Restore Contributing Guide to latest version

Merge conflicts yay

Co-Authored-By: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
This commit is contained in:
Hundrec
2025-04-22 18:41:41 -04:00
committed by Cameron Taylor
co-authored by Abnormal
parent 278bac7b6d
commit 4b883d4339
+170 -58
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@@ -39,6 +39,8 @@ This guide will cover best practices for each type of contribution.
* [funkin.assets PRs](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#funkinassets-prs)
* [Charting PRs](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#charting-prs)
</details>
[Closing](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#closing)
@@ -58,7 +60,7 @@ This section provides guidelines to follow when [opening an issue](https://githu
## Requirements
Make sure you're playing:
- the latest version of the game (currently v0.5.3)
- the latest version of the game (currently v0.6.2)
- without any mods
- on [Newgrounds](https://www.newgrounds.com/portal/view/770371) or downloaded from [itch.io](https://ninja-muffin24.itch.io/funkin)
@@ -122,6 +124,9 @@ Also only report one issue or enhancement at a time! If you have multiple bug re
Once you're sure your issue is unique and specific, feel free to submit it.
> [!IMPORTANT]
> **DO NOT CLOSE YOUR ISSUE FOR ANY REASON!** Your issue will be taken care of by a moderator!
**Thank you for opening issues!**
# Part 3: Pull Requests
@@ -133,6 +138,7 @@ When creating a branch in your fork, base your branch on either the `main` or `d
> [!CAUTION]
> Avoid using your fork's default branch (`main` in this case) for your PR. This is considered an [anti-pattern](https://jmeridth.com/posts/do-not-issue-pull-requests-from-your-master-branch/) by GitHub themselves!
> Instead, make a separate branch for your additions (ex. `docs/fix-typo` or `minor-bugfix`).
Choose the `main` branch if you modify:
- Documentation (`.md` files)
@@ -165,81 +171,169 @@ This process reapplies your changes on top of the updated branch and cleanly res
> This guide does not cover compiling. If you have trouble compiling the game, refer to the [Compilation Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/COMPILING.md).
Code-based PRs make changes such as **fixing bugs** or **implementing new features** in the game.
This involves modifying one or several of the repository’s `.hx` files, found within the `source/` folder.
### Codestyle
Before submitting your PR, check that your code follows the [Style Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/style-guide.md).
Before submitting your PR, check that your code follows the [Style Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/style-guide.md). This keeps your code consistent with the rest of the codebase!
### Code comments
Code comments help others understand your changes, so the way you write them is important!
Here are some guidelines for writing comments in your code:
- Leave comments only when you believe a piece of code warrants explanation.
- Leave comments only when you believe a piece of code warrants explanation. If a piece of code is self-explanatory, it does not need a comment.
- Ensure that your comments provide meaningful insight into the function or purpose of the code.
- Write your comments in a clear and concise manner.
- Only sign your comments with your name when your changes are complex and may require further explanation.
### Example Comments
### Example code comments
#### DO NOT:
Below are examples of what you SHOULD NOT do when writing code comments.
```haxe
/**
* jumps around the song
* works with bpm changes but skipped notes still hurt
* @param sections how many sections to jump, negative = backwards
*/
function changeSection(sections:Int):Void
/**
* jumps around the song
* works with bpm changes but skipped notes still hurt
* @param sections how many sections to jump, negative = backwards
*/
function changeSection(sections:Int):Void
{
// Pause the music, as you probably guessed
// FlxG.sound.music.pause();
// Set the target time in steps, I don’t really get how this works though lol - [GitHub username]
var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.stepsPerMeasure * sections);
var targetTimeMs:Float = Conductor.instance.getStepTimeInMs(targetTimeSteps);
// Don't go back in time to before the song started, that would probably break a lot of things and cause a bunch of problems!
targetTimeMs = Math.max(0, targetTimeMs);
if (FlxG.sound.music != null) // If the music is not null, set the time to the target time
{
// Pause the music, as you probably guessed
// FlxG.sound.music.pause();
// Set the target time in steps, I don’t really get how this works though lol - [GitHub username]
var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.stepsPerMeasure * sections);
var targetTimeMs:Float = Conductor.instance.getStepTimeInMs(targetTimeSteps);
// Don't go back in time to before the song started, that would probably break a lot of things and cause a whole bunch of problems!
targetTimeMs = Math.max(0, targetTimeMs);
if (FlxG.sound.music != null) // If the music is not null, set the time to the target time
{
FlxG.sound.music.time = targetTimeMs;
}
// Handle skipped notes and events and all that jazz
handleSkippedNotes();
SongEventRegistry.handleSkippedEvents(songEvents, Conductor.instance.songPosition);
// regenNoteData(FlxG.sound.music.time);
Conductor.instance.update(FlxG.sound?.music?.time ?? 0.0);
// I hate this function - [GitHub username]
resyncVocals();
FlxG.sound.music.time = targetTimeMs;
}
// Handle skipped notes and events and all that jazz
handleSkippedNotes();
SongEventRegistry.handleSkippedEvents(songEvents, Conductor.instance.songPosition);
// regenNoteData(FlxG.sound.music.time);
Conductor.instance.update(FlxG.sound?.music?.time ?? 0.0);
// I hate this function - [GitHub username]
resyncVocals();
}
```
```haxe
// End the song when the music is complete.
FlxG.sound.music.onComplete = function() {
endSong(skipEndingTransition);
};
// A negative instrumental offset means the song skips the first few milliseconds of the track.
// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
FlxG.sound.music.play(true, Math.max(0, startTimestamp - Conductor.instance.combinedOffset));
FlxG.sound.music.pitch = playbackRate;
// Prevent the volume from being wrong.
FlxG.sound.music.volume = 1.0;
// IF fadetween is not null we cancel it
if (FlxG.sound.music.fadeTween != null) FlxG.sound.music.fadeTween.cancel();
// Play the vocals
trace('Playing vocals...');
// Add the vocals
add(vocals);
// Play the vocals for real this time lol
vocals.play();
// Set the vocals volume
vocals.volume = 1.0;
// Set the vocals pitch
vocals.pitch = playbackRate;
// Set the vocals time to the music time
vocals.time = FlxG.sound.music.time;
// trace('${FlxG.sound.music.time}');
// trace('${vocals.time}');
// functionThatWasntHereBeforeThisPRorSomethingIdKLOL();
/* testsprite = new FlxSprite(0, 0);
testsprite.loadGraphic(Paths.image('test'));
testsprite.screenCenter();
add(testsprite); */
// Me too [GitHub username] I hate this function it gave me pain and suffering - Girlfriend
resyncVocals();
```
```haxe
#if FEATURE_DEBUG_FUNCTIONS
// PAGEUP: who knows what this does
// SHIFT+PAGEUP: There will be dire consequences.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 20 : 2);
// PAGEUP: who knows what this does
// SHIFT+PAGEUP: There will be dire consequences.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -20 : -2);
#end
```
#### DO:
Below are examples on what you SHOULD do when writing code comments.
```haxe
/**
* Jumps forward or backward a number of sections in the song.
* Accounts for BPM changes, does not prevent death from skipped notes.
* @param sections The number of sections to jump, negative to go backwards.
*/
function changeSection(sections:Int):Void
/**
* Jumps forward or backward a number of sections in the song.
* Accounts for BPM changes, does not prevent death from skipped notes.
* @param sections The number of sections to jump, negative to go backwards.
*/
function changeSection(sections:Int):Void
{
var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.stepsPerMeasure * sections);
var targetTimeMs:Float = Conductor.instance.getStepTimeInMs(targetTimeSteps);
// Don't go back in time to before the song started.
targetTimeMs = Math.max(0, targetTimeMs);
if (FlxG.sound.music != null)
{
var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.stepsPerMeasure * sections);
var targetTimeMs:Float = Conductor.instance.getStepTimeInMs(targetTimeSteps);
// Don't go back in time to before the song started.
targetTimeMs = Math.max(0, targetTimeMs);
if (FlxG.sound.music != null)
{
FlxG.sound.music.time = targetTimeMs;
}
handleSkippedNotes();
SongEventRegistry.handleSkippedEvents(songEvents, Conductor.instance.songPosition);
Conductor.instance.update(FlxG.sound?.music?.time ?? 0.0);
resyncVocals();
FlxG.sound.music.time = targetTimeMs;
}
handleSkippedNotes();
SongEventRegistry.handleSkippedEvents(songEvents, Conductor.instance.songPosition);
Conductor.instance.update(FlxG.sound?.music?.time ?? 0.0);
resyncVocals();
}
```
```haxe
FlxG.sound.music.onComplete = function() {
endSong(skipEndingTransition);
};
// A negative instrumental offset means the song skips the first few milliseconds of the track.
// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
FlxG.sound.music.play(true, Math.max(0, startTimestamp - Conductor.instance.combinedOffset));
FlxG.sound.music.pitch = playbackRate;
// Prevent the volume from being wrong.
FlxG.sound.music.volume = 1.0;
if (FlxG.sound.music.fadeTween != null) FlxG.sound.music.fadeTween.cancel();
trace('Playing vocals...');
add(vocals);
vocals.play();
vocals.volume = 1.0;
vocals.pitch = playbackRate;
vocals.time = FlxG.sound.music.time;
resyncVocals();
```
```haxe
#if FEATURE_DEBUG_FUNCTIONS
// PAGEUP: Skip forward two sections.
// SHIFT+PAGEUP: Skip forward twenty sections.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 20 : 2);
// PAGEDOWN: Skip backward two section. Doesn't replace notes.
// SHIFT+PAGEDOWN: Skip backward twenty sections.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -20 : -2);
#end
```
## Documentation PRs
@@ -297,7 +391,25 @@ If you simultaneously modify files from both repositories, then open two separat
Be sure to choose `main` as the base branch for `funkin.assets` PRs, as no `develop` branch exists for that repository.
### Charting PRs
Charting PRs make changes such as **adding/removing notes** or **adjusting the placement of song events**.
This involves modifying one or several of the `funkin.assets` repository's `.json` chart files, found in the `preload/data/songs/` directory.
These PRs should only be opened in the `funkin.assets` repository.
> [!CAUTION]
> **No Major Recharts!** Any PR that makes major chart modifications will be rejected.
> Keep your PRs to small tweaks and fixes.
Here are some guidelines for opening a Charting PR:
- **Explain the issue.** Which song, variation, difficulty, and section/timestamp is the problem in? Help us understand with screenshots and videos.
- **Show your changes.** How does the chart look with your changes? Provide screenshots and videos here as well.
- **Minimize the diff.** If your changes are very small (e.g. a few notes), do not re-export the chart using the Chart Editor. Instead, manually edit the `.json` chart files to help GitHub display your changes cleanly.
If your PR is accepted, you will be credited as a GitHub contributor (but not as a charter in the Pause Menu).
# Closing
Thank you for reading the Contributing Guide.
We look forward to seeing your contributions to the game!
We look forward to seeing your contributions to the game!