Adjust Arrows control scheme notes sizes for easier reading & pressing
Co-Authored-By: MoonDroid <81515012+moondroidcoder@users.noreply.github.com> Co-Authored-By: sector-a <82838084+sector-a@users.noreply.github.com>
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co-authored by
MoonDroid
sector-a
parent
0fc5b84237
commit
3e75701c1c
@@ -140,7 +140,8 @@ class MobileControlsSchemeMenu extends MusicBeatSubState
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hitboxShowcases = new FlxTypedGroup<HitboxShowcase>();
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for (i in 0...availableSchemes.length)
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{
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var hitboxShowcase:HitboxShowcase = new HitboxShowcase(Std.int(FlxG.width * -0.16 + (1500 * i)), 0, i, currentIndex, availableSchemes[i], onSelectHitbox);
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final hitboxShowcase:HitboxShowcase = new HitboxShowcase(Math.floor(FlxG.width * -0.16 + (1500 * i)), 0, i, currentIndex, availableSchemes[i],
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onSelectHitbox);
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hitboxShowcases.add(hitboxShowcase);
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if (availableSchemes[i] != FunkinHitboxControlSchemes.Arrows) continue;
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@@ -220,6 +221,8 @@ class MobileControlsSchemeMenu extends MusicBeatSubState
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addHitbox(true, false, availableSchemes[currentIndex]);
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hitbox.forEachAlive(function(hint:FunkinHint) {
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if (availableSchemes[currentIndex] == FunkinHitboxControlSchemes.Arrows) hint.alpha = 1;
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if (!hint.deadZones.contains(cast(currentButton.body, FunkinSprite))) hint.deadZones.push(cast(currentButton.body, FunkinSprite));
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});
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@@ -1918,7 +1918,7 @@ class PlayState extends MusicBeatSubState
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}
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/**
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* Configures the position of strumline for note hitbox scheme
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* Configures the position of strumline for the default control scheme
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*/
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#if mobile
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function initNoteHitbox()
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@@ -9,10 +9,16 @@ import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxSort;
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import funkin.graphics.FunkinSprite;
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import flixel.util.FlxColor;
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import funkin.play.notes.NoteHoldCover;
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import funkin.play.notes.NoteSplash;
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import funkin.play.notes.NoteSprite;
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import funkin.play.notes.SustainTrail;
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import funkin.data.song.SongData.SongNoteData;
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import funkin.util.SortUtil;
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import funkin.play.notes.notekind.NoteKindManager;
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import flixel.math.FlxPoint;
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import flixel.FlxSprite;
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/**
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* A group of sprites which handles the receptor, the note splashes, and the notes (with sustains) for a given player.
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