Merge branch 'rewrite/master' into funkin-mobile/main
This commit is contained in:
@@ -48,7 +48,7 @@ body:
|
||||
attributes:
|
||||
label: Version
|
||||
description: Which version are you playing on? The game version is in the bottom left corner of the main menu.
|
||||
placeholder: ex. 0.6.2
|
||||
placeholder: ex. 0.6.3
|
||||
validations:
|
||||
required: true
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ body:
|
||||
attributes:
|
||||
label: Version
|
||||
description: Which version are you playing on? The game version is in the bottom left corner of the main menu.
|
||||
placeholder: ex. 0.6.2
|
||||
placeholder: ex. 0.6.3
|
||||
validations:
|
||||
required: true
|
||||
|
||||
|
||||
@@ -34,7 +34,7 @@ body:
|
||||
attributes:
|
||||
label: Version
|
||||
description: Which version are you compiling? The game version is in the bottom left corner of the main menu or in the project.hxp file.
|
||||
placeholder: ex. 0.6.2
|
||||
placeholder: ex. 0.6.3
|
||||
validations:
|
||||
required: true
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ body:
|
||||
attributes:
|
||||
label: Version
|
||||
description: Which version are you playing on? The game version is in the bottom left corner of the main menu.
|
||||
placeholder: ex. 0.6.2
|
||||
placeholder: ex. 0.6.3
|
||||
validations:
|
||||
required: true
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@ dump/
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||||
temp/
|
||||
docs/temp/
|
||||
export/
|
||||
project/
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||||
astc-textures/
|
||||
RECOVER_*.fla
|
||||
shitAudio/
|
||||
|
||||
+2
-2
@@ -1,6 +1,6 @@
|
||||
[submodule "assets"]
|
||||
path = assets
|
||||
url = https://github.com/FunkinCrew/Funkin-assets-secret
|
||||
url = https://github.com/FunkinCrew/Funkin.assets
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||||
[submodule "art"]
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||||
path = art
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||||
url = https://github.com/FunkinCrew/Funkin-art-secret
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||||
url = https://github.com/FunkinCrew/Funkin.art
|
||||
|
||||
+88
-7
@@ -6,6 +6,77 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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|
||||
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||||
|
||||
## [0.6.3] - 2025-04-25
|
||||
|
||||
### Added
|
||||
|
||||
- New option in the Preferences menu: VSync!
|
||||
- Set it to Off, On, or Adaptive
|
||||
- Adaptive turns VSync off during FPS drops, which is better if supported by your graphics card.
|
||||
- Doesn't work on Mac, sorry!
|
||||
- Otis now has muzzle flashes when shooting.
|
||||
- Overhauled the sticker system to allow modders to easily add custom sticker sets. ([cdc468b](https://github.com/FunkinCrew/Funkin/commit/cdc468ba15683b3c0f54015e337673c77ddd7962)) - by @AbnormalPoof in [#4003](https://github.com/FunkinCrew/Funkin/pull/4003)
|
||||
- Implemented a macro to optimize registries and entries. ([1497521](https://github.com/FunkinCrew/Funkin/commit/14975212a918adb1a5d96a349ec9e8e63c9fc64b)) - by @lemz1 in [#3694](https://github.com/FunkinCrew/Funkin/pull/3694)
|
||||
- The macro is now used to retrieve base game assets. ([963e2ec](https://github.com/FunkinCrew/Funkin/commit/963e2ecd630fae24dae4206d315618cf4c4be6db)) - by @lemz1 in [#4707](https://github.com/FunkinCrew/Funkin/pull/4707)
|
||||
- The Chart Editor now displays the current beat and step of the playhead. ([83bb3bb](https://github.com/FunkinCrew/Funkin/commit/83bb3bb5074ecb5f50ee21979711efcda9d8017d)) - by @NotHyper-474 in [#4649](https://github.com/FunkinCrew/Funkin/pull/4649)
|
||||
|
||||
### Changed
|
||||
|
||||
- The mod API version is now 0.6.3.
|
||||
- Be sure to update the version in your mods' metadata, then ensure they are still working!
|
||||
- Eric's scoring rebalance update!
|
||||
- Misses (not ghost misses) are now worth -100 points, up from -10.
|
||||
- Hold note trails now grant 20% less health.
|
||||
- Dropping a hold note early now plays the miss animation and deducts health and score.
|
||||
- Made a LOT of charting changes!
|
||||
- Many missing, extra, and mistimed notes have been corrected.
|
||||
- Stacked notes that were preventing full combos have been removed.
|
||||
- Camera events have been adjusted to stay within the boundaries of the stage.
|
||||
- Some songs have been recharted.
|
||||
- The Freeplay menu can now always switch between variations.
|
||||
- The nearest song with an Erect variation will be selected when switching.
|
||||
- Switching difficulties now always plays the capsule jump-in animation.
|
||||
- The "Random" capsule now plays animations consistent with other capsules.
|
||||
- The Eggnog Erect cutscene can now be skipped. ([0303a03](https://github.com/FunkinCrew/funkin.assets/commit/1202651db8ea938fe11b6b734fbf7884d101e6ad)) - by @ShadzXD in [#62](https://github.com/FunkinCrew/funkin.assets/pull/62)
|
||||
- Swapped the positions of “skip” and “restart” items in the dialogue pause menu for consistency. ([1f88a3b](https://github.com/FunkinCrew/Funkin/commit/1f88a3b6e13e9283ad680805deab5e27ba141d96)) - by @VioletSnowLeopard in [#4553](https://github.com/FunkinCrew/Funkin/pull/4553)
|
||||
- The Controls menu now prevents unbinding essential UI controls to safeguard against softlocking save files. ([7eebce4](https://github.com/FunkinCrew/Funkin/commit/7eebce432d7627a1cf0bbd43f22a6f9bcb63ff65)) - by @VioletSnowLeopard in [#4382](https://github.com/FunkinCrew/Funkin/pull/4382)
|
||||
- Renamed “Auto Pause” preference to “Pause on Unfocus” for clarity. ([52be941](https://github.com/FunkinCrew/Funkin/commit/52be941b4503da0ac76918e2482ab1804866f2cf)) - by @JackXson-Real in [#4346](https://github.com/FunkinCrew/Funkin/pull/4346)
|
||||
- Overhauled `FileUtil`, introducing various fixes, new functions, and sandboxing. ([95ade2a](https://github.com/FunkinCrew/Funkin/commit/95ade2a08b7709e8208ec1b3e123bf5b4308ba10)) - by @cyn0x8 in [#3032](https://github.com/FunkinCrew/Funkin/pull/3032)
|
||||
|
||||
- The Freeplay menu no longer displays songs without Erect variations when returning from an Erect variation song.
|
||||
- Fixed Freeplay DJ animations for Boyfriend and Pico when idling (properly this time).
|
||||
- Alternate instrumentals for Cocoa, Senpai, Roses, and Stress are now locked until their Pico Mix is beaten.
|
||||
- The Roses Pico alternate instrumental is now offset to align with the original song's voices.
|
||||
- Entering Stress or Stress (Pico Mix) a second time no longer crashes the game.
|
||||
- Restarting Stress or Stress (Pico Mix) no longer spawns too many Tankmen in the background.
|
||||
- Pico's game over animation now displays properly on Ugh (Pico Mix) and Guns (Pico Mix).
|
||||
- Tankman's death lines now play for Boyfriend in Ugh, Guns, and Ugh Erect.
|
||||
- Week 6 dialogue no longer plays for all non-default variations when entered through Freeplay.
|
||||
- Nene (Pixel) now plays her knife raising animation when the player has low health.
|
||||
- A-Bot's visualizer is now blank before the song starts.
|
||||
- Debug editor tooltips no longer display behind windows.
|
||||
- Clearing save data no longer crashes the game.
|
||||
- Adding custom parameters to note kinds no longer crashes the Chart Editor. ([0a7bd31](https://github.com/FunkinCrew/Funkin/commit/0a7bd3111f59efbecfe097f8bbcfdefa5ace299d)) - by @Lasercar in [#136](https://github.com/FunkinCrew/funkin.assets/pull/136)
|
||||
- Improved performance in the Freeplay menu before entering a song. ([2b7254f](https://github.com/FunkinCrew/Funkin/commit/2b7254fbd2356e9da91e216f178a88f17874a6eb)) - by @superpowers04 in [#4729](https://github.com/FunkinCrew/Funkin/pull/4729)
|
||||
- Prevented a crash by capping Freeplay and Results screen score displays at their largest possible values (actual scores are not capped). ([51324e9](https://github.com/FunkinCrew/Funkin/commit/51324e9c283c43ca861d3369ba9b3e1db9c89765)) - by @KoloInDaCrib in [#3634](https://github.com/FunkinCrew/Funkin/pull/3634)
|
||||
- The Animation Editor no longer crashes when opened. ([b40b4b0](https://github.com/FunkinCrew/Funkin/commit/b40b4b03692910afceff361cf6ca3298fd787e3c)) - by @sector-a in [#4582](https://github.com/FunkinCrew/Funkin/pull/4582)
|
||||
- Disabled navigation in the Options menu while the Clear Save Data prompt is open. ([855deb5](https://github.com/FunkinCrew/Funkin/commit/855deb58280e850c0ad1581807c70f05d6b6a2cb)) - by @KoloInDaCrib in [#4703](https://github.com/FunkinCrew/Funkin/pull/4703)
|
||||
- Save data is no longer wiped after failing to load the current save. ([068c9fb](https://github.com/FunkinCrew/Funkin/commit/068c9fb43d49ff6ea13e5a73f77a42207954be2c)) - by @KoloInDaCrib in [#4574](https://github.com/FunkinCrew/Funkin/pull/4574)
|
||||
- Selecting a different type of event in the Chart Editor no longer crashes or resets the event to its default values. ([71ed154](https://github.com/FunkinCrew/Funkin/commit/71ed154b81abbd002d78c09c2dada8a2ad3fa73e)) - by @KoloInDaCrib in [#3913](https://github.com/FunkinCrew/Funkin/pull/3913)
|
||||
- Deleting a stacked event in the Chart Editor now properly removes the deleted event’s sprite. ([3ad14ba](https://github.com/FunkinCrew/Funkin/commit/3ad14bac32096e45259997ab9957bec5fecf296f)) - by @NotHyper-474 in [#4724](https://github.com/FunkinCrew/Funkin/pull/4724)
|
||||
- Patched a security vulnerability. ([53dec05](https://github.com/FunkinCrew/Funkin/commit/53dec057bee0a913d60e0c70d45dbb59a58620b0)) - by @nebulazorua in [#4740](https://github.com/FunkinCrew/Funkin/pull/4740)
|
||||
- Added null safety to a bunch of classes.
