diff --git a/Project.xml b/Project.xml index 93845756c..2d9dd802b 100644 --- a/Project.xml +++ b/Project.xml @@ -1,48 +1,33 @@ - - - - - - - - - - - - - - -
@@ -56,7 +41,6 @@
-
@@ -70,7 +54,6 @@
- @@ -93,9 +76,7 @@ - - - - - - - - + - - - + - - - + + - - - - - - @@ -155,85 +126,61 @@ - - - - - - - + + - - - - - - - - - - + + + - - -
- -
- -
- -
- - -
@@ -253,14 +200,12 @@
- -
+
- - - + +
- \ No newline at end of file + diff --git a/example_mods/introMod/_polymod_meta.json b/example_mods/introMod/_polymod_meta.json index 4c7fd742e..e0b03f1cd 100644 --- a/example_mods/introMod/_polymod_meta.json +++ b/example_mods/introMod/_polymod_meta.json @@ -1,9 +1,11 @@ { "title": "Intro Mod", "description": "An introductory mod.", - "contributors": [{ - "name": "MasterEric" - }], + "contributors": [ + { + "name": "MasterEric" + } + ], "api_version": "0.1.0", "mod_version": "1.0.0", "license": "Apache-2.0" diff --git a/example_mods/testing123/_polymod_meta.json b/example_mods/testing123/_polymod_meta.json index 1a7766820..4c0f177f9 100644 --- a/example_mods/testing123/_polymod_meta.json +++ b/example_mods/testing123/_polymod_meta.json @@ -1,9 +1,11 @@ { "title": "Testing123", "description": "Newgrounds? More like OLDGROUNDS lol.", - "contributors": [{ - "name": "MasterEric" - }], + "contributors": [ + { + "name": "MasterEric" + } + ], "api_version": "0.1.0", "mod_version": "1.0.0", "license": "Apache-2.0" diff --git a/source/funkin/Alphabet.hx b/source/funkin/Alphabet.hx index adf97933a..a501707be 100644 --- a/source/funkin/Alphabet.hx +++ b/source/funkin/Alphabet.hx @@ -125,8 +125,7 @@ class Alphabet extends FlxSpriteGroup var xPos:Float = 0; var curRow:Int = 0; - new FlxTimer().start(0.05, function(tmr:FlxTimer) - { + new FlxTimer().start(0.05, function(tmr:FlxTimer) { // trace(_finalText.fastCodeAt(loopNum) + " " + _finalText.charAt(loopNum)); if (_finalText.fastCodeAt(loopNum) == "\n".code) { diff --git a/source/funkin/ComboCounter.hx b/source/funkin/ComboCounter.hx index ac8606691..28aed4560 100644 --- a/source/funkin/ComboCounter.hx +++ b/source/funkin/ComboCounter.hx @@ -27,8 +27,7 @@ class ComboCounter extends FlxTypedSpriteGroup effectStuff.animation.addByPrefix('funny', 'NOTE COMBO animation', 24, false); effectStuff.animation.play('funny'); effectStuff.antialiasing = true; - effectStuff.animation.finishCallback = function(nameThing) - { + effectStuff.animation.finishCallback = function(nameThing) { kill(); }; effectStuff.setGraphicSize(Std.int(effectStuff.width * 0.7)); @@ -42,8 +41,7 @@ class ComboCounter extends FlxTypedSpriteGroup { if (onScreenTime < 0.9) { - new FlxTimer().start((Conductor.crochet / 1000) * 0.25, function(tmr) - { + new FlxTimer().start((Conductor.crochet / 1000) * 0.25, function(tmr) { forceFinish(); }); } @@ -64,16 +62,14 @@ class ComboCounter extends FlxTypedSpriteGroup if (effectStuff.animation.curAnim.curFrame == 18) { - grpNumbers.forEach(function(spr:ComboNumber) - { + grpNumbers.forEach(function(spr:ComboNumber) { spr.animation.reset(); }); } if (effectStuff.animation.curAnim.curFrame == 20) { - grpNumbers.forEach(function(spr:ComboNumber) - { + grpNumbers.forEach(function(spr:ComboNumber) { spr.kill(); }); } diff --git a/source/funkin/Conductor.hx b/source/funkin/Conductor.hx index f83de069b..e31b6d501 100644 --- a/source/funkin/Conductor.hx +++ b/source/funkin/Conductor.hx @@ -159,9 +159,9 @@ class Conductor /** * Forcibly defines the current BPM of the song. * Useful for things like the chart editor that need to manipulate BPM in real time. - * + * * Set to null to reset to the BPM defined by the timeChanges. - * + * * WARNING: Avoid this for things like setting the BPM of the title screen music, * you should have a metadata file for it instead. */ @@ -176,7 +176,7 @@ class Conductor /** * Update the conductor with the current song position. * BPM, current step, etc. will be re-calculated based on the song position. - * + * * @param songPosition The current position in the song in milliseconds. * Leave blank to use the FlxG.sound.music position. */ diff --git a/source/funkin/CoolUtil.hx b/source/funkin/CoolUtil.hx index 82bf5201a..93fa937da 100644 --- a/source/funkin/CoolUtil.hx +++ b/source/funkin/CoolUtil.hx @@ -122,7 +122,7 @@ class CoolUtil /** * Just saves the json with some default values hehe - * @param json + * @param json * @return String */ public static inline function jsonStringify(data:Dynamic):String diff --git a/source/funkin/Discord.hx b/source/funkin/Discord.hx index 26a96ab52..4fb6e9dcf 100644 --- a/source/funkin/Discord.hx +++ b/source/funkin/Discord.hx @@ -58,8 +58,7 @@ class DiscordClient public static function initialize() { - var DiscordDaemon = sys.thread.Thread.create(() -> - { + var DiscordDaemon = sys.thread.Thread.create(() -> { new DiscordClient(); }); trace("Discord Client initialized"); diff --git a/source/funkin/FreeplayState.hx b/source/funkin/FreeplayState.hx index 563c13c34..73e1b7cb5 100644 --- a/source/funkin/FreeplayState.hx +++ b/source/funkin/FreeplayState.hx @@ -434,7 +434,7 @@ class FreeplayState extends MusicBeatSubState var swag:Alphabet = new Alphabet(1, 0, "swag"); // JUST DOIN THIS SHIT FOR TESTING!!! - /* + /* var md:String = Markdown.markdownToHtml(Assets.getText('CHANGELOG.md')); var texFel:TextField = new TextField(); diff --git a/source/funkin/MainMenuState.hx b/source/funkin/MainMenuState.hx index e4bdfbe35..57640bffa 100644 --- a/source/funkin/MainMenuState.hx +++ b/source/funkin/MainMenuState.hx @@ -223,8 +223,8 @@ class MainMenuState extends MusicBeatState /** * Calls openPrompt and redraws the login/logout button - * @param prompt - * @param onClose + * @param prompt + * @param onClose */ public function openNgPrompt(prompt:Prompt, ?onClose:Void->Void) { diff --git a/source/funkin/MemoryCounter.hx b/source/funkin/MemoryCounter.hx index 5ef09b332..658febe59 100644 --- a/source/funkin/MemoryCounter.hx +++ b/source/funkin/MemoryCounter.hx @@ -24,8 +24,7 @@ class MemoryCounter extends TextField text = "RAM: "; #if flash - addEventListener(Event.ENTER_FRAME, function(e) - { + addEventListener(Event.ENTER_FRAME, function(e) { var time = Lib.getTimer(); __enterFrame(time - currentTime); }); diff --git a/source/funkin/NGio.hx b/source/funkin/NGio.hx index f538c9656..f2afe84db 100644 --- a/source/funkin/NGio.hx +++ b/source/funkin/NGio.hx @@ -49,8 +49,7 @@ class NGio trace('checking NG.io version'); GAME_VER = "v" + Application.current.meta.get('version'); - NG.core.calls.app.getCurrentVersion(GAME_VER).addDataHandler(function(response) - { + NG.core.calls.app.getCurrentVersion(GAME_VER).addDataHandler(function(response) { GAME_VER = response.result.data.currentVersion; trace('CURRENT NG VERSION: ' + GAME_VER); callback(GAME_VER); @@ -141,8 +140,7 @@ class NGio var onCancel:Void->Void = null; if (onComplete != null) { - onSuccess = function() - { + onSuccess = function() { onNGLogin(); onComplete(Success); } @@ -228,7 +226,7 @@ class NGio scoreboardsLoaded = true; ngScoresLoaded.dispatch(); - /* + /* for (score in NG.core.scoreBoards.get(8737).scores) { trace('score loaded user:${score.user.name}, score:${score.formatted_value}'); diff --git a/source/funkin/Note.hx b/source/funkin/Note.hx index 4479774c5..71c63a94e 100644 --- a/source/funkin/Note.hx +++ b/source/funkin/Note.hx @@ -16,9 +16,9 @@ class Note extends FlxSprite public var data = new NoteData(); /** - * code colors for.... code.... + * code colors for.... code.... * i think goes in order of left to right - * + * * left 0 * down 1 * up 2 diff --git a/source/funkin/NoteSplash.hx b/source/funkin/NoteSplash.hx index ea4242679..7f3a8c5e4 100644 --- a/source/funkin/NoteSplash.hx +++ b/source/funkin/NoteSplash.hx @@ -34,8 +34,7 @@ class NoteSplash extends FlxSprite animation.play('note' + noteData + '-' + FlxG.random.int(0, 1), true); animation.curAnim.frameRate = 24 + FlxG.random.int(-2, 2); - animation.finishCallback = function(name) - { + animation.finishCallback = function(name) { kill(); }; updateHitbox(); diff --git a/source/funkin/SongLoad.hx b/source/funkin/SongLoad.hx index d4ad0023e..ca3bc72d0 100644 --- a/source/funkin/SongLoad.hx +++ b/source/funkin/SongLoad.hx @@ -281,7 +281,7 @@ class SongLoad // castNoteDataToNoteData(swagShit.noteMap[diff]); - /* + /* switch (diff) { case "easy": diff --git a/source/funkin/TitleState.hx b/source/funkin/TitleState.hx index b0ed157dd..bc6ef571d 100644 --- a/source/funkin/TitleState.hx +++ b/source/funkin/TitleState.hx @@ -53,7 +53,7 @@ class TitleState extends MusicBeatState super.create(); - /* + /* #elseif web @@ -363,7 +363,7 @@ class TitleState extends MusicBeatState // FlxG.sound.play(Paths.music('titleShoot'), 0.7); } if (pressedEnter && !skippedIntro && initialized) skipIntro(); - /* + /* #if web if (!initialized && controls.ACCEPT) { diff --git a/source/funkin/api/newgrounds/NGUtil.hx b/source/funkin/api/newgrounds/NGUtil.hx index 88db899d1..773e2f98f 100644 --- a/source/funkin/api/newgrounds/NGUtil.hx +++ b/source/funkin/api/newgrounds/NGUtil.hx @@ -226,7 +226,7 @@ class NGUtil scoreboardsLoaded = true; ngScoresLoaded.dispatch(); - /* + /* for (score in NG.core.scoreBoards.get(8737).scores) { trace('score loaded user:${score.user.name}, score:${score.formatted_value}'); diff --git a/source/funkin/api/newgrounds/NgPrompt.hx b/source/funkin/api/newgrounds/NgPrompt.hx index 7f7d677ef..133132ba4 100644 --- a/source/funkin/api/newgrounds/NgPrompt.hx +++ b/source/funkin/api/newgrounds/NgPrompt.hx @@ -36,14 +36,12 @@ class NgPrompt extends Prompt #if web prompt.buttons.getItem("yes").fireInstantly = true; #end - prompt.onYes = function() - { + prompt.onYes = function() { prompt.setText("Connecting..." #if web + "\n(check your popup blocker)" #end); prompt.setButtons(None); openPassportUrl(); }; - prompt.onNo = function() - { + prompt.onNo = function() { prompt.close(); prompt = null; NGio.cancelLogin(); @@ -92,8 +90,7 @@ class NgPrompt extends Prompt { var user = io.newgrounds.NG.core.user.name; var prompt = new NgPrompt('Log out of $user?', Yes_No); - prompt.onYes = function() - { + prompt.onYes = function() { NGio.logout(); prompt.close(); }; diff --git a/source/funkin/audio/SoundGroup.hx b/source/funkin/audio/SoundGroup.hx index 69c52c3d0..ae755e231 100644 --- a/source/funkin/audio/SoundGroup.hx +++ b/source/funkin/audio/SoundGroup.hx @@ -44,7 +44,7 @@ class SoundGroup extends FlxTypedGroup /** * Finds the largest deviation from the desired time inside this SoundGroup. - * + * * @param targetTime The time to check against. * If none is provided, it checks the time of all members against the first member of this SoundGroup. * @return The largest deviation from the target time found. diff --git a/source/funkin/data/BaseRegistry.hx b/source/funkin/data/BaseRegistry.hx index 0864fddd9..b30c311a3 100644 --- a/source/funkin/data/BaseRegistry.hx +++ b/source/funkin/data/BaseRegistry.hx @@ -11,7 +11,7 @@ typedef EntryConstructorFunction = String->Void; /** * A base type for a Registry, which is an object which handles loading scriptable objects. - * + * * @param T The type to construct. Must implement `IRegistryEntry`. * @param J The type of the JSON data used when constructing. */ @@ -139,8 +139,8 @@ abstract class BaseRegistry & Constructible; @@ -161,7 +161,7 @@ abstract class BaseRegistry & Constructible; } diff --git a/source/funkin/freeplayStuff/BGScrollingText.hx b/source/funkin/freeplayStuff/BGScrollingText.hx index 1091afbe9..9fa6dd49b 100644 --- a/source/funkin/freeplayStuff/BGScrollingText.hx +++ b/source/funkin/freeplayStuff/BGScrollingText.hx @@ -48,8 +48,7 @@ class BGScrollingText extends FlxSpriteGroup function set_funnyColor(col:Int):Int { - grpTexts.forEach(function(txt) - { + grpTexts.forEach(function(txt) { txt.color = col; }); @@ -85,8 +84,7 @@ class BGScrollingText extends FlxSpriteGroup function sortTextShit():Void { - grpTexts.sort(function(Order:Int, Obj1:FlxObject, Obj2:FlxObject) - { + grpTexts.sort(function(Order:Int, Obj1:FlxObject, Obj2:FlxObject) { return FlxSort.byValues(Order, Obj1.x, Obj2.x); }); } diff --git a/source/funkin/graphics/rendering/SustainTrail.hx b/source/funkin/graphics/rendering/SustainTrail.hx index 80625b419..d9f43584e 100644 --- a/source/funkin/graphics/rendering/SustainTrail.hx +++ b/source/funkin/graphics/rendering/SustainTrail.hx @@ -77,9 +77,9 @@ class SustainTrail extends FlxSprite /** * Normally you would take strumTime:Float, noteData:Int, sustainLength:Float, parentNote:Note (?) - * @param NoteData - * @param SustainLength - * @param FileName + * @param NoteData + * @param SustainLength + * @param FileName */ public function new(NoteData:Int, SustainLength:Float, Path:String, ?Alpha:Float = 0.6, ?Pixel:Bool = false) { diff --git a/source/funkin/graphics/video/FlxVideo.hx b/source/funkin/graphics/video/FlxVideo.hx index db95c3d95..34b806f7e 100644 --- a/source/funkin/graphics/video/FlxVideo.hx +++ b/source/funkin/graphics/video/FlxVideo.hx @@ -18,7 +18,7 @@ class FlxVideo extends FlxBasic public var finishCallback:Void->Void; /** - * Doesn't actually interact with Flixel shit, only just a pleasant to use class + * Doesn't actually interact with Flixel shit, only just a pleasant to use class */ public function new(vidSrc:String) { diff --git a/source/funkin/input/Cursor.hx b/source/funkin/input/Cursor.hx index e965165f3..37e819469 100644 --- a/source/funkin/input/Cursor.hx +++ b/source/funkin/input/Cursor.hx @@ -123,8 +123,7 @@ class Cursor if (assetCursorDefault == null) { var future:Future = Assets.loadBitmapData(CURSOR_DEFAULT_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorDefault = bitmapData; applyCursorParams(assetCursorDefault, CURSOR_DEFAULT_PARAMS); }); @@ -138,8 +137,7 @@ class Cursor if (assetCursorCross == null) { var future:Future = Assets.loadBitmapData(CURSOR_CROSS_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorCross = bitmapData; applyCursorParams(assetCursorCross, CURSOR_CROSS_PARAMS); }); @@ -153,8 +151,7 @@ class Cursor if (assetCursorEraser == null) { var future:Future = Assets.loadBitmapData(CURSOR_ERASER_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorEraser = bitmapData; applyCursorParams(assetCursorEraser, CURSOR_ERASER_PARAMS); }); @@ -168,8 +165,7 @@ class Cursor if (assetCursorGrabbing == null) { var future:Future = Assets.loadBitmapData(CURSOR_GRABBING_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorGrabbing = bitmapData; applyCursorParams(assetCursorGrabbing, CURSOR_GRABBING_PARAMS); }); @@ -183,8 +179,7 @@ class Cursor if (assetCursorHourglass == null) { var future:Future = Assets.loadBitmapData(CURSOR_HOURGLASS_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorHourglass = bitmapData; applyCursorParams(assetCursorHourglass, CURSOR_HOURGLASS_PARAMS); }); @@ -198,8 +193,7 @@ class Cursor if (assetCursorPointer == null) { var future:Future = Assets.loadBitmapData(CURSOR_POINTER_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorPointer = bitmapData; applyCursorParams(assetCursorPointer, CURSOR_POINTER_PARAMS); }); @@ -213,8 +207,7 @@ class Cursor if (assetCursorText == null) { var future:Future = Assets.loadBitmapData(CURSOR_TEXT_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorText = bitmapData; applyCursorParams(assetCursorText, CURSOR_TEXT_PARAMS); }); @@ -228,8 +221,7 @@ class Cursor if (assetCursorZoomIn == null) { var future:Future = Assets.loadBitmapData(CURSOR_ZOOM_IN_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorZoomIn = bitmapData; applyCursorParams(assetCursorZoomIn, CURSOR_ZOOM_IN_PARAMS); }); @@ -243,8 +235,7 @@ class Cursor if (assetCursorZoomOut == null) { var future:Future = Assets.loadBitmapData(CURSOR_ZOOM_OUT_PARAMS.graphic); - future.onComplete(function(bitmapData:BitmapData) - { + future.onComplete(function(bitmapData:BitmapData) { assetCursorZoomOut = bitmapData; applyCursorParams(assetCursorZoomOut, CURSOR_ZOOM_OUT_PARAMS); }); diff --git a/source/funkin/input/TurboKeyHandler.hx b/source/funkin/input/TurboKeyHandler.hx index 9181f836b..3719ff7cc 100644 --- a/source/funkin/input/TurboKeyHandler.hx +++ b/source/funkin/input/TurboKeyHandler.hx @@ -5,10 +5,10 @@ import flixel.FlxBasic; /** * Handles repeating behavior when holding down a key or key combination. - * + * * When the `keys` are pressed, `activated` will be true for the first frame, * then wait `delay` seconds before becoming true for one frame every `interval` seconds. - * + * * Example: Pressing Ctrl+Z will undo, while holding Ctrl+Z will start to undo repeatedly. */ class TurboKeyHandler extends FlxBasic diff --git a/source/funkin/modding/IScriptedClass.hx b/source/funkin/modding/IScriptedClass.hx index bf004abb6..abcce483f 100644 --- a/source/funkin/modding/IScriptedClass.hx +++ b/source/funkin/modding/IScriptedClass.hx @@ -4,7 +4,7 @@ import funkin.modding.events.ScriptEvent; /** * Defines a set of callbacks available to all scripted classes. - * + * * Includes events handling basic life cycle relevant to all scripted classes. */ interface IScriptedClass @@ -53,7 +53,7 @@ interface INoteScriptedClass extends IScriptedClass /** * Developer note: - * + * * I previously considered adding events for onKeyDown, onKeyUp, mouse events, etc. * However, I realized that you can simply call something like the following within a module: * `FlxG.state.