change fp -> fpScoreDisplay, as a more descriptive variable name

This commit is contained in:
Cameron Taylor
2025-12-08 21:03:11 -05:00
committed by Eric
parent 90f79be163
commit 109fa509fa
+9 -10
View File
@@ -157,7 +157,7 @@ class FreeplayState extends MusicBeatSubState
*/
var currentVariation:String = Constants.DEFAULT_VARIATION;
public var fp:FreeplayScore;
public var fpScoreDisplay:FreeplayScore;
var txtCompletion:AtlasText;
var lerpCompletion:Float = 0;
@@ -330,7 +330,7 @@ class FreeplayState extends MusicBeatSubState
// We build a bunch of sprites BEFORE create() so we can guarantee they aren't null later on.
albumRoll = new AlbumRoll();
fp = new FreeplayScore(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 353), 60, 7, 100, styleData);
fpScoreDisplay = new FreeplayScore(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 353), 60, 7, 100, styleData);
rankCamera = new FunkinCamera('rankCamera', 0, 0, FlxG.width, FlxG.height);
funnyCam = new FunkinCamera('freeplayFunny', 0, 0, FlxG.width, FlxG.height);
grpCapsules = new FlxTypedGroup<SongMenuItem>();
@@ -629,8 +629,8 @@ class FreeplayState extends MusicBeatSubState
tmr.time = FlxG.random.float(20, 60);
}, 0);
fp.visible = false;
add(fp);
fpScoreDisplay.visible = false;
add(fpScoreDisplay);
var clearBoxSprite:FlxSprite = new FlxSprite(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 115), 65).loadGraphic(Paths.image('freeplay/clearBox'));
clearBoxSprite.visible = false;
@@ -687,13 +687,13 @@ class FreeplayState extends MusicBeatSubState
}
};
exitMovers.set([fp, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
exitMovers.set([fpScoreDisplay, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
{
x: FlxG.width,
speed: 0.3
});
exitMoversCharSel.set([fp, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
exitMoversCharSel.set([fpScoreDisplay, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
{
y: -270,
speed: 0.8,
@@ -781,8 +781,8 @@ class FreeplayState extends MusicBeatSubState
freeplayTxtBg.visible = true;
if (freeplayArrow != null) freeplayArrow.visible = true;
ostName.visible = true;
fp.visible = true;
fp.updateScore(0);
fpScoreDisplay.visible = true;
fpScoreDisplay.updateScore(0);
clearBoxSprite.visible = true;
txtCompletion.visible = true;
@@ -995,7 +995,6 @@ class FreeplayState extends MusicBeatSubState
if (tempSong == null) continue;
var funnyMenu:SongMenuItem = grpCapsules.recycle(SongMenuItem);
funnyMenu.initPosition(FlxG.width, 0);
funnyMenu.initData(tempSong, styleData, i + 1);
funnyMenu.onConfirm = function() {
@@ -1702,7 +1701,7 @@ class FreeplayState extends MusicBeatSubState
lerpCompletion = intendedCompletion;
}
fp.updateScore(Std.int(lerpScore));
fpScoreDisplay.updateScore(Std.int(lerpScore));
// sets the text of the completion percentage. Perhaps eventually we may want to generalize this,
// but for now we can just clamp the values between 0 and 100.