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65 Commits
Author SHA1 Message Date
Cameron Taylor 28bee8397e git submodules trolled
Create and publish Docker image / build-and-push-image (push) Canceled after 0s
Build and Upload nightly game builds / build-game-on-host (macos) (push) Canceled after 0s
Build and Upload nightly game builds / build-game-on-host (windows) (push) Canceled after 0s
Build and Upload nightly game builds / build-game-in-container (html5) (push) Canceled after 0s
Build and Upload nightly game builds / build-game-in-container (linux) (push) Canceled after 0s
2024-05-14 23:19:02 -04:00
Cameron Taylor 1befa9f548 Merge branch 'develop-0.3.3' into develop 2024-05-14 23:17:47 -04:00
Cameron Taylor e724373563 more changeloggy 2024-05-14 22:16:57 -04:00
Cameron Taylor bd7b1fb544 Merge branch 'public-release/main' into develop-0.3.3 2024-05-14 22:15:29 -04:00
Cameron TaylorandGitHub 37fc84946d Merge pull request #2357 from FunkinCrew/bugfix/shader-crash-freeplay
Fix an AMD shader crash on Freeplay.
2024-05-14 22:14:22 -04:00
Cameron Taylor 1a8706b031 project.xml version bump 2024-05-14 22:11:57 -04:00
Cameron Taylor 4e6d980447 0.3.3 changelog 2024-05-14 22:10:13 -04:00
Cameron Taylor ac06c23577 assets submod 2024-05-14 21:41:42 -04:00
Cameron TaylorandGitHub 5e70d9fcef Merge pull request #2390 from ImCodist/polish/game-over-transition
Polish for the transition from GameOverSubState back into PlayState.
2024-05-14 21:32:19 -04:00
Cameron Taylor 84a4a23d3c Merge branch 'polish/game-over-transition' into public-release/develop 2024-05-14 21:32:05 -04:00
Cameron TaylorandGitHub 86de75feab Merge pull request #2466 from JugieNoob/freeplayscrollwheel-bugfix
Fixed Freeplay Scrolling Issue
2024-05-14 21:23:10 -04:00
Cameron Taylor 41686dce9e assets submod 2024-05-14 21:22:17 -04:00
Cameron Taylor 2434f64381 web fix for scroll 2024-05-14 21:21:47 -04:00
Cameron Taylor 1619751eab Merge branch 'public-release/develop' into freeplayscrollwheel-bugfix 2024-05-14 21:13:48 -04:00
Cameron TaylorandGitHub 20810d4787 Merge pull request #2470 from gamerbross/bugfix/freeplay-exiting-active
Fixed doing actions when exiting Freeplay menu
2024-05-13 21:30:49 -04:00
Cameron Taylor 0428482d04 Merge branch 'bugfix/freeplay-exiting-active' into public-release/develop 2024-05-13 21:30:02 -04:00
Cameron TaylorandGitHub e26d4ac440 Merge pull request #554 from FunkinCrew/bugfix/public-fixes
Eric's public bug fixes
2024-05-13 21:20:47 -04:00
Cameron TaylorandGitHub 3be1056e35 Merge pull request #2499 from lemz1/loadingbar-fix
Fix Web Loading Bar
2024-05-13 21:08:13 -04:00
Cameron Taylor 259df760bc re-add lerp to load screen 2024-05-13 21:06:41 -04:00
lemz 54f337fe9c Merge remote-tracking branch 'origin/develop' into loadingbar-fix 2024-05-14 00:17:25 +02:00
lemz 4e935b47c6 Update LoadingState.hx 2024-05-14 00:04:45 +02:00
gamerbross 090e4fc6e8 Fixed doing actions when exiting Freeplay menu 2024-05-12 02:42:02 +02:00
JugieNoob b22f09d4da Fixed Scrolling on HTML5 Platforms 2024-05-12 02:21:59 +02:00
JugieNoob 4f8a0dbebf Fixed Freeplay Scrolling Issue 2024-05-12 01:35:04 +02:00
EliteMasterEric 2aae46ab90 Merge remote-tracking branch 'public/bugfix/weekend-1-missing-asset' into bugfix/public-fixes 2024-05-09 16:41:49 -04:00
EliteMasterEric 99bd3a370f Merge remote-tracking branch 'public/bugfix/duplicate-controls-binds' into bugfix/public-fixes 2024-05-09 16:41:42 -04:00