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);` diff --git a/source/funkin/modding/PolymodErrorHandler.hx b/source/funkin/modding/PolymodErrorHandler.hx index 70a716821..dc387900b 100644 --- a/source/funkin/modding/PolymodErrorHandler.hx +++ b/source/funkin/modding/PolymodErrorHandler.hx @@ -8,7 +8,7 @@ class PolymodErrorHandler * Show a popup with the given text. * This displays a system popup, it WILL interrupt the game. * Make sure to only use this when it's important, like when there's a script error. - * + * * @param name The name at the top of the popup. * @param desc The body text of the popup. */ diff --git a/source/funkin/modding/events/ScriptEvent.hx b/source/funkin/modding/events/ScriptEvent.hx index 0843e0500..ef67ba64a 100644 --- a/source/funkin/modding/events/ScriptEvent.hx +++ b/source/funkin/modding/events/ScriptEvent.hx @@ -19,7 +19,7 @@ class ScriptEvent * Called when the relevant object is created. * Keep in mind that the constructor may be called before the object is needed, * for the purposes of caching data or otherwise. - * + * * This event is not cancelable. */ public static inline final CREATE:ScriptEventType = 'CREATE'; @@ -27,7 +27,7 @@ class ScriptEvent /** * Called when the relevant object is destroyed. * This should perform relevant cleanup to ensure good performance. - * + * * This event is not cancelable. */ public static inline final DESTROY:ScriptEventType = 'DESTROY'; @@ -35,7 +35,7 @@ class ScriptEvent /** * Called when the relevent object is added to the game state. * This assumes all data is loaded and ready to go. - * + * * This event is not cancelable. */ public static inline final ADDED:ScriptEventType = 'ADDED'; @@ -43,35 +43,35 @@ class ScriptEvent /** * Called during the update function. * This is called every frame, so be careful! - * + * * This event is not cancelable. */ public static inline final UPDATE:ScriptEventType = 'UPDATE'; /** * Called when the player moves to pause the game. - * + * * This event IS cancelable! Canceling the event will prevent the game from pausing. */ public static inline final PAUSE:ScriptEventType = 'PAUSE'; /** * Called when the player moves to unpause the game while paused. - * + * * This event IS cancelable! Canceling the event will prevent the game from resuming. */ public static inline final RESUME:ScriptEventType = 'RESUME'; /** * Called once per step in the song. This happens 4 times per measure. - * + * * This event is not cancelable. */ public static inline final SONG_BEAT_HIT:ScriptEventType = 'BEAT_HIT'; /** * Called once per step in the song. This happens 16 times per measure. - * + * * This event is not cancelable. */ public static inline final SONG_STEP_HIT:ScriptEventType = 'STEP_HIT'; @@ -105,7 +105,7 @@ class ScriptEvent /** * Called when a song event is reached in the chart. - * + * * This event IS cancelable! Cancelling this event prevents the event from being triggered, * thus blocking its normal functionality. */ @@ -113,21 +113,21 @@ class ScriptEvent /** * Called when the song starts. This occurs as the countdown ends and the instrumental and vocals begin. - * + * * This event is not cancelable. */ public static inline final SONG_START:ScriptEventType = 'SONG_START'; /** * Called when the song ends. This happens as the instrumental and vocals end. - * + * * This event is not cancelable. */ public static inline final SONG_END:ScriptEventType = 'SONG_END'; /** * Called when the countdown begins. This occurs before the song starts. - * + * * This event IS cancelable! Canceling this event will prevent the countdown from starting. * - The song will not start until you call Countdown.performCountdown() later. * - Note that calling performCountdown() will trigger this event again, so be sure to add logic to ignore it. @@ -137,7 +137,7 @@ class ScriptEvent /** * Called when a step of the countdown happens. * Includes information about what step of the countdown was hit. - * + * * This event IS cancelable! Canceling this event will pause the countdown. * - The countdown will not resume until you call PlayState.resumeCountdown(). */ @@ -145,14 +145,14 @@ class ScriptEvent /** * Called when the countdown is done but just before the song starts. - * + * * This event is not cancelable. */ public static inline final COUNTDOWN_END:ScriptEventType = 'COUNTDOWN_END'; /** * Called before the game over screen triggers and the death animation plays. - * + * * This event is not cancelable. */ public static inline final GAME_OVER:ScriptEventType = 'GAME_OVER'; @@ -160,21 +160,21 @@ class ScriptEvent /** * Called after the player presses a key to restart the game. * This can happen from the pause menu or the game over screen. - * + * * This event IS cancelable! Canceling this event will prevent the game from restarting. */ public static inline final SONG_RETRY:ScriptEventType = 'SONG_RETRY'; /** * Called when the player pushes down any key on the keyboard. - * + * * This event is not cancelable. */ public static inline final KEY_DOWN:ScriptEventType = 'KEY_DOWN'; /** * Called when the player releases a key on the keyboard. - * + * * This event is not cancelable. */ public static inline final KEY_UP:ScriptEventType = 'KEY_UP'; @@ -182,56 +182,56 @@ class ScriptEvent /** * Called when the game has finished loading the notes from JSON. * This allows modders to mutate the notes before they are used in the song. - * + * * This event is not cancelable. */ public static inline final SONG_LOADED:ScriptEventType = 'SONG_LOADED'; /** * Called when the game is about to switch the current FlxState. - * + * * This event is not cancelable. */ public static inline final STATE_CHANGE_BEGIN:ScriptEventType = 'STATE_CHANGE_BEGIN'; /** * Called when the game has finished switching the current FlxState. - * + * * This event is not cancelable. */ public static inline final STATE_CHANGE_END:ScriptEventType = 'STATE_CHANGE_END'; /** * Called when the game is about to open a new FlxSubState. - * + * * This event is not cancelable. */ public static inline final SUBSTATE_OPEN_BEGIN:ScriptEventType = 'SUBSTATE_OPEN_BEGIN'; /** * Called when the game has finished opening a new FlxSubState. - * + * * This event is not cancelable. */ public static inline final SUBSTATE_OPEN_END:ScriptEventType = 'SUBSTATE_OPEN_END'; /** * Called when the game is about to close the current FlxSubState. - * + * * This event is not cancelable. */ public static inline final SUBSTATE_CLOSE_BEGIN:ScriptEventType = 'SUBSTATE_CLOSE_BEGIN'; /** * Called when the game has finished closing the current FlxSubState. - * + * * This event is not cancelable. */ public static inline final SUBSTATE_CLOSE_END:ScriptEventType = 'SUBSTATE_CLOSE_END'; /** * Called when the game is exiting the current FlxState. - * + * * This event is not cancelable. */ /** diff --git a/source/funkin/modding/module/Module.hx b/source/funkin/modding/module/Module.hx index a9caf05f0..f50c9936a 100644 --- a/source/funkin/modding/module/Module.hx +++ b/source/funkin/modding/module/Module.hx @@ -25,7 +25,7 @@ class Module implements IPlayStateScriptedClass implements IStateChangingScripte /** * Determines the order in which modules receive events. * You can modify this to change the order in which a given module receives events. - * + * * Priority 1 is processed before Priority 1000, etc. */ public var priority(default, set):Int; @@ -41,7 +41,7 @@ class Module implements IPlayStateScriptedClass implements IStateChangingScripte /** * Called when the module is initialized. * It may not be safe to reference other modules here since they may not be loaded yet. - * + * * NOTE: To make the module start inactive, call `this.active = false` in the constructor. */ public function new(moduleId:String, priority:Int = 1000):Void diff --git a/source/funkin/modding/module/ModuleHandler.hx b/source/funkin/modding/module/ModuleHandler.hx index 51d723d0d..20bd6425c 100644 --- a/source/funkin/modding/module/ModuleHandler.hx +++ b/source/funkin/modding/module/ModuleHandler.hx @@ -16,7 +16,7 @@ class ModuleHandler /** * Parses and preloads the game's stage data and scripts when the game starts. - * + * * If you