|
||||
- Even more tiny bug fixes.
|
||||
|
||||
## New Contributors for 0.6.3
|
||||
|
||||
* @JackXson-Real made their first contribution in [#4346](https://github.com/FunkinCrew/Funkin/pull/4346)
|
||||
* @VioletSnowLeopard made their first contribution in [#4382](https://github.com/FunkinCrew/Funkin/pull/4382)
|
||||
* @superpowers04 made their first contribution in [#4729](https://github.com/FunkinCrew/Funkin/pull/4729)
|
||||
* @ShadzXD made their first contribution in [#62](https://github.com/FunkinCrew/Funkin/pull/4729)
|
||||
|
||||
|
||||
|
||||
## [0.6.2] - 2025-03-31
|
||||
|
||||
### Added
|
||||
@@ -58,7 +129,7 @@ The Pit Stop 2 update!
|
||||
- Added an option to launch the game in fullscreen. ([ee53ccd](https://github.com/FunkinCrew/Funkin/commit/ee53ccd32721e0790adfe82c60d4aca419db0a7f)) - by @AbnormalPoof in [#3738](https://github.com/FunkinCrew/Funkin/pull/3738)
|
||||
- Added on-screen descriptions for each item in the Preferences menu. ([a17b0e8](https://github.com/FunkinCrew/Funkin/commit/a17b0e8b3cc1d56fcdc0b51eaca9fd57cdb5bce0)) - by @anysad in [#3872](https://github.com/FunkinCrew/Funkin/pull/3872)
|
||||
- Added precise scrolling in the Chart Editor using Ctrl-Mouse Wheel. ([0d8e4a5](https://github.com/FunkinCrew/Funkin/commit/0d8e4a53305d6d069454812766300122f3581e31)) - by @ninjamuffin99 in [#3806](https://github.com/FunkinCrew/Funkin/pull/3806)
|
||||
- Added a “None” option to the character selector in the Chart Editor. ([d9637d3](https://github.com/FunkinCrew/Funkin/commit/d9637d3a19466b9fc68a102676c46a74ef504909)) - by @Lasercar in [#4279](https://github.com/FunkinCrew/Funkin/pull/4279)
|
||||
- Added a “None” option to the character selector in the Chart Editor. ([9c2ef02](https://github.com/FunkinCrew/Funkin/commit/9c2ef0236818883ad1275571dac49eab70ca0ea0)) - by @Lasercar in [#4279](https://github.com/FunkinCrew/Funkin/pull/4279)
|
||||
- Added the ability to flip the character in the Animation Editor. ([de02137](https://github.com/FunkinCrew/Funkin/commit/de02137d7c7d1779e85aeda34743f506a5b9cc27)) - by @AbnormalPoof in [#3028](https://github.com/FunkinCrew/Funkin/pull/3028)
|
||||
- Added offsets support for album titles. ([69d8570](https://github.com/FunkinCrew/Funkin/commit/69d8570a9eb06011ed6dd95fcbef83d90f7f8684)) - by @AbnormalPoof in [#3618](https://github.com/FunkinCrew/Funkin/pull/3618)
|
||||
- Added three new properties to stage data: `angle`, `scroll`, and `alpha`. ([ff56b19](https://github.com/FunkinCrew/Funkin/commit/ff56b1948aef42bbb6bb4ede4f9b2012d49ab044)) - by @AbnormalPoof in [#3720](https://github.com/FunkinCrew/Funkin/pull/3720)
|
||||
@@ -77,7 +148,7 @@ The Pit Stop 2 update!
|
||||
- For example, the Zoom Camera event can now be set to 0.9857.
|
||||
- Lots of improvements to GitHub issue and pull request organization. - by @Hundrec and @AbnormalPoof
|
||||
- Overhauled the Changelog to improve readability and properly credit contributors. ([4383fcf](https://github.com/FunkinCrew/Funkin/commit/4383fcf32c280a1c0ee7b9c80d255611d497cabc)) - by @Hundrec in [#4296](https://github.com/FunkinCrew/Funkin/pull/4296) and [#4298](https://github.com/FunkinCrew/Funkin/pull/4298)
|
||||
- Made various improvements to the screenshot function. ([9ce7bbc](https://github.com/FunkinCrew/Funkin/commit/9ce7bbcfbb8f30ae120c876194f89bc4c787f585)) - by @Lasercar in [#4082](https://github.com/FunkinCrew/Funkin/pull/4082)
|
||||
- Made various improvements to the screenshot plugin. ([868932c](https://github.com/FunkinCrew/Funkin/commit/868932cd138fad4be5b541cbea3110e30479057b)) - by @Lasercar in [#4082](https://github.com/FunkinCrew/Funkin/pull/4082)
|
||||
- Accept keybinds (Z and Space by default) can now be used to exit the Results screen. ([edb270d](https://github.com/FunkinCrew/Funkin/commit/edb270d15e41784dccbf75639ac731840e80fe23)) - by @JVNpixels in [#3799](https://github.com/FunkinCrew/Funkin/pull/3799)
|
||||
- Reordered UI keybinds in the controls menu for consistency. ([a01bcc3](https://github.com/FunkinCrew/Funkin/commit/a01bcc3da836ec52851ca9de13ef459daf61269a)) - by @lemz1 in [#3027](https://github.com/FunkinCrew/Funkin/pull/3027)
|
||||
- New save files now have default Freeplay controls for gamepads. ([2b7f62e](https://github.com/FunkinCrew/Funkin/commit/2b7f62edd33de5527e259d9e5643f926d35da734)) - by @MrMadera in [#3934](https://github.com/FunkinCrew/Funkin/pull/3934)
|
||||
@@ -98,20 +169,30 @@ The Pit Stop 2 update!
