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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
@@ -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
@@ -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" />
|
||||
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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});
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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';
|
||||
|
||||
|
||||
Reference in New Issue
Block a user