EliteMasterEric efe0a66934 Merge remote-tracking branch 'public/debug-hotkey-docs' into bugfix/public-fixes 2024-05-09 16:40:45 -04:00
EliteMasterEric c2650c0810 Merge remote-tracking branch 'public/bugfix/freeplay-lerp' into bugfix/public-fixes 2024-05-09 16:40:18 -04:00
EliteMasterEric 3207fd82f3 Merge remote-tracking branch 'public/bugfix/easter-egg-crash' into bugfix/public-fixes 2024-05-09 16:40:11 -04:00
EliteMasterEric 0b82a206ef Merge remote-tracking branch 'public/bugfix/crash-handler-flxstate-check' into bugfix/public-fixes 2024-05-09 16:39:53 -04:00
codist bfaa4626f8 Polish for the transition from GameOverSubState back into PlayState. 2024-05-09 01:10:53 -04:00
EliteMasterEric 4d5c0444c8 Fix an issue where control binds would be duplicated and quickly multiply. 2024-05-09 00:46:21 -04:00
EliteMasterEric 2e4baa8ab2 Fix a null object reference caused by accessing cut assets. 2024-05-09 00:43:33 -04:00
EricandGitHub 4fdc437840 Update Funkin' Debug Hotkeys.md 2024-05-08 23:55:19 -04:00
Cameron TaylorandGitHub 77446f28d7 Merge pull request #549 from FunkinCrew/sanitized/bugfix/easter-egg
Fix an error related to an easter egg, plus some script warnings.
2024-05-08 23:30:50 -04:00
Cameron Taylor 928b3c4119 assets submod 2024-05-08 23:29:55 -04:00
Cameron TaylorandGitHub 9730ef4280 Merge pull request #550 from FunkinCrew/sanitized/bugfix/shader-crash-freeplay
Fix a shader crash on Freeplay on some AMD cards.
2024-05-08 23:21:52 -04:00
EricandGitHub 34a6e16385 Merge pull request #2323 from nebulazorua/main
Chart debug key takes you back to chart editor if you're charting
2024-05-08 23:14:59 -04:00
EricandGitHub e3ee68abf2 Merge pull request #2370 from MadBear422/main
Character selection fix for chart editor
2024-05-08 23:08:48 -04:00
Cameron Taylor 54fbb9a294 be careful with these gitmodules, we don't want to work out of funkin.art or funkin.assets 2024-05-08 22:45:13 -04:00
Cameron Taylor 20226baaba Merge branch 'public-release/develop' into develop-0.3.3 2024-05-08 22:43:36 -04:00
codistandCameron Taylor df5bdc7b7d Fixed stutter once a transition to the main menu completes. 2024-05-08 22:42:33 -04:00
Cameron TaylorandGitHub 4bd8542d3d Merge pull request #2315 from ImCodist/bugfix/main-menu-camera-stutter
Fixed stutter once a wipe transition to the Main Menu completes.
2024-05-08 22:23:18 -04:00
MadBear422 4d1c2c1b88 Character selection fix for chart editor. 2024-05-08 15:30:40 -07:00
EliteMasterEric d4f113df59 Fix a conflict between a shader variable name and a function on some graphics cards. 2024-05-08 14:23:33 -04:00
EricandGitHub 1e359030c3 Merge pull request #2302 from FunkinCrew/bugfix/funkvis-hmm
Fix an issue with an improper version of funkVis
2024-05-08 14:17:55 -04:00
nebulazorua f5143c2d78 this is better 2024-05-08 19:56:13 +08:00
nebulazorua 6fdc090ecc i have accidentally done this and wiped out my chart many times 2024-05-08 19:53:47 +08:00
codist b49fac742f Fixed stutter once a transition to the main menu completes. 2024-05-08 04:21:30 -04:00
EricandGitHub 3142dee553 Merge pull request #2313 from FunkinCrew/bugfix/switch-pattern-typo
Fix a typo in PlayAnimationSongEvent
2024-05-08 03:24:46 -04:00
EliteMasterEric 4e5531744a Curse you burgerballs 2024-05-08 03:23:00 -04:00
EricandGitHub 6742e5c833 Merge pull request #2308 from Burgerballs/patch-1
Fix some spaghetti on PlayAnimationSongEvent
2024-05-08 02:32:26 -04:00
EricandGitHub fcb1d8eda3 Merge pull request #2309 from ImCodist/bugfix/sustain-flicker
Fixed an issue where hold note would be invisible for a single frame.