|
||||
- Reduced stuttering when resyncing instrumental and voices tracks. ([22d41d2](https://github.com/FunkinCrew/Funkin/commit/22d41d21b88acb7422a0afcda8414682710bd2ed)) - by @TechnikTil in [#3955](https://github.com/FunkinCrew/Funkin/pull/3955)
|
||||
- Songs with only instrumental tracks no longer stutter. ([dfe02ec](https://github.com/FunkinCrew/Funkin/commit/dfe02ec668b61d6308f459c978d12a7487f9dc28)) - by @KoloInDaCrib in [#3861](https://github.com/FunkinCrew/Funkin/pull/3861)
|
||||
- The debug mouse cursor no longer flickers before the Title Screen loads. ([1c12b84](https://github.com/FunkinCrew/Funkin/commit/1c12b8467eca350eb28138473360d5358fa620e2)) - by @sphis-Sinco in [#3881](https://github.com/FunkinCrew/Funkin/pull/3881)
|
||||
- Unbound keys now display as [N/A] instead of crashing the game. ([94e5d3c](https://github.com/FunkinCrew/Funkin/commit/94e5d3ca258cbaa5d9ab6f0cb26feda83b3433a2)) - by @NotHyper-474 in [#4355](https://github.com/FunkinCrew/Funkin/pull/4355)
|
||||
- Unbound keys now display as [N/A] instead of crashing the game. ([099c309](https://github.com/FunkinCrew/Funkin/commit/099c309f9babdc1ea99b7dbed3fdccf1e952fc8e)) - by @NotHyper-474 in [#4355](https://github.com/FunkinCrew/Funkin/pull/4355)
|
||||
- Songs can no longer be spam-selected after selecting an instrumental in Freeplay. ([0e0c4ae](https://github.com/FunkinCrew/Funkin/commit/0e0c4aeb7745cfb9479685ccbb635cf3743cddbb)) - by @AbnormalPoof in [#3866](https://github.com/FunkinCrew/Funkin/pull/3866)
|
||||
- The Random capsule can now switch to Erect/Nightmare difficulties in Freeplay. ([6f32747](https://github.com/FunkinCrew/Funkin/commit/6f327474f30374f50774f432ea3ccb6d02579445)) - by @KoloInDaCrib in [#3838](https://github.com/FunkinCrew/Funkin/pull/3838)
|
||||
- The Random capsule can now switch to Erect/Nightmare difficulties in Freeplay. ([a90b911](https://github.com/FunkinCrew/Funkin/commit/a90b911653a1beaba57d64b1f05b840109fec42b)) - by @KoloInDaCrib in [#3838](https://github.com/FunkinCrew/Funkin/pull/3838)
|
||||
- Fixed a rare bug where a song would not register as beaten. ([a3e2373](https://github.com/FunkinCrew/Funkin/commit/a3e23733db104b1ef00cfcff17db3a5d032a4d67)) - by @AbnormalPoof in [#3820](https://github.com/FunkinCrew/Funkin/pull/3820)
|
||||
- The difficulty graphic on the Results screen no longer cuts off incorrectly. ([b13bf05](https://github.com/FunkinCrew/Funkin/commit/b13bf05d16ff2977309e0c7ba3f049c0134e8902)) - by @AbnormalPoof in [#4161](https://github.com/FunkinCrew/Funkin/pull/4161)
|
||||
- Four-digit long Total Notes values in the Results screen no longer overflow to the right. ([2be4c0c](https://github.com/FunkinCrew/Funkin/commit/2be4c0c7196e018a43f9697f015179f3efc3fcdb)) - by @Hundrec in [#4356](https://github.com/FunkinCrew/Funkin/pull/4356)
|
||||
- Four-digit long Total Notes values in the Results screen no longer overflow to the right. ([91a594c](https://github.com/FunkinCrew/Funkin/commit/91a594cc858ed086cd2146a1ac5d2379c6fdd27a)) - by @Hundrec in [#4356](https://github.com/FunkinCrew/Funkin/pull/4356)
|
||||
- The Character Select screen no longer plays the unlock animation for some locked characters. ([7058126](https://github.com/FunkinCrew/Funkin/commit/7058126e99adb55e43f5f487b007d3efa9f324d5)) - by @AbnormalPoof in [#3748](https://github.com/FunkinCrew/Funkin/pull/3748)
|
||||
- All time signatures in the Chart Editor now display the correct number of beat/step tick lines. ([e570dfb](https://github.com/FunkinCrew/Funkin/commit/e570dfb8e754f9cb29ac2d8fff6e8513bc68b630)) - by @Keoiki in [#2860](https://github.com/FunkinCrew/Funkin/pull/2860)
|
||||
- The Debug menu now opens with the correct camera position. ([090ddd1](https://github.com/FunkinCrew/Funkin/commit/090ddd1f1c2aa48fdb83127b2235041643c99af5)) - by @ninjamuffin99 in [#3769](https://github.com/FunkinCrew/Funkin/pull/3769)
|
||||
- Removed some Freeplay variables left over from legacy versions. ([6f6529f](https://github.com/FunkinCrew/Funkin/commit/6f6529f3c460721755dfdd0a7a26578c0de429d2)) - by @AbnormalPoof in [#4370](https://github.com/FunkinCrew/Funkin/pull/4370)
|
||||
- Removed an unused Freeplay class left over from legacy versions. ([abe4ac8](https://github.com/FunkinCrew/Funkin/commit/abe4ac8485539cbebe527a9a75698950232b68d2)) - by @AbnormalPoof in [#4370](https://github.com/FunkinCrew/Funkin/pull/4370)
|
||||
- Blacklisted an additional class for security. ([3492d41](https://github.com/FunkinCrew/Funkin/commit/3492d412c65c7f3fd61e6fc6c9410d8467122ab0)) - by @AbnormalPoof in [#4074](https://github.com/FunkinCrew/Funkin/pull/4074)
|
||||
- Removed an unused class from Polymod blacklist. ([06c12e3](https://github.com/FunkinCrew/Funkin/commit/06c12e36c6bd6df4e2be32a3bec540172e79e162)) - by @AbnormalPoof in [#3729](https://github.com/FunkinCrew/Funkin/pull/3729)
|
||||
- Many additional small bug fixes.
|
||||
|
||||
### Fixed
|
||||
|
||||
* @PatoFlamejanteTV made their first contribution in [#3843](https://github.com/FunkinCrew/Funkin/pull/3843)
|
||||
* @sphis-Sinco made their first contribution in [#3881](https://github.com/FunkinCrew/Funkin/pull/3881)
|
||||
* @MrMadera made their first contribution in [#3934](https://github.com/FunkinCrew/Funkin/pull/3934)
|
||||
* @MidyGamy made their first contribution in [#4068](https://github.com/FunkinCrew/Funkin/pull/4068)
|
||||
* @Lasercar made their first contribution in [#4082](https://github.com/FunkinCrew/Funkin/pull/4082)
|
||||
* @MrScottyPieey made their first contribution in [#4085](https://github.com/FunkinCrew/Funkin/pull/4085)
|
||||
|
||||
|
||||
## New Contributors for 0.6.0
|
||||
|
||||
* @PatoFlamejanteTV made their first contribution in [#3843](https://github.com/FunkinCrew/Funkin/pull/3843)
|
||||
@@ -397,7 +478,7 @@ The Playable Pico Update!
|
||||
- Botplay mode now handles the player's animations properly during hold notes. ([thanks Hundrec!](https://github.com/FunkinCrew/Funkin/pull/2683))
|
||||
- Camera movement now pauses when the game is paused. ([thanks Matriculaso!](https://github.com/FunkinCrew/Funkin/pull/2684))
|
||||
- Pico's gameplay sprite no longer appears on the gameover screen when dying from an explosion in 2hot.
|
||||
- Freeplay previews now properly fade in volume during the BF idle animation.
|
||||
- Freeplay previews now properly fade in volume during the DJ's idle animation.
|
||||
- DadBattle no longer incorrectly appears as DadBattle Erect when returning to Freeplay on Hard.
|
||||
- 2hot now appears under the "#" category in Freeplay menu.
|
||||
- The Chart Editor no longer crashes when selecting an event with the Event toolbox open.
|
||||
|
||||
+1
-1
Submodule art updated: e5eafbad4a...0f19677c1e
+1
-1
Submodule assets updated: 223c5040d3...a42401ffd3
+7
-6
@@ -13,19 +13,20 @@
|
||||
- NOTE: By performing this operation, you are downloading Content which is proprietary and protected by national and international copyright and trademark laws. See [the LICENSE.md file for the Funkin.assets](https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md) repo for more information.
|
||||
5. Run `haxelib --global install hmm` and then `haxelib --global run hmm setup` to install hmm.json
|
||||
6. Run `hmm install` to install all haxelibs of the current branch
|
||||
7. Run `haxelib run lime setup` to set up Lime
|
||||
8. Perform additional platform setup
|
||||
- If you have issues installing Lime, try utilizing Funkin's patched libraries for hmm and haxelib: `haxelib --global git haxelib https://github.com/FunkinCrew/haxelib.git` and `haxelib --global git hmm https://github.com/FunkinCrew/hmm.git`
|
||||
8. Run `haxelib run lime setup` to set up Lime
|
||||
9. Perform additional platform setup
|
||||
- For Windows, download the [Visual Studio Build Tools](https://aka.ms/vs/17/release/vs_BuildTools.exe)
|
||||
- When prompted, select "Individual Components" and make sure to download the following:
|
||||
- MSVC v143 VS 2022 C++ x64/x86 build tools
|
||||
- Windows 10/11 SDK
|
||||
- Mac: [`lime setup mac` Documentation](https://lime.openfl.org/docs/advanced-setup/macos/)
|
||||
- Linux: [`lime setup linux` Documentation](https://lime.openfl.org/docs/advanced-setup/linux/)
|
||||
- Note: Funkin's fork currently doesn't come with the necessary binaries so you'll have to rebuild Lime. See [Troubleshooting](TROUBLESHOOTING.md#lime-related-issues).
|
||||
- One of Funkin's dependencies uses libVLC, which requires you to install some packages to be able to compile: `sudo apt install libvlc-dev libvlccore-dev libvlccore9`
|
||||
- One of Funkin's dependencies uses libVLC, which requires you to install some development packages to be able to compile.
|
||||
Command for Ubuntu/Debian based systems: `sudo apt install libvlc-dev libvlccore-dev libvlccore9`
|
||||
- HTML5: Compiles without any extra setup
|
||||
9. If you are targeting for native, you may need to run `lime rebuild <PLATFORM>` and `lime rebuild <PLATFORM> -debug`
|
||||
10. `lime test <PLATFORM>` to build and launch the game for your platform (for example, `lime test windows`)
|
||||
10. If you are targeting for native, you may need to run `lime rebuild <PLATFORM>` and `lime rebuild <PLATFORM> -debug`
|
||||
11. `lime test <PLATFORM>` to build and launch the game for your platform (for example, `lime test windows`)
|
||||
|
||||
## Build Flags
|
||||
|
||||
|
||||
+20
-14
@@ -74,6 +74,7 @@ Here's a list of commonly suggested features and the reasons why they won't be a
|
||||
| Toggleable Ghost Tapping | https://github.com/FunkinCrew/Funkin/pull/2564#issuecomment-2119701802 |
|
||||
| Perfectly Centered Strumlines | _same as above^_ |
|
||||
| MultiKey, 9k, More than 4 keys, etc. | https://github.com/FunkinCrew/Funkin/issues/4243#issuecomment-2692371969 |
|
||||
| Flashy Combo Milestones | https://github.com/FunkinCrew/Funkin/pull/4700#issuecomment-2798916579 |
|
||||
| Losing Icons for DD and Parents | https://github.com/FunkinCrew/Funkin/issues/3048#issuecomment-2243491536 |
|
||||
| Playable GF / Speaker BF / Speaker Pico | https://github.com/FunkinCrew/Funkin/issues/2953#issuecomment-2216985230 |
|
||||
| Fresh (Chill Mix) as Title Screen Music | https://github.com/FunkinCrew/Funkin/pull/4282#issuecomment-2709334718 |
|
||||
@@ -154,11 +155,23 @@ Choose the `develop` branch if you modify:
|
||||
Choosing the right base branch helps keep your commit history clean and avoid merge conflicts.
|
||||
Once you’re satisfied with the changes you’ve made, open a PR and base it on the same branch you previously chose.
