capsule jump in

This commit is contained in:
Lasercar
2025-04-29 19:59:35 +10:00
parent 4978c89ac3
commit dafbb43532
2 changed files with 10 additions and 7 deletions
+6 -6
View File
@@ -776,12 +776,10 @@ class FreeplayState extends MusicBeatSubState
funnyMenu.hsvShader = hsvShader;
funnyMenu.newText.animation.curAnim.curFrame = 45 - ((i * 4) % 45);
// This stops the bounce-in animation.
// I would like to use to use the jump in now that it looks better,
// but I still can't because switching from harder to normal difficulties causes the x positions to mess up
/*if (fromCharSelect)*/ funnyMenu.forcePosition();
/*else
funnyMenu.initJumpIn(0, force); */
// Stops the bounce-in animation when returning to freeplay from the character selection screen.
if (fromCharSelect) funnyMenu.forcePosition();
else
funnyMenu.initJumpIn(0, force);
grpCapsules.add(funnyMenu);
}
@@ -2088,6 +2086,8 @@ class FreeplayState extends MusicBeatSubState
capsule.selected = index == curSelected + 1;
if (index > 1) capsule.curSelected = curSelected;
capsule.targetPos.y = capsule.intendedY(index - curSelected);
capsule.targetPos.x = capsule.intendedX(index - curSelected);
+4 -1
View File
@@ -75,6 +75,7 @@ class SongMenuItem extends FlxSpriteGroup
var sparkleTimer:FlxTimer;
var index:Int;
public var curSelected:Int;
public function new(x:Float, y:Float)
{
@@ -615,11 +616,13 @@ class SongMenuItem extends FlxSpriteGroup
capsule.scale.y *= realScaled;
frameInTypeBeat += 1;
// Move the targetPos set to the if statement below if you want them to shift to their target positions after jumping in instead
// I have no idea why this if instead of frameInTypeBeat == xFrames.length works even though they're the same thing
if (targetPos.x <= 320) targetPos.x = intendedX(index - curSelected);
}
else if (frameInTypeBeat == xFrames.length)
{
doJumpIn = false;
targetPos.x = intendedX(index);
}
}