2024-05-08 02:25:16 -04:00
EliteMasterEric 2e74678caf Fix an issue where the Freeplay menu never displays 100% clear. 2024-05-08 01:54:48 -04:00
codist 000e256b0e Fixed an issue where hold note would be invisible for a single frame. 2024-05-08 01:20:39 -04:00
BurgerballsandGitHub 2743a853bc Fix some spaghetti on PlayAnimationSongEvent 2024-05-08 06:03:12 +01:00
EricandGitHub 8ba23e0700 Merge pull request #2300 from TheGaloXx/main
FIX WINDOW TWEEN
2024-05-08 00:54:01 -04:00
EliteMasterEric cfeca56634 Fix an error related to an easter egg, plus some warnings. 2024-05-08 00:36:22 -04:00
EliteMasterEric be07760103 Fix a crash when querying FlxG.state 2024-05-08 00:08:44 -04:00
EliteMasterEric e2613fa8fb Fix an issue with an improper version of funkVis 2024-05-07 23:45:35 -04:00
TheGalo XandGitHub 5160fd02d4 fix window tween 2024-05-07 23:17:49 -03:00
Cameron TaylorandGitHub a6948c3a38 Merge pull request #2297 from Chubercik/patch-1
Fix the `funkin-assets` license link
2024-05-07 22:13:37 -04:00
Jakub MarcowskiandGitHub d51809ea2f Fix the funkin-assets license link 2024-05-08 03:15:07 +02:00
EliteMasterEric 7ff37ae0c2 Fix a conflict between a shader variable name and a function on some graphics cards. 2024-05-07 14:22:22 -04:00
EliteMasterEric a652bfe9f0 Fix an error related to an easter egg, plus some warnings. 2024-05-07 14:01:00 -04:00
17 changed files with 133 additions and 66 deletions
+18
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@@ -4,6 +4,24 @@ All notable changes will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [0.3.3] - 2024-05-14
### Changed
- Cleaned up some code in `PlayAnimationSongEvent.hx` (thanks BurgerBalls!)
### Fixed
- Fix Web Loading Bar (thanks lemz1!)
- Don't allow any more inputs when exiting freeplay (thanks gamerbros!)
- Fixed using mouse wheel to scroll on freeplay (thanks JugieNoob!)
- Fixed the reset's of the health icons, score, and notes when re-entering gameplay from gameover (thanks ImCodist!)
- Fixed the chart editor character selector's hitbox width (thanks MadBear422!)
- Fixed camera stutter once a wipe transition to the Main Menu completes (thanks ImCodist!)
- Fixed an issue where hold note would be invisible for a single frame (thanks ImCodist!)
- Fix tween accumulation on title screen when pressing Y multiple times (thanks TheGaloXx!)
- Fix for a game over easter egg so you don't accidentally exit it when viewing
- Fix a crash when querying FlxG.state in the crash handler
- Fix an issue where the Freeplay menu never displays 100% clear
- Chart debug key now properly returns you to the previous chart editor session if you were playtesting a chart (thanks nebulazorua!)
- Hopefully fixed Freeplay crashes on AMD gpu's
## [0.3.2] - 2024-05-03
### Added
- Added `,` and `.` keybinds to the Chart Editor. These place Focus Camera events at the playhead, for the opponent and player respectively.
+1 -1
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@@ -5,7 +5,7 @@ The Friday Night Funkin' source code is licensed under the Apache 2.0 license: (
Friday Night Funkin' Copyright 2020-2024 The Funkin' Crew Inc.
All Rights Reserved. "Friday Night Funkin'" and the "Friday Night Funkin'" logo are trademarks of The Funkin' Crew Inc.
