Format .hx files
Co-Authored-By: Eric <4635334+EliteMasterEric@users.noreply.github.com>
This commit is contained in:
@@ -17,7 +17,6 @@ class CharSelectCursors extends FlxTypedSpriteContainer<FunkinSprite>
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var lightBlue:FunkinSprite;
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var darkBlue:FunkinSprite;
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var cursorConfirmed:FunkinSprite;
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var cursorDenied:FunkinSprite;
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@@ -13,10 +13,8 @@ class CharSelectGF extends FunkinSprite implements IBPMSyncedScriptedClass
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{
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var analyzer:Null<SpectralAnalyzer>;
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var analyzerLevelsCache:Array<Bar> = new Array<Bar>();
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var currentGFPath:String = "";
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var enableVisualizer:Bool = false;
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var danceEvery:Int = 2;
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public function new(x:Float, y:Float)
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@@ -11,7 +11,6 @@ class CharSelectPlayer extends FunkinSprite implements IBPMSyncedScriptedClass
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var initialX:Float = 0;
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var initialY:Float = 0;
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var currentBFPath:Null<String>;
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public function new(x:Float, y:Float)
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@@ -45,7 +44,6 @@ class CharSelectPlayer extends FunkinSprite implements IBPMSyncedScriptedClass
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case "slidein idle point", "cannot select Label", "unlock":
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anim.play("idle", true);
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case "idle":
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// TODO: once char select data is refactored, add a `shouldBop` field or something IDK
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if (currentBFPath != null)
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{
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@@ -49,14 +49,12 @@ class CharSelectSubState extends MusicBeatSubState
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final DEFAULT_CURSOR_INDEX:Int = 4;
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var cursors:CharSelectCursors;
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var cursorX:Int = 0;
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var cursorY:Int = 0;
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var cursorFactor:Float = 110;
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var cursorOffsetX:Float = -16;
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var cursorOffsetY:Float = -48;
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var cursorLocIntended:FlxPoint = new FlxPoint(0, 0);
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var playerChill:CharSelectPlayer;
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var playerChillOut:CharSelectPlayer;
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var gfChill:CharSelectGF;
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@@ -74,23 +72,19 @@ class CharSelectSubState extends MusicBeatSubState
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var pressedSelect:Bool = false;
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var selectTimer:FlxTimer = new FlxTimer();
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var allowInput:Bool = false;
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var selectSound:FunkinSound = new FunkinSound();
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var unlockSound:FunkinSound = new FunkinSound();
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var lockedSound:FunkinSound = new FunkinSound();
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var introSound:FunkinSound = new FunkinSound();
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var staticSound:FunkinSound = new FunkinSound();
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var selectedBizz:Array<BitmapFilter> = [new DropShadowFilter(0, 0, 0xFFFFFF, 1, 2, 2, 19, 1, false, false,
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false), new DropShadowFilter(5, 45, 0x000000, 1, 2, 2, 1, 1, false, false, false)];
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var selectedBizz:Array<BitmapFilter> = [
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new DropShadowFilter(0, 0, 0xFFFFFF, 1, 2, 2, 19, 1, false, false, false),
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new DropShadowFilter(5, 45, 0x000000, 1, 2, 2, 1, 1, false, false, false)
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];
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var bopInfo:Null<Null<FramesJSFLInfo>>;
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// var blackScreen:FunkinSprite;
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var charHitbox:FlxObject = new FlxObject();
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var cutoutSize:Float = 0;
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var fadeShader:BlueFade = new BlueFade();
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public function new(?params:CharSelectSubStateParams)
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@@ -300,7 +294,13 @@ class CharSelectSubState extends MusicBeatSubState
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nametag.scrollFactor.set();
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FlxG.debugger.addTrackerProfile(new TrackerProfile(FunkinSprite, ["x", "y", "alpha", "scale", "blend"]));
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FlxG.debugger.addTrackerProfile(new TrackerProfile(FunkinSprite, [
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"x",
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"y",
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"alpha",
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"scale",
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"blend"
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]));
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FlxG.debugger.addTrackerProfile(new TrackerProfile(FlxSound, ["pitch", "volume"]));
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add(cursors);
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@@ -726,10 +726,8 @@ class CharSelectSubState extends MusicBeatSubState
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var holdTmrRight:Float = 0;
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var spamDirections:FlxDirectionFlags = NONE;
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var initSpam = 0.5;
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var mobileDeny:Bool = false;
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var mobileAccept:Bool = false;
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var wentBackToFreeplay:Bool = false;
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override public function update(elapsed:Float):Void
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@@ -18,7 +18,6 @@ class IntroSubState extends MusicBeatSubState
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#if html5
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static final LIGHTS_VIDEO_PATH:String = Paths.stripLibrary(Paths.videos('introSelect'));
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#end
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#if hxvlc
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static final LIGHTS_VIDEO_PATH:String = Paths.videos('introSelect');
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#end
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@@ -13,7 +13,6 @@ class Nametag extends FlxSprite
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@:allow(funkin.ui.charSelect.CharSelectSubState)
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var midpointY(default, set):Float = 100;
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var mosaicShader:MosaicEffect;
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var currentMosaicSequence:Null<Sequence>;
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public function new(?x:Float = 0, ?y:Float = 0, character:String)
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@@ -83,26 +82,35 @@ class Nametag extends FlxSprite
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if (fadeOut)
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{
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currentMosaicSequence = new Sequence([{
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time: 0 / 30,
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callback: () -> mosaicShader.setBlockSize(1, 1)
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}, {
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time: 1 / 30,
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callback: () -> mosaicShader.setBlockSize(width / 27, height / 26)
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}, {
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time: 2 / 30,
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callback: () -> mosaicShader.setBlockSize(width / 10, height / 10)
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}, {time: 3 / 30, callback: () -> mosaicShader.setBlockSize(1, 1)},]);
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currentMosaicSequence = new Sequence([
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{
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time: 0 / 30,
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callback: () -> mosaicShader.setBlockSize(1, 1)
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},
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{
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time: 1 / 30,
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callback: () -> mosaicShader.setBlockSize(width / 27, height / 26)
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},
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{
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time: 2 / 30,
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callback: () -> mosaicShader.setBlockSize(width / 10, height / 10)
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},
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{time: 3 / 30, callback: () -> mosaicShader.setBlockSize(1, 1)},
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]);
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}
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else
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{
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currentMosaicSequence = new Sequence([{
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time: 0 / 30,
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callback: () -> mosaicShader.setBlockSize(width / 10, height / 10)
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}, {
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time: 1 / 30,
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callback: () -> mosaicShader.setBlockSize(width / 73, height / 6)
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}, {time: 2 / 30, callback: () -> mosaicShader.setBlockSize(width / 10, height / 10)},]);
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currentMosaicSequence = new Sequence([
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{
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time: 0 / 30,
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callback: () -> mosaicShader.setBlockSize(width / 10, height / 10)
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},
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{
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time: 1 / 30,
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callback: () -> mosaicShader.setBlockSize(width / 73, height / 6)
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},
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{time: 2 / 30, callback: () -> mosaicShader.setBlockSize(width / 10, height / 10)},
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]);
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}
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}
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