want to force stages to be reloaded, you can just call this function again. */ public static function loadModuleCache():Void @@ -66,8 +66,7 @@ class ModuleHandler { modulePriorityOrder = moduleCache.keys().array(); - modulePriorityOrder.sort(function(a:String, b:String):Int - { + modulePriorityOrder.sort(function(a:String, b:String):Int { var aModule:Module = moduleCache.get(a); var bModule:Module = moduleCache.get(b); diff --git a/source/funkin/noteStuff/NoteUtil.hx b/source/funkin/noteStuff/NoteUtil.hx index 610f82a09..a36c32482 100644 --- a/source/funkin/noteStuff/NoteUtil.hx +++ b/source/funkin/noteStuff/NoteUtil.hx @@ -7,7 +7,7 @@ import openfl.Assets; * Just various functions that IDK where to put em!!! * Semi-temp for now? the note stuff is super clutter-y right now * so I am putting this new stuff here right now XDD - * + * * A lot of this stuff can probably be moved to where appropriate! * i dont care about NoteUtil.hx at all!!! */ @@ -15,7 +15,7 @@ class NoteUtil { /** * IDK THING FOR BOTH LOL! DIS SHIT HACK-Y - * @param jsonPath + * @param jsonPath * @return Map> */ public static function loadSongEvents(jsonPath:String):Map> @@ -34,7 +34,7 @@ class NoteUtil /** * Parses song event json stuff into a neater lil map grouping? - * @param songEvents + * @param songEvents */ public static function parseSongEvents(songEvents:Array):Map> { diff --git a/source/funkin/play/Countdown.hx b/source/funkin/play/Countdown.hx index f7e072070..016b21c6c 100644 --- a/source/funkin/play/Countdown.hx +++ b/source/funkin/play/Countdown.hx @@ -101,7 +101,7 @@ class Countdown /** * Pauses the countdown at the current step. You can start it up again later by calling resumeCountdown(). - * + * * If you want to call this from a module, it's better to use the event system and cancel the onCountdownStep event. */ public static function pauseCountdown() @@ -114,7 +114,7 @@ class Countdown /** * Resumes the countdown at the current step. Only makes sense if you called pauseCountdown() first. - * + * * If you want to call this from a module, it's better to use the event system and cancel the onCountdownStep event. */ public static function resumeCountdown() @@ -127,7 +127,7 @@ class Countdown /** * Stops the countdown at the current step. You will have to restart it again later. - * + * * If you want to call this from a module, it's better to use the event system and cancel the onCountdownStart event. */ public static function stopCountdown() @@ -165,7 +165,7 @@ class Countdown /** * Retrieves the graphic to use for this step of the countdown. * TODO: Make this less dumb. Unhardcode it? Use modules? Use notestyles? - * + * * This is public so modules can do lol funny shit. */ public static function showCountdownGraphic(index:CountdownStep, isPixelStyle:Bool):Void @@ -226,7 +226,7 @@ class Countdown /** * Retrieves the sound file to use for this step of the countdown. * TODO: Make this less dumb. Unhardcode it? Use modules? Use notestyles? - * + * * This is public so modules can do lol funny shit. */ public static function playCountdownSound(index:CountdownStep, isPixelStyle:Bool):Void diff --git a/source/funkin/play/GameOverSubstate.hx b/source/funkin/play/GameOverSubstate.hx index f0694c818..140a4fbc8 100644 --- a/source/funkin/play/GameOverSubstate.hx +++ b/source/funkin/play/GameOverSubstate.hx @@ -15,7 +15,7 @@ import funkin.ui.PreferencesMenu; /** * A substate which renders over the PlayState when the player dies. * Displays the player death animation, plays the music, and handles restarting the song. - * + * * The newest implementation uses a substate, which prevents having to reload the song and stage each reset. */ class GameOverSubState extends MusicBeatSubState @@ -235,7 +235,7 @@ class GameOverSubState extends MusicBeatSubState /** * Starts the death music at the appropriate volume. - * @param startingVolume + * @param startingVolume */ function startDeathMusic(?startingVolume:Float = 1, ?force:Bool = false):Void { diff --git a/source/funkin/play/HealthIcon.hx b/source/funkin/play/HealthIcon.hx index f2bf431bc..a15c63060 100644 --- a/source/funkin/play/HealthIcon.hx +++ b/source/funkin/play/HealthIcon.hx @@ -317,7 +317,7 @@ class HealthIcon extends FlxSprite /** * Load health icon animations from a Sparrow XML file (the kind used by characters) * Note that this is looking for SPECIFIC animation names, so you may need to modify the XML. - * @param charId + * @param charId */ function loadAnimationNew():Void { @@ -333,7 +333,7 @@ class HealthIcon extends FlxSprite /** * Load health icon animations using the legacy format. * Simply assumes two icons, the idle and losing icons. - * @param charId + * @param charId */ function loadAnimationOld():Void { diff --git a/source/funkin/play/PlayState.hx b/source/funkin/play/PlayState.hx index bac61d854..3ea278f46 100644 --- a/source/funkin/play/PlayState.hx +++ b/source/funkin/play/PlayState.hx @@ -153,7 +153,7 @@ class PlayState extends MusicBeatState /** * An empty FlxObject contained in the scene. * The current gameplay camera will be centered on this object. Tween its position to move the camera smoothly. - * + * * This is an FlxSprite for two reasons: * 1. It needs to be an object in the scene for the camera to be configured to follow it. * 2. It needs to be an FlxSprite to allow a graphic (optionally, for debug purposes) to be drawn on it. @@ -168,7 +168,7 @@ class PlayState extends MusicBeatState /** * The current camera zoom level. - * + * * The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect. * Defaults to 1.05 but may be larger or smaller depending on the current stage, * and may be changed by the `ZoomCamera` song event. @@ -177,7 +177,7 @@ class PlayState extends MusicBeatState /** * The current HUD camera zoom level. - * + * * The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect. */ public var defaultHUDCameraZoom:Float = FlxCamera.defaultZoom * 1.0; @@ -754,10 +754,10 @@ class PlayState extends MusicBeatState /** * Removes any references to the current stage, then clears the stage cache, * then reloads all the stages. - * + * * This is useful for when you want to edit a stage without reloading the whole game. * Reloading works on both the JSON and the HXC, if applicable. - * + * * Call this by pressing F5 on a debug build. */ override function debug_refreshModules():Void @@ -796,7 +796,7 @@ class PlayState extends MusicBeatState /** * Loads stage data from cache, assembles the props, * and adds it to the state. - * @param id + * @param id */ function loadStage(id:String):Void { @@ -1504,7 +1504,7 @@ class PlayState extends MusicBeatState Conductor.update(FlxG.sound.music.time); /** - * + * // TODO: Redo this for the new conductor. var daBPM:Float = Conductor.bpm; var daPos:Float = 0; @@ -1985,9 +1985,9 @@ class PlayState extends MusicBeatState * Called when a player presses a key with no note present. * Scripts can modify the amount of health/score lost, whether player animations or sounds are used, * or even cancel the event entirely. - * - * @param direction - * @param hasPossibleNotes + * + * @param direction + * @param hasPossibleNotes */ function ghostNoteMiss(direction:funkin.noteStuff.NoteBasic.NoteType = 1, hasPossibleNotes:Bool = true):Void { @@ -2227,7 +2227,7 @@ class PlayState extends MusicBeatState /** * Handles characters dancing to the beat of the current song. - * + * * TODO: Move some of this logic into `Bopper.hx` */ public function danceOnBeat():Void @@ -2320,7 +2320,7 @@ class PlayState extends MusicBeatState /** * Function called before closing the current substate. - * @param subState + * @param subState */ public override function closeSubState():Void { diff --git a/source/funkin/play/Strumline.hx b/source/funkin/play/Strumline.hx index f45de5cac..4bbcc720a 100644 --- a/source/funkin/play/Strumline.hx +++ b/source/funkin/play/Strumline.hx @@ -13,7 +13,7 @@ import funkin.util.Constants; /** * A group controlling the individual notes of the strumline for a given player. - * + * * FUN FACT: Setting the X and Y of a FlxSpriteGroup will move all the sprites in the group. */ class Strumline extends FlxTypedSpriteGroup @@ -62,8 +62,8 @@ class Strumline extends FlxTypedSpriteGroup /** * Apply a small animation which moves the arrow down and fades it in. * Only plays at the start of Free Play songs. - * - * Note that modifying the offset of the whole strumline won't have the + * + * Note that modifying the offset of the whole strumline