You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/funkin-assets/blob/main/LICENSE.md)
You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md)
## Apache 2.0 License
+1 -1
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@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<project>
<!-- _________________________ Application Settings _________________________ -->
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.2" company="ninjamuffin99" />
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.3" company="ninjamuffin99" />
<!--Switch Export with Unique ApplicationID and Icon-->
<set name="APP_ID" value="0x0100f6c013bbc000" />
+24 -24
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@@ -1,31 +1,31 @@
# Funkin' Debug Hotkeys
`F4` (EVERYWHERE) - Leave Current State and move to Main Menu
`F5` (EVERYWHERE) - Hot Reload Data Files
Most of this functionality is only available on debug builds of the game!
`Y` (Title Screen) - WOAH
## Any State
- `F2`: ***OVERLAY***: Enables the Flixel debug overlay, which has partial support for scripting.
- `F3`: ***SCREENSHOT***: Takes a screenshot of the game and saves it to the local `screenshots` directory. Works outside of debug builds too!
- `F4`: ***EJECT***: Forcibly switch state to the Main Menu (with no extra transition). Useful if you're stuck in a level and you need to get out!
- `F5`: ***HOT RELOAD***: Forcibly reload the game's scripts and data files, then restart the current state. If any files in the `assets` folder have been modified, the game should process the changes for you! NOTE: Known bug, this does not reset song charts or song scripts, but it should reset everything else (such as stage layout data and character animation data).
- `CTRL-SHIFT-L`: ***FORCE CRASH***: Immediately crash the game with a detailed crash log and a stack trace.
`~` (Main Menu) - Access Debug Menu
## **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.
- `2`: ***GAIN HEALTH***: Debug function, add 10% to the player's health.
- `3`: ***LOSE HEALTH***: Debug function, subtract 5% to the player's health.
- `9`: NEATO!
- `PAGEUP` (MacOS: `Fn-Up`): ***FORWARDS TIME TRAVEL****: Move forward by 2 sections. Hold SHIFT to move forward by 20 sections instead.
- `PAGEDOWN` (MacOS: `Fn-Down`): ***BACKWARDS TIME TRAVEL****: Move backward by 2 sections. Hold SHIFT to move backward by 20 sections instead.
`U` (Play) - Open Stage Editor State
`H` (Play) - Show/Hide HUD
`1` (Play) - End Song
`2` (Play) - Add 10% Health
`3` (Play) - Subtract 5% Health
`7` (Play) - (NOT WORKING) Open Chart Editor
`8` (Play) - Open Animation Editor
`9` (Play) - (Easter Egg) Classic Health Icon
`PGUP`/`Fn+Up` (Play) - Skip Forward In Time
`PGDN`/`Fn+Down` (Play) - 🦃 That's right, we're going to go BACK IN TIME
## **Freeplay State**
- `F` (Freeplay Menu) - Move to Favorites
- `Q` (Freeplay Menu) - Back one category
- `E` (Freeplay Menu) - Forward one category
`F` (Freeplay Menu) - Move to Favorites
`P` (Freeplay Menu) - Switch to Pico (probably doesn't work)
`T` (Freeplay Menu) - Start typing in search bar
`Q` (Freeplay Menu) - Back one letter
`E` (Freeplay Menu) - Forward one letter
## **Title State**
- `Y` - WOAH
`Arrows` (Stage Editor) - Move Prop
`Ctrl-Z` (Stage Editor) - Undo
`Y` (Stage Editor) - Leave Stage Editor
`H` (Pause Menu) - Hide the Pause Menu UI (good for screenshots!)
## **Main Menu**
- `~`: ***DEBUG****: Opens a menu to access the Chart Editor and other work-in-progress editors. Rebindable in the options menu.
- `CTRL-ALT-SHIFT-W`: ***ALL ACCESS***: Unlocks all songs in Freeplay. Only available on debug builds.
+1 -1
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@@ -49,7 +49,7 @@
"name": "funkin.vis",
"type": "git",
"dir": null,
"ref": "98c9db09f0bbfedfe67a84538a5814aaef80bdea",
"ref": "2aa654b974507ab51ab1724d2d97e75726fd7d78",
"url": "https://github.com/FunkinCrew/funkVis"
},
{
@@ -40,8 +40,8 @@ class StrokeShader extends FlxShader
void main()
{
vec4 sample = flixel_texture2D(bitmap, openfl_TextureCoordv);
if (sample.a == 0.) {
vec4 gay = flixel_texture2D(bitmap, openfl_TextureCoordv);
if (gay.a == 0.) {
float w = size.x / openfl_TextureSize.x;
float h = size.y / openfl_TextureSize.y;
@@ -49,9 +49,9 @@ class StrokeShader extends FlxShader
|| 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.