|
||||
|
||||
## Merge conflicts and rebasing
|
||||
## Maintaining your pull request
|
||||
Keeping your pull request clean and easy to review increases the chance that it will be accepted!
|
||||
|
||||
Our maintenance policy is as follows:
|
||||
- If we require changes to your PR, we will label your PR `status: needs revision`.
|
||||
- We may also leave a comment under your PR specifying what changes you should make.
|
||||
- If you receive a comment, you have 90 days to implement the requested changes.
|
||||
- After this period, your PR will be closed due to inactivity and labeled `status: stale`.
|
||||
- Even after your PR is closed, you may request for us to reopen it. Just be sure to address the issues!
|
||||
|
||||
This policy ensures that PRs awaiting review are up to date and ready to merge.
|
||||
|
||||
### Merge conflicts and rebasing
|
||||
Some game updates introduce significant breaking changes that may create merge conflicts in your PR. To resolve them, you will need to update or rebase your PR.
|
||||
|
||||
Most merge conflicts are small and will only require you to modify a few files to resolve them.
|
||||
However, some changes are so big that your commit history will look like a mess!
|
||||
However, some changes are so big that your commit history will be a total mess!
|
||||
In this case, you will have to perform a [**rebase**](https://docs.github.com/en/get-started/using-git/about-git-rebase).
|
||||
This process reapplies your changes on top of the updated branch and cleanly resolves the merge conflicts.
|
||||
|
||||
@@ -392,22 +405,15 @@ 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**.
|
||||
Charting PRs make changes such as **adjusting chart metadata**.
|
||||
|
||||
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.
|
||||
This involves modifying one or several of the `funkin.assets` repository's `*-metadata.json` files, found in the `preload/data/songs/` directory.
|
||||
|
||||
> [!CAUTION]
|
||||
> **No Major Recharts!** Any PR that makes major chart modifications will be rejected.
|
||||
> Keep your PRs to small tweaks and fixes.
|
||||
> We **do not** accept changes to the chart `.json` file itself.
|
||||
> If you find an error in the game's charts, please open an issue in the `Funkin` repo, and the Funkin' Crew will review it and make tweaks themselves as necessary.
|
||||
|
||||
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).
|
||||
These PRs should only be opened in the `funkin.assets` repository.
|
||||
|
||||
# Closing
|
||||
Thank you for reading the Contributing Guide.
|
||||
|
||||
@@ -12,9 +12,6 @@ Most of this functionality is only available on debug builds of the game!
|
||||
|
||||
- `CTRL-SHIFT-L`: ***FORCE CRASH***: Immediately crash the game with a detailed crash log and a stack trace.
|
||||
|
||||
## Loading State
|
||||
- `SPACE`: Trace callbacks.
|
||||
|
||||
## **Play State**
|
||||
- `H`: ***HIDE UI***: Makes the user interface invisible. Works in Pause Menu, great for screenshots.
|
||||
- `1`: ***END SONG***: Immediately ends the song and moves to Results Screen on Freeplay, or next song on Story Mode.
|
||||
@@ -31,8 +28,6 @@ Most of this functionality is only available on debug builds of the game!
|
||||
- `T`: ***TEST RANK ANIMATION***: Play the Gold Perfect rank animation on the currently selected song.
|
||||
- `SHIFT-ACCEPT`: ***BOTPLAY MODE***: Start a song with Botplay mode enabled.
|
||||
- `CTRL-Switch Song`: Play the first unlocked alternate instrumental as the song preview.
|
||||
- `CTRL-LEFT`/`RIGHT`/`UP`/`DOWN`: ***OFFSET BF DJ IN CARTOON STATE***: While BF DJ's TV animation is playing, offset the DJ by 1 pixel in the opposite direction. `SHIFT` to move 10 pixels, `ALT` to move 0.1 pixels.
|
||||
- `CTRL-C`: ***TRIGGER DJ CARTOON***: Play the Freeplay DJ's cartoon animation. Press again to return to its regular animation.
|
||||
|
||||
## **Title State**
|
||||
- `ESCAPE`: ***QUIT***: Quit the game.
|
||||
|
||||
@@ -36,7 +36,8 @@
|
||||
(NOTE: Make sure you do this via `hmm` (e.g `hmm reinstall -f lime`) to guarantee you get Funkin's version of Lime.)
|
||||
|
||||
- `Uncaught exception - Could not find lime.ndll.` ... `Advanced users may run "lime rebuild cpp" instead.`
|
||||
- Usually specific to Linux. Running the commands below should fix it.
|
||||
- If on Linux:
|
||||
- The binaries GLibC version might more recent than the one your system supports. Running the commands below should fix it.
|
||||
```
|
||||
cd .haxelib/lime/git
|
||||
git submodule init
|
||||
@@ -47,4 +48,6 @@
|
||||
sudo apt install libgl1-mesa-dev libglu1-mesa-dev g++ g++-multilib gcc-multilib libasound2-dev libx11-dev libxext-dev libxi-dev libxrandr-dev libxinerama-dev libpulse-dev
|
||||
lime rebuild cpp -64 -release -clean
|
||||
```
|
||||
For Windows or MacOS you can download pre-built binaries from [Funkin's Lime](https://github.com/FunkinCrew/lime/tree/dev-funkin/ndll).
|
||||
|
||||
- The binaries are missing for some reason. You can download pre-built binaries from [Funkin's Lime](https://github.com/FunkinCrew/lime/tree/dev-funkin/ndll).
|
||||
You should copy them to `.haxelib/lime/git/ndll/<PLATFORM>64/`, where `<PLATFORM>` is the current platform you're on, which can be either Windows, Linux or MacOS.
|
||||
|
||||
+1
-2
@@ -969,13 +969,12 @@ class Project extends HXProject {
|
||||
addAssetLibrary("weekend1", shouldEmbed, shouldPreload);
|
||||
addAssetPath("assets/weekend1", "assets/weekend1", "weekend1", ["*"], exclude, shouldEmbed, "assets");
|
||||
|
||||
// Art asset library (where README and CHANGELOG pull from)
|
||||
// Art asset library (where README pulls from)
|
||||
var shouldEmbedArt = false;
|
||||
var shouldPreloadArt = false;
|
||||
addAssetLibrary("art", shouldEmbedArt, shouldPreloadArt);
|
||||
addAsset("art/readme.txt", "do NOT readme.txt", "art", shouldEmbedArt);
|
||||
addAsset("LICENSE.md", "LICENSE.md", "art", shouldEmbedArt);
|
||||
addAsset("CHANGELOG.md", "CHANGELOG.md", "art", shouldEmbedArt);
|
||||
|
||||
info('Done configuring assets.');
|
||||
}
|
||||
|
||||
+9
-8
@@ -74,14 +74,6 @@ class Main extends Sprite
|
||||
|
||||
function init(?event:Event):Void
|
||||
{
|
||||
#if web
|
||||
// set this variable (which is a function) from the lime version at lime/_internal/backend/html5/HTML5Application.hx
|
||||
// The framerate cap will more thoroughly initialize via Preferences in InitState.hx
|
||||
funkin.Preferences.lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
|
||||
#end
|
||||
|
||||
WindowUtil.setVSyncMode(funkin.Preferences.vsyncMode);
|
||||
|
||||
if (hasEventListener(Event.ADDED_TO_STAGE))
|
||||
{
|
||||
removeEventListener(Event.ADDED_TO_STAGE, init);
|
||||
@@ -125,6 +117,15 @@ class Main extends Sprite
|
||||
// George recommends binding the save before FlxGame is created.
|
||||
Save.load();
|
||||
|
||||
// Don't call anything from the preferences until the save is loaded!
|
||||
#if web
|
||||
// set this variable (which is a function) from the lime version at lime/_internal/backend/html5/HTML5Application.hx
|
||||
// The framerate cap will more thoroughly initialize via Preferences in InitState.hx
|
||||
funkin.Preferences.lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
|
||||
#end
|
||||
|
||||
WindowUtil.setVSyncMode(funkin.Preferences.vsyncMode);
|
||||
|
||||
var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, Preferences.framerate, Preferences.framerate, skipSplash, startFullscreen);
|
||||
|
||||
// FlxG.game._customSoundTray wants just the class, it calls new from
|
||||
|
||||
@@ -213,15 +213,41 @@ class Preferences
|
||||
|
||||
static function get_vsyncMode():lime.ui.WindowVSyncMode
|
||||
{
|
||||
return Save?.instance?.options?.vsyncMode ?? lime.ui.WindowVSyncMode.OFF;
|
||||
var value = Save?.instance?.options?.vsyncMode ?? "Off";
|
||||
|
||||
return switch (value)
|
||||
{
|
||||
case "Off":
|
||||
lime.ui.WindowVSyncMode.OFF;
|
||||
case "On":
|
||||
lime.ui.WindowVSyncMode.ON;
|
||||
case "Adaptive":
|
||||
lime.ui.WindowVSyncMode.ADAPTIVE;
|
||||
default:
|
||||
lime.ui.WindowVSyncMode.OFF;
|
||||
};
|
||||
}
|
||||
|
||||
static function set_vsyncMode(value:lime.ui.WindowVSyncMode):lime.ui.WindowVSyncMode
|
||||
{
|
||||
var string;
|
||||
|
||||
switch (value)
|
||||
{
|
||||
case lime.ui.WindowVSyncMode.OFF:
|
||||
string = "Off";
|
||||
case lime.ui.WindowVSyncMode.ON:
|
||||
string = "On";
|
||||
case lime.ui.WindowVSyncMode.ADAPTIVE:
|
||||
string = "Adaptive";
|
||||
default:
|
||||
string = "Off";
|
||||
};
|
||||
|
||||
WindowUtil.setVSyncMode(value);
|
||||
|
||||
var save:Save = Save.instance;
|
||||
save.options.vsyncMode = value;
|
||||
save.options.vsyncMode = string;
|
||||
save.flush();
|
||||
return value;
|
||||
}
|
||||
|
||||
@@ -67,7 +67,7 @@ class Medals
|
||||
NewgroundsMedalPlugin.play(medalData.value, medalData.name, medalGraphic);
|
||||
});
|
||||
#else
|
||||
if (medalJSON == null) loadMedalJSON();
|
||||
if ((medalJSON?.length ?? 0) == 0) loadMedalJSON();
|
||||
// We have to use a medal image from the game files. We use a Base64 encoded image that NG spits out.