won't have the * @param arrow The arrow to animate. * @param index The index of the arrow in the strumline. */ diff --git a/source/funkin/play/character/AnimateAtlasCharacter.hx b/source/funkin/play/character/AnimateAtlasCharacter.hx index f0ce48a32..4f4b3f8f7 100644 --- a/source/funkin/play/character/AnimateAtlasCharacter.hx +++ b/source/funkin/play/character/AnimateAtlasCharacter.hx @@ -32,7 +32,7 @@ typedef AnimateAtlasAnimation = /** * An AnimateAtlasCharacter is a Character which is rendered by * displaying an animation derived from an Adobe Animate texture atlas spritesheet file. - * + * * BaseCharacter has game logic, AnimateAtlasCharacter has only rendering logic. * KEEP THEM SEPARATE! */ @@ -537,7 +537,7 @@ class AnimateAtlasCharacter extends BaseCharacter /** * Returns the left-most position of the left-most member. * If there are no members, x is returned. - * + * * @since 5.0.0 * @return the left-most position of the left-most member */ @@ -554,7 +554,7 @@ class AnimateAtlasCharacter extends BaseCharacter /** * Returns the right-most position of the right-most member. * If there are no members, x is returned. - * + * * @since 5.0.0 * @return the right-most position of the right-most member */ @@ -586,7 +586,7 @@ class AnimateAtlasCharacter extends BaseCharacter /** * Returns the top-most position of the top-most member. * If there are no members, y is returned. - * + * * @since 5.0.0 * @return the top-most position of the top-most member */ @@ -603,7 +603,7 @@ class AnimateAtlasCharacter extends BaseCharacter /** * Returns the top-most position of the top-most member. * If there are no members, y is returned. - * + * * @since 5.0.0 * @return the bottom-most position of the bottom-most member */ diff --git a/source/funkin/play/character/BaseCharacter.hx b/source/funkin/play/character/BaseCharacter.hx index fe477af3b..f4db7f66f 100644 --- a/source/funkin/play/character/BaseCharacter.hx +++ b/source/funkin/play/character/BaseCharacter.hx @@ -9,7 +9,7 @@ import funkin.play.stage.Bopper; /** * A Character is a stage prop which bops to the music as well as controlled by the strumlines. - * + * * Remember: The character's origin is at its FEET. (horizontal center, vertical bottom) */ class BaseCharacter extends Bopper @@ -43,7 +43,7 @@ class BaseCharacter extends Bopper /** * Set to true when the character being used in a special way. * This includes the Chart Editor and the Animation Editor. - * + * * Used by scripts to ensure that they don't try to run code to interact with the stage when the stage doesn't actually exist. */ public var debug:Bool = false; @@ -76,7 +76,7 @@ class BaseCharacter extends Bopper /** * The absolute position of the top-left of the character. - * @return + * @return */ public var cornerPosition(get, set):FlxPoint; @@ -112,7 +112,7 @@ class BaseCharacter extends Bopper /** * Returns the point the camera should focus on. * Should be approximately centered on the character, and should not move based on the current animation. - * + * * Set the position of this rather than reassigning it, so that anything referencing it will not be affected. */ public var cameraFocusPoint(default, null):FlxPoint = new FlxPoint(0, 0); @@ -242,7 +242,7 @@ class BaseCharacter extends Bopper /** * Set the sprite scale to the appropriate value. - * @param scale + * @param scale */ public function setScale(scale:Null):Void { @@ -394,7 +394,7 @@ class BaseCharacter extends Bopper /** * Since no `onBeatHit` or `dance` calls happen in GameOverSubState, * this regularly gets called instead. - * + * * @param force Force the deathLoop animation to play, even if `firstDeath` is still playing. */ public function playDeathAnimation(force:Bool = false):Void diff --git a/source/funkin/play/character/CharacterData.hx b/source/funkin/play/character/CharacterData.hx index 886047ec2..16bf3a8a6 100644 --- a/source/funkin/play/character/CharacterData.hx +++ b/source/funkin/play/character/CharacterData.hx @@ -33,7 +33,7 @@ class CharacterDataParser /** * Parses and preloads the game's stage data and scripts when the game starts. - * + * * If you want to force stages to be reloaded, you can just call this function again. */ public static function loadCharacterCache():Void @@ -294,7 +294,7 @@ class CharacterDataParser /** * Load a character's JSON file and parse its data. - * + * * @param charId The character to load. * @return The character data, or null if validation failed. */ @@ -363,8 +363,8 @@ class CharacterDataParser /** * Set unspecified parameters to their defaults. * If the parameter is mandatory, print an error message. - * @param id - * @param input + * @param id + * @param input * @return The validated character data */ static function validateCharacterData(id:String, input:CharacterData):Null @@ -624,7 +624,7 @@ typedef CharacterData = /** * The frequency at which the character will play its idle animation, in beats. * Increasing this number will make the character dance less often. - * + * * @default 1 */ var danceEvery:Null; @@ -633,7 +633,7 @@ typedef CharacterData = * The minimum duration that a character will play a note animation for, in beats. * If this number is too low, you may see the character start playing the idle animation between notes. * If this number is too high, you may see the the character play the sing animation for too long after the notes are gone. - * + * * Examples: * - Daddy Dearest uses a value of `1.525`. * @default 1.0 @@ -654,7 +654,7 @@ typedef CharacterData = /** * Whether or not the whole ass sprite is flipped by default. * Useful for characters that could also be played (Pico) - * + * * @default false */ var flipX:Null; diff --git a/source/funkin/play/character/MultiSparrowCharacter.hx b/source/funkin/play/character/MultiSparrowCharacter.hx index 5d4deee5d..45934c99b 100644 --- a/source/funkin/play/character/MultiSparrowCharacter.hx +++ b/source/funkin/play/character/MultiSparrowCharacter.hx @@ -8,11 +8,11 @@ import funkin.play.character.CharacterData.CharacterRenderType; /** * For some characters which use Sparrow atlases, the spritesheets need to be split * into multiple files. This character renderer handles by showing the appropriate sprite. - * + * * Examples in base game include BF Holding GF (most of the sprites are in one file * but the death animation is in a separate file). * Only example I can think of in mods is Tricky (which has a separate file for each animation). - * + * * BaseCharacter has game logic, SparrowCharacter has only rendering logic. * KEEP THEM SEPARATE! * diff --git a/source/funkin/play/character/SparrowCharacter.hx b/source/funkin/play/character/SparrowCharacter.hx index 1db14fe23..4bd17e7e6 100644 --- a/source/funkin/play/character/SparrowCharacter.hx +++ b/source/funkin/play/character/SparrowCharacter.hx @@ -8,7 +8,7 @@ import funkin.play.character.CharacterData.CharacterRenderType; /** * A SparrowCharacter is a Character which is rendered by * displaying an animation derived from a SparrowV2 atlas spritesheet file. - * + * * BaseCharacter has game logic, SparrowCharacter has only rendering logic. * KEEP THEM SEPARATE! */ diff --git a/source/funkin/play/event/FocusCameraSongEvent.hx b/source/funkin/play/event/FocusCameraSongEvent.hx index f46bccec9..8d677118b 100644 --- a/source/funkin/play/event/FocusCameraSongEvent.hx +++ b/source/funkin/play/event/FocusCameraSongEvent.hx @@ -8,7 +8,7 @@ import funkin.play.event.SongEventData.SongEventSchema; /** * This class represents a handler for a type of song event. * It is used by the ScriptedSongEvent class to handle user-defined events. - * + * * Example: Focus on Boyfriend: * ``` * { @@ -18,7 +18,7 @@ import funkin.play.event.SongEventData.SongEventSchema; * } * } * ``` - * + * * Example: Focus on 10px above Girlfriend: * ``` * { @@ -29,7 +29,7 @@ import funkin.play.event.SongEventData.SongEventSchema; * } * } * ``` - * + * * Example: Focus on (100, 100): * ``` * { diff --git a/source/funkin/play/event/ScriptedSongEvent.hx b/source/funkin/play/event/ScriptedSongEvent.hx index 6f5e1c9bc..d85a1c838 100644 --- a/source/funkin/play/event/ScriptedSongEvent.hx +++ b/source/funkin/play/event/ScriptedSongEvent.hx @@ -7,7 +7,7 @@ import polymod.hscript.HScriptedClass; * A script that can be tied to a SongEvent. * Create a scripted class that extends SongEvent, * then call `super('SongEventType')` to use this. - * + * * - Remember to override `handleEvent(data:SongEventData)` to perform your actions when the