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)
sample = color;
gay = color;
}
gl_FragColor = sample;
gl_FragColor = gay;
}
')
public function new(color:FlxColor = 0xFFFFFFFF, width:Float = 1, height:Float = 1)
+14 -1
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@@ -527,6 +527,14 @@ class Controls extends FlxActionSet
action.inputs[i].inputID = toAdd;
}
hasReplaced = true;
} else if (input.device == KEYBOARD && input.inputID == toAdd) {
// This key is already bound!
if (hasReplaced) {
// Remove the duplicate keybind, don't replace.
action.inputs.remove(input);
} else {
hasReplaced = true;
}
}
}
@@ -989,6 +997,7 @@ class Controls extends FlxActionSet
for (control in Control.createAll())
{
var inputs:Array<Int> = Reflect.field(data, control.getName());
inputs = inputs.unique();
if (inputs != null)
{
if (inputs.length == 0) {
@@ -1038,7 +1047,11 @@ class Controls extends FlxActionSet
var inputs = getInputsFor(control, device);
isEmpty = isEmpty && inputs.length == 0;
if (inputs.length == 0) inputs = [FlxKey.NONE];
if (inputs.length == 0) {
inputs = [FlxKey.NONE];
} else {
inputs = inputs.unique();
}
Reflect.setField(data, control.getName(), inputs);
}
+3 -1
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@@ -83,6 +83,8 @@ class GameOverSubState extends MusicBeatSubState
var isChartingMode:Bool = false;
var mustNotExit:Bool = false;
var transparent:Bool;
static final CAMERA_ZOOM_DURATION:Float = 0.5;
@@ -240,7 +242,7 @@ class GameOverSubState extends MusicBeatSubState
}
// KEYBOARD ONLY: Return to the menu when pressing the assigned key.
if (controls.BACK)
if (controls.BACK && !mustNotExit)
{
blueballed = false;
PlayState.instance.deathCounter = 0;
+37 -8
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@@ -826,6 +826,8 @@ class PlayState extends MusicBeatSubState
resetCamera();
var fromDeathState = isPlayerDying;
persistentUpdate = true;
persistentDraw = true;
@@ -863,8 +865,11 @@ class PlayState extends MusicBeatSubState
if (currentStage != null) currentStage.resetStage();
playerStrumline.vwooshNotes();
opponentStrumline.vwooshNotes();
if (!fromDeathState)
{
playerStrumline.vwooshNotes();
opponentStrumline.vwooshNotes();
}
playerStrumline.clean();
opponentStrumline.clean();
@@ -1075,6 +1080,22 @@ class PlayState extends MusicBeatSubState
function moveToGameOver():Void
{
// Reset and update a bunch of values in advance for the transition back from the game over substate.
playerStrumline.clean();
opponentStrumline.clean();
songScore = 0;
updateScoreText();
health = Constants.HEALTH_STARTING;
healthLerp = health;
healthBar.value = healthLerp;
iconP1.updatePosition();
iconP2.updatePosition();
// Transition to the game over substate.
var gameOverSubState = new GameOverSubState(
{
isChartingMode: isChartingMode,
@@ -2549,12 +2570,20 @@ class PlayState extends MusicBeatSubState
// Redirect to the chart editor playing the current song.
if (controls.DEBUG_CHART)
{
disableKeys = true;
persistentUpdate = false;
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,
}));
if (isChartingMode)
{
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
this.close(); // This only works because PlayState is a substate!