|
||||
// TODO: Wait, don't they give us the medal icon?
|
||||
|
||||
|
||||
@@ -14,6 +14,10 @@ import funkin.util.tools.ICloneable;
|
||||
import funkin.util.flixel.sound.FlxPartialSound;
|
||||
import funkin.Paths.PathsFunction;
|
||||
import lime.app.Promise;
|
||||
import lime.media.AudioSource;
|
||||
import openfl.events.Event;
|
||||
import openfl.media.Sound;
|
||||
import openfl.media.SoundChannel;
|
||||
import openfl.media.SoundMixer;
|
||||
|
||||
/**
|
||||
@@ -105,6 +109,11 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
|
||||
return _waveformData;
|
||||
}
|
||||
|
||||
/**
|
||||
* If true, the game will forcefully add this sound's channel to the list of playing sounds.
|
||||
*/
|
||||
public var important:Bool = false;
|
||||
|
||||
/**
|
||||
* Are we in a state where the song should play but time is negative?
|
||||
*/
|
||||
@@ -142,6 +151,14 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
|
||||
else
|
||||
{
|
||||
super.update(elapsedSec);
|
||||
|
||||
@:privateAccess
|
||||
{
|
||||
if (important && _channel != null && !SoundMixer.__soundChannels.contains(_channel))
|
||||
{
|
||||
SoundMixer.__soundChannels.push(_channel);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -428,13 +445,14 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
|
||||
* @param persist Whether to keep this `FunkinSound` between states, or destroy it.
|
||||
* @param onComplete Called when the sound finished playing.
|
||||
* @param onLoad Called when the sound finished loading. Called immediately for succesfully loaded embedded sounds.
|
||||
* @param important If `true`, the sound channel will forcefully be added onto the channel array, even if full. Use sparingly!
|
||||
* @return A `FunkinSound` object, or `null` if the sound could not be loaded.
|
||||
*/
|
||||
public static function load(embeddedSound:FlxSoundAsset, volume:Float = 1.0, looped:Bool = false, autoDestroy:Bool = false, autoPlay:Bool = false,
|
||||
persist:Bool = false, ?onComplete:Void->Void, ?onLoad:Void->Void):Null<FunkinSound>
|
||||
persist:Bool = false, ?onComplete:Void->Void, ?onLoad:Void->Void, important:Bool = false):Null<FunkinSound>
|
||||
{
|
||||
@:privateAccess
|
||||
if (SoundMixer.__soundChannels.length >= SoundMixer.MAX_ACTIVE_CHANNELS)
|
||||
if (SoundMixer.__soundChannels.length >= SoundMixer.MAX_ACTIVE_CHANNELS && !important)
|
||||
{
|
||||
FlxG.log.error('FunkinSound could not play sound, channels exhausted! Found ${SoundMixer.__soundChannels.length} active sound channels.');
|
||||
return null;
|
||||
@@ -459,6 +477,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
|
||||
sound.volume = volume;
|
||||
sound.group = FlxG.sound.defaultSoundGroup;
|
||||
sound.persist = persist;
|
||||
sound.important = important;
|
||||
|
||||
// Make sure to add the sound to the list.
|
||||
// If it's already in, it won't get re-added.
|
||||
@@ -531,15 +550,50 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
|
||||
this._label = 'unknown';
|
||||
}
|
||||
|
||||
@:access(openfl.media.Sound)
|
||||
@:access(openfl.media.SoundChannel)
|
||||
@:access(openfl.media.SoundMixer)
|
||||
override function startSound(startTime:Float)
|
||||
{
|
||||
if (!important)
|
||||
{
|
||||
super.startSound(startTime);
|
||||
return;
|
||||
}
|
||||
|
||||
_time = startTime;
|
||||
_paused = false;
|
||||
|
||||
if (_sound == null) return;
|
||||
|
||||
// Create a channel manually if the sound is considered important.
|
||||
var pan:Float = FlxMath.bound(SoundMixer.__soundTransform.pan + _transform.pan, -1, 1);
|
||||
var volume:Float = FlxMath.bound(SoundMixer.__soundTransform.volume * _transform.volume, 0, MAX_VOLUME);
|
||||
|
||||
var audioSource:AudioSource = new AudioSource(_sound.__buffer);
|
||||
audioSource.offset = Std.int(startTime);
|
||||
audioSource.gain = volume;
|
||||
|
||||
var position:lime.math.Vector4 = audioSource.position;
|
||||
position.x = pan;
|
||||
position.z = -1 * Math.sqrt(1 - Math.pow(pan, 2));
|
||||
audioSource.position = position;
|
||||
|
||||
_channel = new SoundChannel(_sound, audioSource, _transform);
|
||||
_channel.addEventListener(Event.SOUND_COMPLETE, stopped);
|
||||
pitch = _pitch;
|
||||
active = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Play a sound effect once, then destroy it.
|
||||
* @param key
|
||||
* @param volume
|
||||
* @return A `FunkinSound` object, or `null` if the sound could not be loaded.
|
||||
*/
|
||||
public static function playOnce(key:String, volume:Float = 1.0, ?onComplete:Void->Void, ?onLoad:Void->Void):Null<FunkinSound>
|
||||
public static function playOnce(key:String, volume:Float = 1.0, ?onComplete:Void->Void, ?onLoad:Void->Void, important:Bool = false):Null<FunkinSound>
|
||||
{
|
||||
var result:Null<FunkinSound> = FunkinSound.load(key, volume, false, true, true, false, onComplete, onLoad);
|
||||
var result:Null<FunkinSound> = FunkinSound.load(key, volume, false, true, true, false, onComplete, onLoad, important);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -255,7 +255,7 @@ class Countdown
|
||||
var path = noteStyle.getCountdownSoundPath(step);
|
||||
if (path == null) return null;
|
||||
|
||||
return FunkinSound.playOnce(path, Constants.COUNTDOWN_VOLUME);
|
||||
return FunkinSound.playOnce(path, Constants.COUNTDOWN_VOLUME, null, null, true);
|
||||
}
|
||||
|
||||
public static function decrement(step:CountdownStep):CountdownStep
|
||||
|
||||
@@ -961,14 +961,8 @@ class PlayState extends MusicBeatSubState
|
||||
});
|
||||
|
||||
// Reset the health icons.
|
||||
if (currentStage.getBoyfriend() != null)
|
||||
{
|
||||
currentStage.getBoyfriend().initHealthIcon(false);
|
||||
}
|
||||
if (currentStage.getDad() != null)
|
||||
{
|
||||
currentStage.getDad().initHealthIcon(true);
|
||||
}
|
||||
currentStage?.getBoyfriend()?.initHealthIcon(false);
|
||||
currentStage?.getDad()?.initHealthIcon(true);
|
||||
|
||||
needsReset = false;
|
||||
}
|
||||
@@ -1518,9 +1512,10 @@ class PlayState extends MusicBeatSubState
|
||||
*/
|
||||
override function reloadAssets():Void
|
||||
{
|
||||
performCleanup();
|
||||
|
||||
funkin.modding.PolymodHandler.forceReloadAssets();
|
||||
lastParams.targetSong = SongRegistry.instance.fetchEntry(currentSong.id);
|
||||
this.remove(currentStage);
|
||||
LoadingState.loadPlayState(lastParams);
|
||||
}
|
||||
|
||||
@@ -2577,7 +2572,7 @@ class PlayState extends MusicBeatSubState
|
||||
dispatchEvent(event);
|
||||
|
||||
trace('Penalizing score by ${event.score} and health by ${event.healthChange} for dropping hold note (is combo break: ${event.isComboBreak})!');
|
||||
applyScore(event.score, 'miss', event.healthChange, event.isComboBreak);
|
||||
applyScore(event.score, '', event.healthChange, event.isComboBreak);
|
||||
|
||||
// Play the miss sound.
|
||||
vocals.playerVolume = 0;
|
||||
@@ -2923,6 +2918,8 @@ class PlayState extends MusicBeatSubState
|
||||
Highscore.tallies.shit += 1;
|
||||
case 'miss':
|
||||
Highscore.tallies.missed += 1;
|
||||
default:
|
||||
// Nothing!
|
||||
}
|
||||
health += healthChange;
|
||||
if (isComboBreak)
|
||||
|
||||
@@ -510,7 +510,8 @@ class ResultState extends MusicBeatSubState
|
||||
FlxTween.tween(bgFlash, {alpha: 0}, 5 / 24);
|
||||
// NOTE: Only divide if totalNotes > 0 to prevent divide-by-zero errors.
|
||||
var clearPercentFloat = params.scoreData.tallies.totalNotes == 0 ? 0.0 : (params.scoreData.tallies.sick +
|
||||
params.scoreData.tallies.good) / params.scoreData.tallies.totalNotes * 100;
|
||||
params.scoreData.tallies.good
|
||||
- params.scoreData.tallies.missed) / params.scoreData.tallies.totalNotes * 100;
|
||||
clearPercentTarget = Math.floor(clearPercentFloat);
|
||||
// Prevent off-by-one errors.
