change fp -> fpScoreDisplay, as a more descriptive variable name
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@@ -157,7 +157,7 @@ class FreeplayState extends MusicBeatSubState
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*/
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var currentVariation:String = Constants.DEFAULT_VARIATION;
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public var fp:FreeplayScore;
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public var fpScoreDisplay:FreeplayScore;
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var txtCompletion:AtlasText;
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var lerpCompletion:Float = 0;
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@@ -330,7 +330,7 @@ class FreeplayState extends MusicBeatSubState
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// We build a bunch of sprites BEFORE create() so we can guarantee they aren't null later on.
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albumRoll = new AlbumRoll();
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fp = new FreeplayScore(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 353), 60, 7, 100, styleData);
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fpScoreDisplay = new FreeplayScore(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 353), 60, 7, 100, styleData);
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rankCamera = new FunkinCamera('rankCamera', 0, 0, FlxG.width, FlxG.height);
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funnyCam = new FunkinCamera('freeplayFunny', 0, 0, FlxG.width, FlxG.height);
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grpCapsules = new FlxTypedGroup<SongMenuItem>();
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@@ -629,8 +629,8 @@ class FreeplayState extends MusicBeatSubState
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tmr.time = FlxG.random.float(20, 60);
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}, 0);
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fp.visible = false;
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add(fp);
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fpScoreDisplay.visible = false;
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add(fpScoreDisplay);
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var clearBoxSprite:FlxSprite = new FlxSprite(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 115), 65).loadGraphic(Paths.image('freeplay/clearBox'));
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clearBoxSprite.visible = false;
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@@ -687,13 +687,13 @@ class FreeplayState extends MusicBeatSubState
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}
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};
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exitMovers.set([fp, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
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exitMovers.set([fpScoreDisplay, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
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{
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x: FlxG.width,
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speed: 0.3
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});
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exitMoversCharSel.set([fp, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
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exitMoversCharSel.set([fpScoreDisplay, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
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{
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y: -270,
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speed: 0.8,
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@@ -781,8 +781,8 @@ class FreeplayState extends MusicBeatSubState
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freeplayTxtBg.visible = true;
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if (freeplayArrow != null) freeplayArrow.visible = true;
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ostName.visible = true;
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fp.visible = true;
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fp.updateScore(0);
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fpScoreDisplay.visible = true;
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fpScoreDisplay.updateScore(0);
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clearBoxSprite.visible = true;
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txtCompletion.visible = true;
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@@ -995,7 +995,6 @@ class FreeplayState extends MusicBeatSubState
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if (tempSong == null) continue;
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var funnyMenu:SongMenuItem = grpCapsules.recycle(SongMenuItem);
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funnyMenu.initPosition(FlxG.width, 0);
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funnyMenu.initData(tempSong, styleData, i + 1);
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funnyMenu.onConfirm = function() {
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@@ -1702,7 +1701,7 @@ class FreeplayState extends MusicBeatSubState
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lerpCompletion = intendedCompletion;
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}
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fp.updateScore(Std.int(lerpScore));
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fpScoreDisplay.updateScore(Std.int(lerpScore));
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// sets the text of the completion percentage. Perhaps eventually we may want to generalize this,
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// but for now we can just clamp the values between 0 and 100.
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