}
else
{
disableKeys = true;
persistentUpdate = false;
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,
}));
}
}
#end
@@ -31,25 +31,13 @@ class PlayAnimationSongEvent extends SongEvent
switch (targetName)
{
case 'boyfriend':
case 'boyfriend' | 'bf' | 'player':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'bf':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'player':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'dad':
case 'dad' | 'opponent':
trace('Playing animation $anim on dad.');
target = PlayState.instance.currentStage.getDad();
case 'opponent':
trace('Playing animation $anim on dad.');
target = PlayState.instance.currentStage.getDad();
case 'girlfriend':
trace('Playing animation $anim on girlfriend.');
target = PlayState.instance.currentStage.getGirlfriend();
case 'gf':
case 'girlfriend' | 'gf':
trace('Playing animation $anim on girlfriend.');
target = PlayState.instance.currentStage.getGirlfriend();
default:
+2
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@@ -576,6 +576,8 @@ class Strumline extends FlxSpriteGroup
note.holdNoteSprite.hitNote = true;
note.holdNoteSprite.missedNote = false;
note.holdNoteSprite.alpha = 1.0;
note.holdNoteSprite.sustainLength = (note.holdNoteSprite.strumTime + note.holdNoteSprite.fullSustainLength) - conductorInUse.songPosition;
}
}
@@ -67,7 +67,7 @@ class ChartEditorCharacterIconSelectorMenu extends ChartEditorBaseMenu
var charGrid = new Grid();
charGrid.columns = 5;
charGrid.width = 100;
charGrid.width = this.width;
charSelectScroll.addComponent(charGrid);
var charIds:Array<String> = CharacterDataParser.listCharacterIds();
+17 -3
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@@ -733,8 +733,8 @@ class FreeplayState extends MusicBeatSubState
}
}
lerpScore = MathUtil.coolLerp(lerpScore, intendedScore, 0.2);
lerpCompletion = MathUtil.coolLerp(lerpCompletion, intendedCompletion, 0.9);
lerpScore = MathUtil.smoothLerp(lerpScore, intendedScore, elapsed, 0.5);
lerpCompletion = MathUtil.smoothLerp(lerpCompletion, intendedCompletion, elapsed, 0.5);
if (Math.isNaN(lerpScore))
{
@@ -889,11 +889,24 @@ class FreeplayState extends MusicBeatSubState
spamTimer = 0;
}
#if !html5
if (FlxG.mouse.wheel != 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 4));
changeSelection(-Math.round(FlxG.mouse.wheel));
}
#else
if (FlxG.mouse.wheel < 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 8));
}
else if (FlxG.mouse.wheel > 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 8));
}
#end
if (controls.UI_LEFT_P && !FlxG.keys.pressed.CONTROL)
{
@@ -910,6 +923,7 @@ class FreeplayState extends MusicBeatSubState
if (controls.BACK)
{
busy = true;
FlxTween.globalManager.clear();
FlxTimer.globalManager.clear();
dj.onIntroDone.removeAll();
@@ -139,10 +139,6 @@ class MainMenuState extends MusicBeatState
resetCamStuff();
subStateClosed.add(_ -> {
resetCamStuff();
});
subStateOpened.add(sub -> {
if (Type.getClass(sub) == FreeplayState)
{
+1
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@@ -283,6 +283,7 @@ class TitleState extends MusicBeatState
if (FlxG.keys.justPressed.Y)
{
FlxTween.cancelTweensOf(FlxG.stage.window, ['x', 'y']);
FlxTween.tween(FlxG.stage.window, {x: FlxG.stage.window.x + 300}, 1.4, {ease: FlxEase.quadInOut, type: PINGPONG, startDelay: 0.35});
FlxTween.tween(FlxG.stage.window, {y: FlxG.stage.window.y + 100}, 0.7, {ease: FlxEase.quadInOut, type: PINGPONG});
}
+3 -1
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@@ -162,7 +162,9 @@ class LoadingState extends MusicBeatSubState
{
targetShit = FlxMath.remapToRange(callbacks.numRemaining / callbacks.length, 1, 0, 0, 1);
loadBar.scale.x = FlxMath.lerp(loadBar.scale.x, targetShit, 0.50);
var lerpWidth:Int = Std.int(FlxMath.lerp(loadBar.width, FlxG.width * targetShit, 0.2));
loadBar.setGraphicSize(lerpWidth, loadBar.height);
loadBar.updateHitbox();
FlxG.watch.addQuick('percentage?', callbacks.numRemaining / callbacks.length);
}
+3 -1
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@@ -141,7 +141,9 @@ class CrashHandler
fullContents += '\n';
fullContents += 'Flixel Current State: ${Type.getClassName(Type.getClass(FlxG.state))}\n';
var currentState = FlxG.state != null ? Type.getClassName(Type.getClass(FlxG.state)) : 'No state loaded';
fullContents += 'Flixel Current State: ${currentState}\n';
fullContents += '\n';