|
||||
|
||||
|
||||
@@ -65,7 +65,7 @@ class ClearPercentCounter extends FlxTypedSpriteGroup<FlxSprite>
|
||||
var seperatedScore:Array<Int> = [];
|
||||
var tempCombo:Int = Math.round(curNumber);
|
||||
|
||||
while (tempCombo != 0)
|
||||
while (tempCombo > 0 && tempCombo != 0)
|
||||
{
|
||||
seperatedScore.push(tempCombo % 10);
|
||||
tempCombo = Math.floor(tempCombo / 10);
|
||||
|
||||
@@ -384,7 +384,7 @@ class Scoring
|
||||
|
||||
// Final Grade = (Sick + Good - Miss) / (Total Notes)
|
||||
|
||||
var grade = (scoreData.tallies.sick + scoreData.tallies.good) / scoreData.tallies.totalNotes;
|
||||
var grade = (scoreData.tallies.sick + scoreData.tallies.good - scoreData.tallies.missed) / scoreData.tallies.totalNotes;
|
||||
|
||||
if (grade == Constants.RANK_PERFECT_THRESHOLD)
|
||||
{
|
||||
|
||||
@@ -801,7 +801,7 @@ class SongDifficulty
|
||||
{
|
||||
var suffix:String = (instId != '') ? '-$instId' : '';
|
||||
|
||||
FlxG.sound.music = FunkinSound.load(Paths.inst(this.song.id, suffix), volume, looped, false, true);
|
||||
FlxG.sound.music = FunkinSound.load(Paths.inst(this.song.id, suffix), volume, looped, false, true, false, null, null, true);
|
||||
|
||||
// Workaround for a bug where FlxG.sound.music.update() was being called twice.
|
||||
FlxG.sound.list.remove(FlxG.sound.music);
|
||||
@@ -948,16 +948,21 @@ class SongDifficulty
|
||||
for (playerVoice in playerVoiceList)
|
||||
{
|
||||
if (!Assets.exists(playerVoice)) continue;
|
||||
result.addPlayerVoice(FunkinSound.load(playerVoice));
|
||||
result.addPlayerVoice(FunkinSound.load(playerVoice, 1.0, false, false, false, false, null, null, true));
|
||||
}
|
||||
|
||||
// Add opponent vocals.
|
||||
for (opponentVoice in opponentVoiceList)
|
||||
{
|
||||
if (!Assets.exists(opponentVoice)) continue;
|
||||
result.addOpponentVoice(FunkinSound.load(opponentVoice));
|
||||
result.addOpponentVoice(FunkinSound.load(opponentVoice, 1.0, false, false, false, false, null, null, true));
|
||||
}
|
||||
|
||||
// Sometimes the sounds don't set their important value to true, so we have to do this manually.
|
||||
result.forEach(function(snd:FunkinSound) {
|
||||
snd.important = true;
|
||||
});
|
||||
|
||||
result.playerVoicesOffset = offsets.getVocalOffset(characters.player, instId);
|
||||
result.opponentVoicesOffset = offsets.getVocalOffset(characters.opponent, instId);
|
||||
|
||||
|
||||
@@ -123,7 +123,7 @@ class Save
|
||||
debugDisplay: false,
|
||||
vibration: true,
|
||||
autoPause: true,
|
||||
vsyncMode: lime.ui.WindowVSyncMode.OFF,
|
||||
vsyncMode: 'Off',
|
||||
strumlineBackgroundOpacity: 0,
|
||||
autoFullscreen: false,
|
||||
inputOffset: 0,
|
||||
@@ -1450,9 +1450,9 @@ typedef SaveDataOptions =
|
||||
|
||||
/**
|
||||
* If enabled, the game will utilize VSync (or adaptive VSync) on startup.
|
||||
* @default `OFF`
|
||||
* @default `Off`
|
||||
*/
|
||||
var vsyncMode:lime.ui.WindowVSyncMode;
|
||||
var vsyncMode:String;
|
||||
|
||||
/**
|
||||
* If >0, the game will display a semi-opaque background under the notes.
|
||||
|
||||
@@ -1334,7 +1334,6 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
|
||||
result = [];
|
||||
trace('Initializing blank chart for difficulty ' + selectedDifficulty);
|
||||
currentSongChartData.notes.set(selectedDifficulty, result);
|
||||
currentSongMetadata.playData.difficulties.pushUnique(selectedDifficulty);
|
||||
return result;
|
||||
}
|
||||
return result;
|
||||
@@ -1343,7 +1342,6 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
|
||||
function set_currentSongChartNoteData(value:Array<SongNoteData>):Array<SongNoteData>
|
||||
{
|
||||
currentSongChartData.notes.set(selectedDifficulty, value);
|
||||
currentSongMetadata.playData.difficulties.pushUnique(selectedDifficulty);
|
||||
return value;
|
||||
}
|
||||
|
||||
@@ -1636,9 +1634,6 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
|
||||
noteTooltipsDirty = true;
|
||||
notePreviewViewportBoundsDirty = true;
|
||||
|
||||
// Make sure the difficulty we selected is in the list of difficulties.
|
||||
currentSongMetadata.playData.difficulties.pushUnique(selectedDifficulty);
|
||||
|
||||
return selectedDifficulty;
|
||||
}
|
||||
|
||||
|
||||
@@ -117,6 +117,12 @@ class ChartEditorImportExportHandler
|
||||
{
|
||||
state.songMetadata = newSongMetadata;
|
||||
state.songChartData = newSongChartData;
|
||||
state.selectedDifficulty = state.availableDifficulties[0];
|
||||
|
||||
if (!newSongMetadata.exists(state.selectedVariation))
|
||||
{
|
||||
state.selectedVariation = Constants.DEFAULT_VARIATION;
|
||||
}
|
||||
|
||||
Conductor.instance.forceBPM(null); // Disable the forced BPM.
|
||||
Conductor.instance.instrumentalOffset = state.currentInstrumentalOffset; // Loads from the metadata.
|
||||
@@ -343,6 +349,12 @@ class ChartEditorImportExportHandler
|
||||
|
||||
var variations = state.availableVariations;
|
||||
|
||||
if (state.currentSongMetadata.playData.difficulties.pushUnique(state.selectedDifficulty))
|
||||
{
|
||||
// Just in case the user deleted all or didn't add a difficulty
|
||||
state.difficultySelectDirty = true;
|
||||
}
|
||||
|
||||
for (variation in variations)
|
||||
{
|
||||
var variationId:String = variation;
|
||||
|
||||
@@ -29,6 +29,10 @@ class CapsuleOptionsMenu extends FlxSpriteGroup
|
||||
var leftArrow:InstrumentalSelector;
|
||||
var rightArrow:InstrumentalSelector;
|
||||
|
||||
var leftArrow:InstrumentalSelector;
|
||||
|
||||
var rightArrow:InstrumentalSelector;
|
||||
|
||||
public function new(parent:FreeplayState, x:Float = 0, y:Float = 0, instIds:Array<String>):Void
|
||||
{
|
||||
super(x, y);
|
||||
@@ -126,6 +130,8 @@ class CapsuleOptionsMenu extends FlxSpriteGroup
|
||||
{
|
||||
// Play in reverse.
|
||||
capsuleMenuBG.animation.play('open', true, true);
|
||||
if (leftArrow.moveShitDownTimer != null) leftArrow.moveShitDownTimer.cancel();
|
||||
if (rightArrow.moveShitDownTimer != null) rightArrow.moveShitDownTimer.cancel();
|
||||
capsuleMenuBG.animation.finishCallback = function(_) {
|
||||
parent.cleanupCapsuleOptionsMenu();
|
||||
queueDestroy = true;
|
||||
@@ -153,6 +159,8 @@ class InstrumentalSelector extends FunkinSprite
|
||||
|
||||
var baseScale:Float = 0.6;
|
||||
|
||||
public var moveShitDownTimer:FlxTimer;
|
||||
|
||||
public function new(parent:FreeplayState, x:Float, y:Float, flipped:Bool, controls:Controls)
|
||||
{
|
||||
super(x, y);
|
||||
@@ -191,7 +199,7 @@ class InstrumentalSelector extends FunkinSprite
|
||||
|
||||
scale.x = scale.y = 0.5 * baseScale;
|
||||
|
||||
new FlxTimer().start(2 / 24, function(tmr) {
|
||||
moveShitDownTimer = new FlxTimer().start(2 / 24, function(tmr) {
|
||||
scale.x = scale.y = 1 * baseScale;
|
||||
whiteShader.colorSet = false;
|
||||
updateHitbox();
|
||||
|
||||
@@ -168,6 +168,8 @@ class CapsuleText extends FlxSpriteGroup
|
||||
|
||||
public function resetText():Void
|
||||
{
|
||||
scale.x = 1;
|
||||
scale.y = 1;
|
||||
if (moveTween != null) moveTween.cancel();
|
||||
if (moveTimer != null) moveTimer.cancel();
|
||||
whiteText.offset.x = 0;
|
||||
|
||||
@@ -87,7 +87,7 @@ class FreeplayDJ extends FlxAtlasSprite
|
||||
case Intro:
|
||||
// Play the intro animation then leave this state immediately.
|
||||
var animPrefix = playableCharData.getAnimationPrefix('intro');
|
||||
if (getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, true);
|
||||
if (getCurrentAnimation() != animPrefix || !this.anim.isPlaying) playFlashAnimation(animPrefix, true);
|
||||
timeIdling = 0;
|
||||
case Idle:
|
||||
// We are in this state the majority of the time.