event is hit. * - Remember to override `getTitle()` to return an event name that will be displayed in the editor. * - Remember to override `getEventSchema()` to return a schema for the event data, used to build a form in the chart editor. diff --git a/source/funkin/play/stage/Bopper.hx b/source/funkin/play/stage/Bopper.hx index 9b5d1f314..26c3a0ff2 100644 --- a/source/funkin/play/stage/Bopper.hx +++ b/source/funkin/play/stage/Bopper.hx @@ -26,7 +26,7 @@ class Bopper extends StageProp implements IPlayStateScriptedClass * Whether the bopper should dance left and right. * - If true, alternate playing `danceLeft` and `danceRight`. * - If false, play `idle` every time. - * + * * You can manually set this value, or you can leave it as `null` to determine it automatically. */ public var shouldAlternate:Null = null; @@ -139,7 +139,7 @@ class Bopper extends StageProp implements IPlayStateScriptedClass * @param name The name of the current animation. * @param frameNumber The number of the current frame. * @param frameIndex The index of the current frame. - * + * * For example, if an animation was defined as having the indexes [3, 0, 1, 2], * then the first callback would have frameNumber = 0 and frameIndex = 3. */ @@ -223,7 +223,7 @@ class Bopper extends StageProp implements IPlayStateScriptedClass /** * Ensure that a given animation exists before playing it. * Will gracefully check for name, then name with stripped suffixes, then 'idle', then fail to play. - * @param name + * @param name */ function correctAnimationName(name:String):String { diff --git a/source/funkin/play/stage/Stage.hx b/source/funkin/play/stage/Stage.hx index 71ba522c0..36d1600a6 100644 --- a/source/funkin/play/stage/Stage.hx +++ b/source/funkin/play/stage/Stage.hx @@ -19,7 +19,7 @@ typedef StagePropGroup = FlxTypedSpriteGroup; /** * A Stage is a group of objects rendered in the PlayState. - * + * * A Stage is comprised of one or more props, each of which is a FlxSprite. */ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass @@ -39,8 +39,8 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass * The Stage elements get initialized at the beginning of the game. * They're used to cache the data needed to build the stage, * then accessed and fleshed out when the stage needs to be built. - * - * @param stageId + * + * @param stageId */ public function new(stageId:String) { @@ -543,7 +543,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass /** * Retrieve a list of all the asset paths required to load the stage. * Override this in a scripted class to ensure that all necessary assets are loaded! - * + * * @return An array of file names. */ public function fetchAssetPaths():Array diff --git a/source/funkin/play/stage/StageData.hx b/source/funkin/play/stage/StageData.hx index 002606c6d..6164c3cde 100644 --- a/source/funkin/play/stage/StageData.hx +++ b/source/funkin/play/stage/StageData.hx @@ -31,7 +31,7 @@ class StageDataParser /** * Parses and preloads the game's stage data and scripts when the game starts. - * + * * If you want to force stages to be reloaded, you can just call this function again. */ public static function loadStageCache():Void @@ -68,8 +68,7 @@ class StageDataParser // UNSCRIPTED STAGES // var stageIdList:Array = DataAssets.listDataFilesInPath('stages/'); - var unscriptedStageIds:Array = stageIdList.filter(function(stageId:String):Bool - { + var unscriptedStageIds:Array = stageIdList.filter(function(stageId:String):Bool { return !stageCache.exists(stageId); }); trace(' Instantiating ${unscriptedStageIds.length} non-scripted stages...'); @@ -126,7 +125,7 @@ class StageDataParser /** * Load a stage's JSON file, parse its data, and return it. - * + * * @param stageId The stage to load. * @return The stage data, or null if validation failed. */ @@ -199,8 +198,8 @@ class StageDataParser /** * Set unspecified parameters to their defaults. * If the parameter is mandatory, print an error message. - * @param id - * @param input + * @param id + * @param input * @return The validated stage data */ static function validateStageData(id:String, input:StageData):Null @@ -461,7 +460,7 @@ typedef StageDataProp = * If not zero, this prop will play an animation every X beats of the song. * This requires animations to be defined. If `danceLeft` and `danceRight` are defined, * they will alternated between, otherwise the `idle` animation will be used. - * + * * @default 0 */ var danceEvery:Null; diff --git a/source/funkin/play/stage/StageProp.hx b/source/funkin/play/stage/StageProp.hx index 58de55293..4f67c5e4b 100644 --- a/source/funkin/play/stage/StageProp.hx +++ b/source/funkin/play/stage/StageProp.hx @@ -18,7 +18,7 @@ class StageProp extends FlxSprite implements IStateStageProp /** * Called when this prop is added to the stage. - * @param event + * @param event */ public function onAdd(event:ScriptEvent):Void {} diff --git a/source/funkin/shaderslmfao/AngleMask.hx b/source/funkin/shaderslmfao/AngleMask.hx index 0fe279ad6..b9188201b 100644 --- a/source/funkin/shaderslmfao/AngleMask.hx +++ b/source/funkin/shaderslmfao/AngleMask.hx @@ -13,7 +13,7 @@ class AngleMask extends FlxShader vec2 uv = openfl_TextureCoordv.xy; - + vec2 start = vec2(0.0, 0.0); vec2 end = vec2(endPosition.x / openfl_TextureSize.x, 1.0); diff --git a/source/funkin/shaderslmfao/ColorSwap.hx b/source/funkin/shaderslmfao/ColorSwap.hx index 684e48239..2c1f5664b 100644 --- a/source/funkin/shaderslmfao/ColorSwap.hx +++ b/source/funkin/shaderslmfao/ColorSwap.hx @@ -66,8 +66,8 @@ class ColorSwapShader extends FlxShader const float offset = 1.0 / 128.0; - - + + vec3 normalizeColor(vec3 color) { @@ -101,7 +101,7 @@ class ColorSwapShader extends FlxShader vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv); vec4 swagColor = vec4(rgb2hsv(vec3(color[0], color[1], color[2])), color[3]); - + // [0] is the hue??? swagColor[0] += uTime; // swagColor[1] += uTime; @@ -109,7 +109,7 @@ class ColorSwapShader extends FlxShader // money += swagColor[0]; color = vec4(hsv2rgb(vec3(swagColor[0], swagColor[1], swagColor[2])), swagColor[3]); - + if (awesomeOutline) { @@ -119,7 +119,7 @@ class ColorSwapShader extends FlxShader if (color.a <= 0.5) { float w = size.x / openfl_TextureSize.x; float h = size.y / openfl_TextureSize.y; - + if (flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x + w, openfl_TextureCoordv.y)).a != 0. || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0. || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0. @@ -130,12 +130,12 @@ class ColorSwapShader extends FlxShader } - - + + gl_FragColor = color; - - - /* + + + /* if (color.a > 0.5) gl_FragColor = color; else diff --git a/source/funkin/shaderslmfao/OverlayBlend.hx b/source/funkin/shaderslmfao/OverlayBlend.hx index 14a840451..8845a3b55 100644 --- a/source/funkin/shaderslmfao/OverlayBlend.hx +++ b/source/funkin/shaderslmfao/OverlayBlend.hx @@ -47,7 +47,7 @@ class OverlayBlend extends FlxShader { vec2 funnyUv = openfl_TextureCoordv; vec4 color = flixel_texture2D(bitmap, funnyUv); - + vec2 reallyFunnyUv = vec2(vec2(0.0, 0.0) - gl_FragCoord.xy / openfl_TextureSize.xy); vec4 gf = flixel_texture2D(funnyShit, openfl_TextureCoordv.xy + vec2(0.1, 0.2)); diff --git a/source/funkin/shaderslmfao/ScreenWipeShader.hx b/source/funkin/shaderslmfao/ScreenWipeShader.hx index 2ba035dc0..1aeb069ba 100644 --- a/source/funkin/shaderslmfao/ScreenWipeShader.hx +++ b/source/funkin/shaderslmfao/ScreenWipeShader.hx @@ -45,7 +45,7 @@ class ScreenWipeShader extends FlxShader { vec2 funnyUv = openfl_TextureCoordv; vec4 color = flixel_texture2D(bitmap, funnyUv); - + vec2 reallyFunnyUv = vec2(vec2(0.0, 0.0) - gl_FragCoord.xy / openfl_TextureSize.xy); vec4 gf = flixel_texture2D(funnyShit, openfl_TextureCoordv); diff --git a/source/funkin/shaderslmfao/StrokeShader.hx b/source/funkin/shaderslmfao/StrokeShader.hx index d09b131a7..38dc41636 100644 --- a/source/funkin/shaderslmfao/StrokeShader.hx +++ b/source/funkin/shaderslmfao/StrokeShader.hx @@ -44,7 +44,7 @@ class StrokeShader extends FlxShader if (sample.a == 0.) { float w = size.x / openfl_TextureSize.x; float h = size.y / openfl_TextureSize.y; - + if (flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x + w, openfl_TextureCoordv.y)).a != 0. || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0. || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0. diff --git a/source/funkin/shaderslmfao/TitleOutline.hx b/source/funkin/shaderslmfao/TitleOutline.hx index c10fce8c3..9a849f795 100644 --- a/source/funkin/shaderslmfao/TitleOutline.hx +++ b/source/funkin/shaderslmfao/TitleOutline.hx @@ -50,7 +50,7 @@ class TitleOutline extends FlxShader if (color.a == 0.0) { float w = size.x / openfl_TextureSize.x; float h = size.y / openfl_TextureSize.y; - + vec4 colorOffset = flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y - h)); @@ -59,7 +59,7 @@ class TitleOutline extends FlxShader if (hsvShit.b <= 0.1 && colorOffset.a != 0.) color = vec4(0.0, 1.0, 0.8, color.a); } - + gl_FragColor = color; } diff --git a/source/funkin/ui/AtlasText.hx b/source/funkin/ui/AtlasText.hx index 857587a7b..c311e387a 100644 --- a/source/funkin/ui/AtlasText.hx +++ b/source/funkin/ui/AtlasText.hx @@ -86,7 +86,7 @@ class AtlasText extends FlxTypedSpriteGroup /** * Converts all characters to fit the font's `allowedCase`. - * @param text + * @param text */ function restrictCase(text:String) { diff --git a/source/funkin/ui/ControlsMenu.hx b/source/funkin/ui/ControlsMenu.hx index c9292d39e..bd81cae5c 100644 --- a/source/funkin/ui/ControlsMenu.hx +++ b/source/funkin/ui/ControlsMenu.hx @@ -121,8 +121,7 @@ class ControlsMenu extends funkin.ui.OptionsState.Page var margin = 100; menuCamera.deadzone.set(0, margin, menuCamera.width, menuCamera.height - margin * 2); menuCamera.minScrollY = 0; - controlGrid.onChange.add(function(selected) - { + controlGrid.onChange.add(function(selected) { camFollow.y = selected.y; labels.forEach((label) -> label.alpha = 0.6); diff --git a/source/funkin/ui/MenuList.hx b/source/funkin/ui/MenuList.hx index 61d44b960..39b53f998 100644 --- a/source/funkin/ui/MenuList.hx +++ b/source/funkin/ui/MenuList.hx @@ -121,9 +121,9 @@ class MenuTypedList extends FlxTypedGroup /** * Controls navigation on a linear list of items such as Vertical. - * @param prev - * @param next - * @param allowWrap + * @param prev + * @param next + * @param allowWrap */ inline function navList(prev:Bool, next:Bool, allowWrap:Bool) { @@ -164,8 +164,7 @@ class MenuTypedList extends FlxTypedGroup { busy = true; FlxG.sound.play(Paths.sound('confirmMenu')); - FlxFlicker.flicker(selected, 1, 0.06, true, false, function(_) - { + FlxFlicker.flicker(selected, 1, 0.06, true, false, function(_) { busy = false; selected.callback(); }); diff --git a/source/funkin/ui/NgPrompt.hx b/source/funkin/ui/NgPrompt.hx index 9cb153fab..9a2a62940 100644 --- a/source/funkin/ui/NgPrompt.hx +++ b/source/funkin/ui/NgPrompt.hx @@ -36,14 +36,12 @@ class NgPrompt extends Prompt #if web prompt.buttons.getItem("yes").fireInstantly = true; #end - prompt.onYes = function() - { + prompt.onYes = function() { prompt.setText("Connecting..." #if web + "\n(check your popup blocker)" #end); prompt.setButtons(None); openPassportUrl(); }; - prompt.onNo = function() - { + prompt.onNo = function() { prompt.close(); prompt = null; NGio.cancelLogin(); @@ -92,8 +90,7 @@ class NgPrompt extends Prompt { var user = io.newgrounds.NG.core.user.name; var prompt = new NgPrompt('Log out of $user?', Yes_No); - prompt.onYes = function() - { + prompt.onYes = function() { NGio.logout(); prompt.close(); }; diff --git a/source/funkin/ui/OptionsState.hx b/source/funkin/ui/OptionsState.hx index 2b93e7222..291dafdf1 100644 --- a/source/funkin/ui/OptionsState.hx +++ b/source/funkin/ui/OptionsState.hx @@ -145,8 +145,7 @@ class Page extends FlxGroup function openPrompt(prompt:Prompt, onClose:Void->Void) { enabled = false; - prompt.closeCallback = function() - { + prompt.closeCallback = function() { enabled = true; if (onClose != null) onClose(); } @@ -217,16 +216,15 @@ class OptionsMenu extends Page /** * Calls openPrompt and redraws the login/logout button - * @param prompt - * @param onClose + * @param prompt + * @param onClose */ public function openNgPrompt(prompt:Prompt, ?onClose:Void->Void) { var onPromptClose = checkLoginStatus; if (onClose != null) { - onPromptClose = function() - { + onPromptClose = function() { checkLoginStatus(); onClose(); } diff --git a/source/funkin/ui/PopUpStuff.hx b/source/funkin/ui/PopUpStuff.hx index 4bcdde138..c5828dd0a 100644 --- a/source/funkin/ui/PopUpStuff.hx +++ b/source/funkin/ui/PopUpStuff.hx @@ -55,8 +55,7 @@ class PopUpStuff extends FlxTypedGroup FlxTween.tween(rating, {alpha: 0}, 0.2, { - onComplete: function(tween:FlxTween) - { + onComplete: function(tween:FlxTween) { remove(rating, true); rating.destroy(); }, @@ -106,8 +105,7 @@ class PopUpStuff extends FlxTypedGroup FlxTween.tween(comboSpr, {alpha: 0}, 0.2, { - onComplete: function(tween:FlxTween) - { + onComplete: function(tween:FlxTween) { remove(comboSpr, true); comboSpr.destroy(); }, @@ -153,8 +151,7 @@ class PopUpStuff extends FlxTypedGroup FlxTween.tween(numScore, {alpha: 0}, 0.2, { - onComplete: function(tween:FlxTween) - { + onComplete: function(tween:FlxTween) { remove(numScore, true); numScore.destroy(); }, diff --git a/source/funkin/ui/PreferencesMenu.hx b/source/funkin/ui/PreferencesMenu.hx index 1b6a6c6fd..0bf83c125 100644 --- a/source/funkin/ui/PreferencesMenu.hx +++ b/source/funkin/ui/PreferencesMenu.hx @@ -43,8 +43,7 @@ class PreferencesMenu extends Page menuCamera.deadzone.set(0, margin, menuCamera.width, 40); menuCamera.minScrollY = 0; - items.onChange.add(function(selected) - { + items.onChange.add(function(selected) { camFollow.y = selected.y; }); } @@ -82,8 +81,7 @@ class PreferencesMenu extends Page function createPrefItem(prefName:String, prefString:String, prefValue:Dynamic):Void { - items.createItem(120, (120 * items.length) + 30, prefName, AtlasFont.BOLD, function() - { + items.createItem(120, (120 * items.length) + 30, prefName, AtlasFont.BOLD, function() { preferenceCheck(prefString, prefValue); switch (Type.typeof(prefValue).getName()) @@ -145,8 +143,7 @@ class PreferencesMenu extends Page // menuCamera.followLerp = CoolUtil.camLerpShit(0.05); - items.forEach(function(daItem:TextMenuItem) - { + items.forEach(function(daItem:TextMenuItem) { if (items.selectedItem == daItem) daItem.x = 150; else daItem.x = 120; diff --git a/source/funkin/ui/animDebugShit/DebugBoundingState.hx b/source/funkin/ui/animDebugShit/DebugBoundingState.hx index a21384e76..da7a4e3ff 100644 --- a/source/funkin/ui/animDebugShit/DebugBoundingState.hx +++ b/source/funkin/ui/animDebugShit/DebugBoundingState.hx @@ -44,7 +44,7 @@ import sys.io.File; class DebugBoundingState extends FlxState { - /* + /* TODAY'S TO-DO - Cleaner UI */ diff --git a/source/funkin/ui/debug/charting/ChartEditorState.hx b/source/funkin/ui/debug/charting/ChartEditorState.hx index 43fa8b26a..173e64d24 100644 --- a/source/funkin/ui/debug/charting/ChartEditorState.hx +++ b/source/funkin/ui/debug/charting/ChartEditorState.hx @@ -645,7 +645,11 @@ class ChartEditorState extends HaxeUIState var audioVocalTrackGroup:VoicesGroup; /** - * The raw byte data for the vocal audio tracks. + * A map of the audio tracks for each character's vocals. + * - Keys are the character IDs. + * - Values are the FlxSound objects to play that character's vocals. + * + * When switching characters, the elements of the VoicesGroup will be swapped to match the new character. */ var audioVocalTrackData:Map = []; diff --git a/source/funkin/ui/debug/charting/ChartEditorToolboxHandler.hx b/source/funkin/ui/debug/charting/ChartEditorToolboxHandler.hx index d849fa894..9f976df6b 100644 --- a/source/funkin/ui/debug/charting/ChartEditorToolboxHandler.hx +++ b/source/funkin/ui/debug/charting/ChartEditorToolboxHandler.hx @@ -559,9 +559,7 @@ class ChartEditorToolboxHandler toolbox.x = 200; toolbox.y = 350; - var container:VBox = toolbox.findComponent('charPlayerContainer', VBox); - - toolbox.onDialogClosed = function(event:DialogEvent) { + toolbox.onDialogClosed = (event:DialogEvent) -> { state.setUICheckboxSelected('menubarItemToggleToolboxOpponentPreview', false); } diff --git a/source/funkin/ui/haxeui/components/Notifbar.hx b/source/funkin/ui/haxeui/components/Notifbar.hx index bd08b4965..91ba16077 100644 --- a/source/funkin/ui/haxeui/components/Notifbar.hx +++ b/source/funkin/ui/haxeui/components/Notifbar.hx @@ -44,8 +44,7 @@ class Notifbar extends SideBar this.action.text = actionText; this.action.visible = true; this.action.disabled = false; - this.action.onClick = (_) -> - { + this.action.onClick = (_) -> { actionCallback(); }; } @@ -98,8 +97,7 @@ class Notifbar extends SideBar action = outerContainer.findComponent('notifbarAction', Button); dismiss = outerContainer.findComponent('notifbarDismiss', Button); - dismiss.onClick = (_) -> - { + dismiss.onClick = (_) -> { dismissNotification(); }; } diff --git a/source/funkin/ui/stageBuildShit/SprStage.hx b/source/funkin/ui/stageBuildShit/SprStage.hx index 681e6f10f..2229adfe9 100644 --- a/source/funkin/ui/stageBuildShit/SprStage.hx +++ b/source/funkin/ui/stageBuildShit/SprStage.hx @@ -18,11 +18,9 @@ class SprStage extends FlxSprite { super(x, y); - FlxMouseEvent.add(this, dragShitFunc, null, function(spr:SprStage) - { + FlxMouseEvent.add(this, dragShitFunc, null, function(spr:SprStage) { if (isSelected() || StageBuilderState.curTool == SELECT) alpha = 0.5; - }, function(spr:SprStage) - { + }, function(spr:SprStage) { alpha = 1; }, false, true, true); } diff --git a/source/funkin/ui/stageBuildShit/StageBuilderState.hx b/source/funkin/ui/stageBuildShit/StageBuilderState.hx index ad40a8657..de874e5ff 100644 --- a/source/funkin/ui/stageBuildShit/StageBuilderState.hx +++ b/source/funkin/ui/stageBuildShit/StageBuilderState.hx @@ -94,8 +94,7 @@ class StageBuilderState extends MusicBeatState hudGrp.add(saveSceneBtn); #if desktop - FlxG.stage.window.onDropFile.add(function(path:String) - { + FlxG.stage.window.onDropFile.add(function(path:String) { trace("DROPPED FILE FROM: " + Std.string(path)); var fileName:String = path.split('\\').pop(); @@ -113,8 +112,7 @@ class StageBuilderState extends MusicBeatState fo.write(sys.io.File.getBytes(path)); - new FlxTimer().start(0.2, function(tmr) - { + new FlxTimer().start(0.2, function(tmr) { var awesomeImg:SprStage = new SprStage(FlxG.mouse.x, FlxG.mouse.y, sprDragShitFunc); awesomeImg.loadGraphic(Paths.image('stageBuild/stageTempImg'), false, 0, 0, true); diff --git a/source/funkin/ui/stageBuildShit/StageOffsetSubstate.hx b/source/funkin/ui/stageBuildShit/StageOffsetSubstate.hx index c757ce72e..dff0cca6b 100644 --- a/source/funkin/ui/stageBuildShit/StageOffsetSubstate.hx +++ b/source/funkin/ui/stageBuildShit/StageOffsetSubstate.hx @@ -23,7 +23,7 @@ import openfl.net.FileReference; * Built with HaxeUI for use by both developers and modders. * * All functionality is kept within this file to ruin my own sanity. - * + * * @author ninjamuffin99 */ // Give other classes access to private instance fields diff --git a/source/funkin/ui/story/StoryMenuState.hx b/source/funkin/ui/story/StoryMenuState.hx index 2ff0c0235..b61f1bdee 100644 --- a/source/funkin/ui/story/StoryMenuState.hx +++ b/source/funkin/ui/story/StoryMenuState.hx @@ -392,7 +392,7 @@ class StoryMenuState extends MusicBeatState /** * Changes the selected difficulty. - * @param change +1 (right) to increase difficulty, -1 (left) to decrease difficulty + * @param change +1 (right) to increase difficulty, -1 (left) to decrease difficulty */ function changeDifficulty(change:Int = 0):Void { diff --git a/source/funkin/util/SerializerUtil.hx b/source/funkin/util/SerializerUtil.hx index 3b77a04e5..662c05250 100644 --- a/source/funkin/util/SerializerUtil.hx +++ b/source/funkin/util/SerializerUtil.hx @@ -24,7 +24,7 @@ class SerializerUtil } /** - * Convert a JSON string to a Haxe object of the chosen type. + * Convert a JSON string to a Haxe object of the chosen type. */ public static function fromJSONTyped(input:String, type:Class):T { diff --git a/source/funkin/util/SortUtil.hx b/source/funkin/util/SortUtil.hx index e10f6dd55..60b522744 100644 --- a/source/funkin/util/SortUtil.hx +++ b/source/funkin/util/SortUtil.hx @@ -19,7 +19,7 @@ class SortUtil /** * Given two Notes, returns 1 or -1 based on whether `a` or `b` has an earlier strumtime. - * + * * @param order Either `FlxSort.ASCENDING` or `FlxSort.DESCENDING` */ public static inline function byStrumtime(order:Int, a:Note, b:Note) diff --git a/source/funkin/util/macro/ClassMacro.hx b/source/funkin/util/macro/ClassMacro.hx index 591a5f0e1..43b437dda 100644 --- a/source/funkin/util/macro/ClassMacro.hx +++ b/source/funkin/util/macro/ClassMacro.hx @@ -7,7 +7,7 @@ import funkin.util.macro.MacroUtil; /** * Macros to generate lists of classes at compile time. - * + * * This code is a bitch glad Jason figured it out. * Based on code from CompileTime: https://github.com/jasononeil/compiletime */ @@ -15,9 +15,9 @@ class ClassMacro { /** * Gets a list of `Class` for all classes in a specified package. - * + * * Example: `var list:Array> = listClassesInPackage("funkin", true);` - * + * * @param targetPackage A String containing the package name to query. * @param includeSubPackages Whether to include classes located in sub-packages of the target package. * @return A list of classes matching the specified criteria. @@ -39,9 +39,9 @@ class ClassMacro /** * Get a list of `Class` for all classes extending a specified class. - * + * * Example: `var list:Array> = listSubclassesOf(FlxSprite);` - * + * * @param targetClass The class to query for subclasses. * @return A list of classes matching the specified criteria. */ @@ -68,7 +68,7 @@ class ClassMacro /** * Callback executed after the typing phase but before the generation phase. * Receives a list of `haxe.macro.Type` for all types in the program. - * + * * Only metadata can be modified at this time, which makes it a BITCH to access the data at runtime. */ static function onGenerate(allTypes:Array) diff --git a/source/funkin/util/macro/FlxMacro.hx b/source/funkin/util/macro/FlxMacro.hx index 313b2561a..0c1a5fa78 100644 --- a/source/funkin/util/macro/FlxMacro.hx +++ b/source/funkin/util/macro/FlxMacro.hx @@ -24,7 +24,7 @@ class FlxMacro { name: "zIndex", // Field name. access: [haxe.macro.Expr.Access.APublic], // Access level - kind: haxe.macro.Expr.FieldType.FVar(macro:Int, macro $v{0}), // Variable type and default value + kind: haxe.macro.Expr.FieldType.FVar(macro :Int, macro $v{0}), // Variable type and default value pos: pos, // The field's position in code. } ]); diff --git a/source/funkin/util/macro/MacroUtil.hx b/source/funkin/util/macro/MacroUtil.hx index e0f06c866..a121200ca 100644 --- a/source/funkin/util/macro/MacroUtil.hx +++ b/source/funkin/util/macro/MacroUtil.hx @@ -8,7 +8,7 @@ class MacroUtil { /** * Gets the value of a Haxe compiler define. - * + * * @param key The name of the define to get the value of. * @param defaultValue The value to return if the define is not set. * @return An expression containing the value of the define. diff --git a/source/funkin/util/tools/IteratorTools.hx b/source/funkin/util/tools/IteratorTools.hx index 261f101e4..9279c1227 100644 --- a/source/funkin/util/tools/IteratorTools.hx +++ b/source/funkin/util/tools/IteratorTools.hx @@ -2,9 +2,9 @@ package funkin.util.tools; /** * A static extension which provides utility functions for Iterators. - * + * * For example, add `using IteratorTools` then call `iterator.array()`. - * + * * @see https://haxe.org/manual/lf-static-extension.html */ class IteratorTools diff --git a/source/funkin/util/tools/MapTools.hx b/source/funkin/util/tools/MapTools.hx index 430b7bc81..461b88bbf 100644 --- a/source/funkin/util/tools/MapTools.hx +++ b/source/funkin/util/tools/MapTools.hx @@ -2,9 +2,9 @@ package funkin.util.tools; /** * A static extension which provides utility functions for Maps. - * + * * For example, add `using MapTools` then call `map.values()`. - * + * * @see https://haxe.org/manual/lf-static-extension.html */ class MapTools diff --git a/source/funkin/util/tools/StringTools.hx b/source/funkin/util/tools/StringTools.hx index 7ecddd0d9..8ff76a080 100644 --- a/source/funkin/util/tools/StringTools.hx +++ b/source/funkin/util/tools/StringTools.hx @@ -7,7 +7,7 @@ class StringTools { /** * Converts a string to title case. For example, "hello world" becomes "Hello World". - * + * * @param value The string to convert. * @return The converted string. */ @@ -29,7 +29,7 @@ class StringTools /** * Converts a string to lower kebab case. For example, "Hello World" becomes "hello-world". - * + * * @param value The string to convert. * @return The converted string. */ @@ -40,7 +40,7 @@ class StringTools /** * Converts a string to upper kebab case, aka screaming kebab case. For example, "Hello World" becomes "HELLO-WORLD". - * + * * @param value The string to convert. * @return The converted string. */ @@ -51,7 +51,7 @@ class StringTools /** * Parses the string data as JSON and returns the resulting object. - * + * * @return The parsed object. */ public static function parseJSON(value:String):Dynamic diff --git a/source/module.xml b/source/module.xml index dd7c9ad20..c3437d993 100644 --- a/source/module.xml +++ b/source/module.xml @@ -1,4 +1,4 @@ - + @@ -14,8 +14,7 @@ - - \ No newline at end of file +