuff pt2 * blue balled text (death counter) * winter horrorland better rework WIP colored vignette usable by everyone (you can change its color, amount and strength) wip cuz i wanna edit the amount/strength based on the zoom, i'll do later, now i dont have time gotta do christmas irl stuff yay * winter horrorland better rework completed * seen cutscene variable finally * even better cutscenes * oops * tank stuff pt3 * tank stuff pt4 WIP running tanks Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com> * tankstuff pt4.5 imma check tmr why do some tankmen spawn too much up * tank stuff pt4.75 * dumb * tank stuff pt 4.9 * type on xml sprite type fix and more Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com> --------- Co-authored-by: Ne_Eo <NeeEoo@users.noreply.github.com> Co-authored-by: lunarcleint <88809950+lunarcleint@users.noreply.github.com>
37 lines
1.2 KiB
Haxe
37 lines
1.2 KiB
Haxe
var aberration:CustomShader = null;
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function create() {
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if(!Options.gameplayShaders) return;
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aberration = new CustomShader('chromaticAberration');
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setGeneralIntensity(Options.week6PixelPerfect ? 0.0005 : 0.005);
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camGame.addShader(aberration);
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}
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var intens:Float = 0;
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function setGeneralIntensity(val:Float) {
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intens = val;
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aberration.redOff = [intens, 0];
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aberration.blueOff = [-intens, 0];
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}
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var canBump:Bool = false;
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function aberrationCoolThing() {
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canBump = !canBump;
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if(!canBump) {
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if(Options.gameplayShaders) setGeneralIntensity(Options.week6PixelPerfect ? 0.0005 : 0.005); // Just to make sure if anything goes wrong
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maxCamZoom = 1.35;
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} else maxCamZoom = 0;
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}
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function update(elapsed:Float) {
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if(Options.gameplayShaders && canBump && intens > (Options.week6PixelPerfect ? 0.0005 : 0.005)) setGeneralIntensity(intens - (Options.week6PixelPerfect ? 0.0001 : 0.001));
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}
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function beatHit(curBeat:Float) {
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if(canBump && curBeat % 2 != 0) {
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if(Options.gameplayShaders) setGeneralIntensity(Options.week6PixelPerfect ? 0.005 : 0.05);
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if(Options.camZoomOnBeat) {
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FlxG.camera.zoom += 0.015 * camZoomingStrength;
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camHUD.zoom += 0.03 * camZoomingStrength;
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}
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}
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} |