|
||||
|
||||
@@ -576,10 +576,10 @@ class FreeplayState extends MusicBeatSubState
|
||||
generateSongList({filterType: REGEXP, filterData: str}, true);
|
||||
}
|
||||
|
||||
// If the current song is still in the list (aka not null?), we'll land on it
|
||||
// If the current song is still in the list, or if it was random, we'll land on it
|
||||
// Otherwise we want to land on the first song of the group, rather than random song when changing letter sorts
|
||||
// that is, only if there's more than one song in the group!
|
||||
if (curSong != null && currentFilteredSongs.length > 1)
|
||||
if (curSong == null || currentFilteredSongs.contains(curSong))
|
||||
{
|
||||
changeSelection();
|
||||
}
|
||||
@@ -733,7 +733,8 @@ class FreeplayState extends MusicBeatSubState
|
||||
allDifficulties = SongRegistry.instance.listAllDifficulties(currentCharacterId);
|
||||
|
||||
// Generates song list with the starter params (who our current character is, last remembered difficulty, etc.)
|
||||
generateSongList(null, false);
|
||||
// Set this to false if you prefer the 50% transparency on the capsules when they first appear.
|
||||
generateSongList(null, true);
|
||||
|
||||
// dedicated camera for the state so we don't need to fuk around with camera scrolls from the mainmenu / elsewhere
|
||||
funnyCam.bgColor = FlxColor.TRANSPARENT;
|
||||
@@ -835,10 +836,10 @@ class FreeplayState extends MusicBeatSubState
|
||||
// Initialize the random capsule, with empty/blank info (which we display once bf/pico does his hand)
|
||||
var randomCapsule:SongMenuItem = grpCapsules.recycle(SongMenuItem);
|
||||
randomCapsule.initPosition(FlxG.width, 0);
|
||||
randomCapsule.initData(null, styleData);
|
||||
randomCapsule.initData(null, styleData, 1);
|
||||
randomCapsule.y = randomCapsule.intendedY(0) + 10;
|
||||
randomCapsule.targetPos.x = randomCapsule.x;
|
||||
randomCapsule.alpha = 0;
|
||||
randomCapsule.alpha = 0.5;
|
||||
randomCapsule.songText.visible = false;
|
||||
randomCapsule.favIcon.visible = false;
|
||||
randomCapsule.favIconBlurred.visible = false;
|
||||
@@ -850,8 +851,7 @@ class FreeplayState extends MusicBeatSubState
|
||||
if (fromCharSelect) randomCapsule.forcePosition();
|
||||
else
|
||||
{
|
||||
// randomCapsule.initJumpIn(0, force);
|
||||
randomCapsule.forcePosition();
|
||||
randomCapsule.initJumpIn(0, force);
|
||||
}
|
||||
|
||||
var hsvShader:HSVShader = new HSVShader();
|
||||
@@ -866,7 +866,7 @@ class FreeplayState extends MusicBeatSubState
|
||||
var funnyMenu:SongMenuItem = grpCapsules.recycle(SongMenuItem);
|
||||
|
||||
funnyMenu.initPosition(FlxG.width, 0);
|
||||
funnyMenu.initData(tempSong, styleData);
|
||||
funnyMenu.initData(tempSong, styleData, i + 1);
|
||||
funnyMenu.onConfirm = function() {
|
||||
capsuleOnOpenDefault(funnyMenu);
|
||||
};
|
||||
@@ -877,10 +877,10 @@ class FreeplayState extends MusicBeatSubState
|
||||
funnyMenu.hsvShader = hsvShader;
|
||||
funnyMenu.newText.animation.curAnim.curFrame = 45 - ((i * 4) % 45);
|
||||
|
||||
// This stops the bounce-in animation.
|
||||
funnyMenu.forcePosition();
|
||||
|
||||
// funnyMenu.initJumpIn(0, force);
|
||||
// Stop 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);
|
||||
// add(funnyMenu.theActualHitbox);
|
||||
@@ -1983,14 +1983,14 @@ class FreeplayState extends MusicBeatSubState
|
||||
if (change != 0) FunkinSound.playOnce(Paths.sound('scrollMenu'), 0.4);
|
||||
|
||||
var previousVariation:String = currentVariation;
|
||||
var daSong:Null<FreeplaySongData> = grpCapsules.members[curSelected].freeplayData;
|
||||
|
||||
// Available variations for current character. We get this since bf is usually `default` variation, and `pico` is `pico`
|
||||
// but sometimes pico can be the default variation (weekend 1 songs), and bf can be `bf` variation (darnell)
|
||||
var characterVariations:Array<String> = grpCapsules.members[curSelected].freeplayData?.data.getVariationsByCharacter(currentCharacter) ?? Constants.DEFAULT_VARIATION_LIST;
|
||||
var characterVariations:Array<String> = daSong?.data.getVariationsByCharacter(currentCharacter) ?? Constants.DEFAULT_VARIATION_LIST;
|
||||
var difficultiesAvailable:Array<String> = allDifficulties;
|
||||
// Gets all available difficulties for our character, via our available variations
|
||||
var songDifficulties:Array<String> = grpCapsules.members[curSelected].freeplayData?.data.listDifficulties(null,
|
||||
characterVariations) ?? Constants.DEFAULT_DIFFICULTY_LIST;
|
||||
var songDifficulties:Array<String> = daSong?.data.listDifficulties(null, characterVariations) ?? Constants.DEFAULT_DIFFICULTY_LIST;
|
||||
|
||||
var currentDifficultyIndex:Int = difficultiesAvailable.indexOf(currentDifficulty);
|
||||
|
||||
@@ -2003,15 +2003,16 @@ class FreeplayState extends MusicBeatSubState
|
||||
// Update the current difficulty
|
||||
currentDifficulty = difficultiesAvailable[currentDifficultyIndex];
|
||||
// For when we change the difficulty, but the song doesn't have that difficulty!
|
||||
if (!songDifficulties.contains(difficultiesAvailable[currentDifficultyIndex]))
|
||||
if (daSong != null && !songDifficulties.contains(difficultiesAvailable[currentDifficultyIndex]))
|
||||
{
|
||||
curSelected = findClosestDiff(characterVariations, difficultiesAvailable[currentDifficultyIndex]);
|
||||
rememberedSongId = grpCapsules.members[curSelected].freeplayData?.data.id;
|
||||
daSong = grpCapsules.members[curSelected].freeplayData;
|
||||
rememberedSongId = daSong?.data.id;
|
||||
}
|
||||
|
||||
for (variation in characterVariations)
|
||||
{
|
||||
if (grpCapsules.members[curSelected].freeplayData?.data.hasDifficulty(currentDifficulty, variation) ?? false)
|
||||
if (daSong?.data.hasDifficulty(currentDifficulty, variation) ?? false)
|
||||
{
|
||||
currentVariation = variation;
|
||||
rememberedVariation = variation;
|
||||
@@ -2019,7 +2020,6 @@ class FreeplayState extends MusicBeatSubState
|
||||
}
|
||||
}
|
||||
|
||||
var daSong:Null<FreeplaySongData> = grpCapsules.members[curSelected].freeplayData;
|
||||
if (daSong != null)
|
||||
{
|
||||
var targetSong:Null<Song> = SongRegistry.instance.fetchEntry(daSong.data.id);
|
||||
@@ -2033,7 +2033,7 @@ class FreeplayState extends MusicBeatSubState
|
||||
intendedScore = songScore?.score ?? 0;
|
||||
intendedCompletion = songScore == null ? 0.0 : ((songScore.tallies.sick + songScore.tallies.good) / songScore.tallies.totalNotes);
|
||||
rememberedDifficulty = currentDifficulty;
|
||||
grpCapsules.members[curSelected].refreshDisplay();
|
||||
grpCapsules.members[curSelected].refreshDisplay((prepForNewRank == true) ? false : true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2172,11 +2172,15 @@ class FreeplayState extends MusicBeatSubState
|
||||
*/
|
||||
function capsuleOnOpenDefault(cap:SongMenuItem):Void
|
||||
{
|
||||
busy = true;
|
||||
letterSort.inputEnabled = false;
|
||||
var targetSongId:String = cap?.freeplayData?.data.id ?? 'unknown';
|
||||
var targetSongNullable:Null<Song> = SongRegistry.instance.fetchEntry(targetSongId);
|
||||
if (targetSongNullable == null)
|
||||
{
|
||||
FlxG.log.warn('WARN: could not find song with id (${targetSongId})');
|
||||
busy = false;
|
||||
letterSort.inputEnabled = true;
|
||||
return;
|
||||
}
|
||||
var targetSong:Song = targetSongNullable;
|
||||
@@ -2190,6 +2194,8 @@ class FreeplayState extends MusicBeatSubState
|
||||
if (targetDifficulty == null)
|
||||
{
|
||||
FlxG.log.warn('WARN: could not find difficulty with id (${targetDifficultyId})');
|
||||
busy = false;
|
||||
letterSort.inputEnabled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -2219,9 +2225,7 @@ class FreeplayState extends MusicBeatSubState
|
||||
|
||||
function openInstrumentalList(cap:SongMenuItem, instrumentalIds:Array<String>):Void
|
||||
{
|
||||
busy = true;
|
||||
|
||||
capsuleOptionsMenu = new CapsuleOptionsMenu(this, cap.x + 175, cap.y + 115, instrumentalIds);
|
||||
capsuleOptionsMenu = new CapsuleOptionsMenu(this, cap.targetPos.x + 175, cap.targetPos.y + 115, instrumentalIds);
