Re-export the Title Screen text to texture atlas
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@@ -154,8 +154,8 @@
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"assets/preload/images/soundtray/",
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"assets/preload/images/stageBuild/",
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"assets/preload/images/storymenu/titles/",
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"assets/preload/images/titleEnter.png",
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"assets/preload/images/titleEnter_mobile.png",
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"assets/preload/images/title-screen-text/spritemap1.png",
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"assets/preload/images/title-screen-text-mobile/spritemap1.png",
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"assets/preload/images/ui/popup/pixel/*",
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"assets/shared/images/characters/abotPixel/*",
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"assets/shared/images/characters/bfPixel.png",
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@@ -93,16 +93,15 @@ class TitleState extends MusicBeatState
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add(logoBl);
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add(gfDance);
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#if mobile
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// shift it a bit more to the left on mobile!!
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titleText = new FunkinSprite(50 + (FullScreenScaleMode.gameCutoutSize.x / 2), FlxG.height * 0.8);
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titleText.frames = Paths.getSparrowAtlas('titleEnter_mobile');
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#else
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titleText = new FunkinSprite(100 + (FullScreenScaleMode.gameCutoutSize.x / 2), FlxG.height * 0.8);
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titleText.frames = Paths.getSparrowAtlas('titleEnter');
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#end
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titleText.animation.addByPrefix('idle', "Press Enter to Begin", 24);
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titleText.animation.addByPrefix('press', "ENTER PRESSED", 24);
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var titleTextPath:String = 'title-screen-text' #if mobile + '-mobile' #end;
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// On mobile, the text is shifted more to the left to center it properly.
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titleText = FunkinSprite.createTextureAtlas(#if mobile 50 #else 100 #end + (FullScreenScaleMode.gameCutoutSize.x / 2), FlxG.height * 0.8, titleTextPath,
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{
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cacheOnLoad: true
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});
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titleText.anim.addByFrameLabel('idle', "Idle", 24);
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titleText.anim.addByFrameLabel('press', "Confirm", 24);
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titleText.animation.play('idle');
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titleText.updateHitbox();
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titleText.shader = swagShader.shader;
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