|
||||
capsuleOptionsMenu.cameras = [funnyCam];
|
||||
capsuleOptionsMenu.zIndex = 10000;
|
||||
add(capsuleOptionsMenu);
|
||||
@@ -2236,6 +2240,7 @@ class FreeplayState extends MusicBeatSubState
|
||||
public function cleanupCapsuleOptionsMenu():Void
|
||||
{
|
||||
this.busy = false;
|
||||
letterSort.inputEnabled = true;
|
||||
|
||||
if (capsuleOptionsMenu != null)
|
||||
{
|
||||
@@ -2261,6 +2266,8 @@ class FreeplayState extends MusicBeatSubState
|
||||
if (targetSongNullable == null)
|
||||
{
|
||||
FlxG.log.warn('WARN: could not find song with id (${targetSongId})');
|
||||
busy = false;
|
||||
letterSort.inputEnabled = true;
|
||||
return;
|
||||
}
|
||||
var targetSong:Song = targetSongNullable;
|
||||
@@ -2272,6 +2279,8 @@ class FreeplayState extends MusicBeatSubState
|
||||
if (targetDifficulty == null)
|
||||
{
|
||||
FlxG.log.warn('WARN: could not find difficulty with id (${currentDifficulty})');
|
||||
busy = false;
|
||||
letterSort.inputEnabled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -2414,10 +2423,11 @@ class FreeplayState extends MusicBeatSubState
|
||||
{
|
||||
var songScore:Null<SaveScoreData> = Save.instance.getSongScore(daSongCapsule.freeplayData.data.id, currentDifficulty, currentVariation);
|
||||
intendedScore = songScore?.score ?? 0;
|
||||
intendedCompletion = songScore == null ? 0.0 : ((songScore.tallies.sick + songScore.tallies.good) / songScore.tallies.totalNotes);
|
||||
intendedCompletion = songScore == null ? 0.0 : ((songScore.tallies.sick +
|
||||
songScore.tallies.good - songScore.tallies.missed) / songScore.tallies.totalNotes);
|
||||
rememberedSongId = daSongCapsule.freeplayData.data.id;
|
||||
changeDiff();
|
||||
daSongCapsule.refreshDisplay();
|
||||
daSongCapsule.refreshDisplay((prepForNewRank == true) ? false : true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2425,6 +2435,8 @@ class FreeplayState extends MusicBeatSubState
|
||||
intendedCompletion = 0.0;
|
||||
rememberedSongId = null;
|
||||
albumRoll.albumId = null;
|
||||
changeDiff();
|
||||
daSongCapsule.refreshDisplay();
|
||||
}
|
||||
|
||||
for (index => capsule in grpCapsules.members)
|
||||
@@ -2434,8 +2446,10 @@ class FreeplayState extends MusicBeatSubState
|
||||
capsule.forceHighlight = false;
|
||||
capsule.selected = index == curSelected + 1;
|
||||
|
||||
capsule.curSelected = curSelected;
|
||||
|
||||
capsule.targetPos.y = capsule.intendedY(index - curSelected);
|
||||
capsule.targetPos.x = (270 + (60 * (Math.sin(index - curSelected)))) + (CUTOUT_WIDTH * SONGS_POS_MULTI);
|
||||
capsule.targetPos.x = capsule.intendedX(index - curSelected) + (CUTOUT_WIDTH * SONGS_POS_MULTI);
|
||||
if (index < curSelected) capsule.targetPos.y -= 100; // another 100 for good measure
|
||||
}
|
||||
|
||||
|
||||
@@ -284,6 +284,9 @@ class FreeplayLetter extends FlxAtlasSprite
|
||||
this.anim.play(animLetters[letterInd] + " move");
|
||||
this.anim.pause();
|
||||
curLetter = letterInd;
|
||||
this.anim.onComplete.add(function() {
|
||||
this.anim.play(animLetters[curLetter] + " move");
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -311,7 +314,7 @@ class FreeplayLetter extends FlxAtlasSprite
|
||||
animName = "T move";
|
||||
}
|
||||
|
||||
this.anim.play(animName);
|
||||
this.anim.play(animName, true);
|
||||
if (curSelection != curLetter)
|
||||
{
|
||||
this.anim.pause();
|
||||
|
||||
@@ -82,6 +82,10 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
|
||||
public var theActualHitbox:FlxObject;
|
||||
|
||||
var index:Int;
|
||||
|
||||
public var curSelected:Int;
|
||||
|
||||
public function new(x:Float, y:Float)
|
||||
{
|
||||
super(x, y);
|
||||
@@ -402,7 +406,7 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
return evilTrail.color;
|
||||
}
|
||||
|
||||
public function refreshDisplay():Void
|
||||
public function refreshDisplay(updateRank:Bool = true):Void
|
||||
{
|
||||
if (freeplayData == null)
|
||||
{
|
||||
@@ -420,7 +424,7 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
pixelIcon.visible = true;
|
||||
updateBPM(Std.int(freeplayData.songStartingBpm) ?? 0);
|
||||
updateDifficultyRating(freeplayData.difficultyRating ?? 0);
|
||||
updateScoringRank(freeplayData.scoringRank);
|
||||
if (updateRank) updateScoringRank(freeplayData.scoringRank);
|
||||
newText.visible = freeplayData.isNew;
|
||||
favIcon.visible = freeplayData.isFav;
|
||||
favIconBlurred.visible = freeplayData.isFav;
|
||||
@@ -501,7 +505,7 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
spr.visible = value;
|
||||
}
|
||||
|
||||
if (value) textAppear();
|
||||
textAppear();
|
||||
|
||||
updateSelected();
|
||||
}
|
||||
@@ -512,10 +516,12 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public function initData(freeplayData:Null<FreeplaySongData>, ?styleData:FreeplayStyle = null):Void
|
||||
public function initData(freeplayData:Null<FreeplaySongData>, ?styleData:FreeplayStyle = null, index:Int = null):Void
|
||||
{
|
||||
this.freeplayData = freeplayData;
|
||||
|
||||
if (index != null) this.index = index;
|
||||
|
||||
// im so mad i have to do this but im pretty sure with the capsules recycling i cant call the new function properly :/
|
||||
// if thats possible someone Please change the new function to be something like
|
||||
// capsule.frames = Paths.getSparrowAtlas(styleData == null ? 'freeplay/freeplayCapsule/capsule/freeplayCapsule' : styleData.getCapsuleAssetKey()); thank u luv u
|
||||
@@ -543,7 +549,7 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
var frameOutTypeBeat:Int = 0;
|
||||
|
||||
var xFrames:Array<Float> = [1.7, 1.8, 0.85, 0.85, 0.97, 0.97, 1];
|
||||
var xPosLerpLol:Array<Float> = [0.9, 0.4, 0.16, 0.16, 0.22, 0.22, 0.245]; // NUMBERS ARE JANK CUZ THE SCALING OR WHATEVER
|
||||
var xPosLerpLol:Array<Float> = [0, 0, 0.16, 0.16, 0.22, 0.22, 0.245]; // NUMBERS ARE JANK CUZ THE SCALING OR WHATEVER
|
||||
var xPosOutLerpLol:Array<Float> = [0.245, 0.75, 0.98, 0.98, 1.2]; // NUMBERS ARE JANK CUZ THE SCALING OR WHATEVER
|
||||
|
||||
public var realScaled:Float = 0.8;
|
||||
@@ -554,9 +560,6 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
|
||||
new FlxTimer().start((1 / 24) * maxTimer, function(doShit) {
|
||||
doJumpIn = true;
|
||||
});
|
||||
|
||||
new FlxTimer().start((0.09 * maxTimer) + 0.85, function(lerpTmr) {
|
||||
doLerp = true;
|
||||
});
|
||||
|
||||
@@ -617,12 +620,19 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
|
||||
capsule.scale.x = xFrames[frameInTypeBeat];
|
||||
capsule.scale.y = 1 / xFrames[frameInTypeBeat];
|
||||
x = FlxG.width * xPosLerpLol[Std.int(Math.min(frameInTypeBeat, xPosLerpLol.length - 1))];
|
||||
targetPos.x = FlxG.width * xPosLerpLol[Std.int(Math.min(frameInTypeBeat, xPosLerpLol.length - 1))];
|
||||
|
||||
capsule.scale.x *= realScaled;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -636,13 +646,17 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
|
||||
capsule.scale.x = xFrames[frameOutTypeBeat];
|
||||
capsule.scale.y = 1 / xFrames[frameOutTypeBeat];
|
||||
x = FlxG.width * xPosOutLerpLol[Std.int(Math.min(frameOutTypeBeat, xPosOutLerpLol.length - 1))];
|
||||
this.x = FlxG.width * xPosOutLerpLol[Std.int(Math.min(frameOutTypeBeat, xPosOutLerpLol.length - 1))];
|
||||
|
||||
capsule.scale.x *= realScaled;
|
||||
capsule.scale.y *= realScaled;
|
||||
|
||||
frameOutTypeBeat += 1;
|
||||
}
|
||||
else if (frameOutTypeBeat == xFrames.length)
|
||||
{
|
||||
doJumpOut = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (doLerp)
|
||||
@@ -669,7 +683,12 @@ class SongMenuItem extends FlxSpriteGroup
|
||||
}
|
||||
}
|
||||
|
||||
public function intendedY(index:Float):Float
|
||||
public function intendedX(index:Int):Float
|
||||
{
|
||||
return 270 + (60 * (Math.sin(index)));
|
||||
}
|
||||
|
||||
public function intendedY(index:Int):Float
|
||||
{
|
||||
return (index * ((height * realScaled) + 10)) + 120;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user