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840 Commits
Author SHA1 Message Date
EricandCameron Taylor b7761d45b7 Disable FEATURE_RESULTS_DEBUG on release builds by default.
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2025-03-31 22:39:08 -04:00
Cameron Taylor 1d5d0ddd52 IGJHSpritin credits fix (assets submod) 2025-03-31 19:55:42 -04:00
Cameron Taylor 0818bd9c93 disable results screen debugger 2025-03-31 19:51:22 -04:00
Cameron Taylor 43f6cf6267 changelog update 0.6.2 2025-03-31 19:48:06 -04:00
Cameron Taylor cfd380b243 creds update (assets submod) 2025-03-31 19:45:09 -04:00
Cameron Taylor dd1b09a293 same shader fix but on the DropShadowScreenspace
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2025-03-31 19:25:10 -04:00
Cameron Taylor 0526eb7a64 0.6.1 quick hotfix crap 2025-03-31 16:01:50 -04:00
Cameron Taylor 6b321b72ae fix the ternary operator for DropShadowShader 2025-03-31 15:37:39 -04:00
Cameron Taylor 9580875c23 remove NewgroundsCredentials.hx derp
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2025-03-31 14:42:16 -04:00
EricandGitHub d6d8df9f67 Merge pull request #949 from FunkinCrew/ng-partial-autologin
only do a partial auto login, when logging in via NG or via saved session
2025-03-31 14:28:39 -04:00
Cameron Taylor 4eb4b00271 only do a partial auto login, when logging in via NG or via saved session 2025-03-31 14:15:06 -04:00
EliteMasterEricandCameron Taylor e7634c90e7 Fix an animation issue with the cans in 2hot. 2025-03-31 13:28:13 -04:00
EricandGitHub 5e93920797 Merge pull request #948 from FunkinCrew/fix/stress-null-script
null out rimlightCamera and remove it from FlxG.cameras(assets submod)
2025-03-31 12:20:20 -04:00
Cameron Taylor a4069eba2a null out rimlightCamera and remove it from FlxG.cameras(assets submod) 2025-03-31 00:43:13 -04:00
EliteMasterEricandCameron Taylor 30168a1160 Fix a build error caused by references to invalid leaderboards. 2025-03-31 00:10:06 -04:00
EliteMasterEric a2fcaec9ff Use production build medal IDs and leaderboard IDs in release builds. 2025-03-30 22:51:52 -04:00
EliteMasterEricandCameron Taylor e5e3453c1f Add Stress Pico + Char Select medals, and fix medals to work on release builds 2025-03-30 21:59:17 -04:00
EliteMasterEricandCameron Taylor 0d8b04dd56 Add an option to destroy save data in the options menu. 2025-03-30 19:17:08 -04:00
EliteMasterEricandCameron Taylor 3b997d7c0f Add finalized loss SFX 2025-03-30 19:00:04 -04:00
EliteMasterEricandCameron Taylor 3ff93f1923 Fixed some bugs with death quotes and added final lines. 2025-03-30 18:54:12 -04:00
EliteMasterEricandCameron Taylor 64d8e81ed1 Rework death quotes logic to make more sense. 2025-03-30 18:54:06 -04:00
EliteMasterEricandCameron Taylor a741b4eed3 Add Stress Pico Intro Cutscene (assets submod) 2025-03-30 18:38:18 -04:00
EliteMasterEric 81e7c6b84a Fix a bug with the intro and end cutscenes conflicting. 2025-03-30 16:02:10 -04:00
fabs 77e06bc9d4 assets submod 2025-03-29 21:54:20 +00:00
fabs c6966c2b63 screenspace shader 2025-03-29 21:47:39 +00:00
EricandGitHub a9652544f5 Merge pull request #937 from FunkinCrew/album-roll-expansion2
change expansion 2 -> volume 4, and add the proper new expansion 2 stuff
2025-03-28 22:02:56 -04:00
Cameron Taylor 042d29309f volume4 spritesheet crap 2025-03-28 21:47:36 -04:00
Cameron Taylor 05d88ba0bf change expansion 2 -> volume 4, and add the proper new expansion 2 stuff 2025-03-28 20:27:12 -04:00
EliteMasterEricandCameron Taylor d07d173631 Fixed the seizure bug. 2025-03-28 19:07:43 -04:00
EricandGitHub d02d86edcd Merge pull request #935 from FunkinCrew/2hot-rain-fix
fix: phillystreets rain starts properly
2025-03-27 20:35:02 -04:00
EricandGitHub e99526d195 Merge pull request #933 from FunkinCrew/freeplay-ranking-tidy
refactor some FreeplayRank stuff to hold both blurred and unblurred ranking
2025-03-27 20:27:00 -04:00
Cameron Taylor 14e5c1c655 fix: phillystreets rain starts properly 2025-03-27 20:26:50 -04:00
Cameron TaylorandEric f7a48bcb3b refactor some FreeplayRank stuff to hold both blurred and unblurred ranking 2025-03-27 20:26:50 -04:00
EliteMasterEricandCameron Taylor db43704fe3 Roses stage animation fix 2025-03-27 20:11:07 -04:00
EricandGitHub 35780ec9f3 Merge pull request #929 from FunkinCrew/pico-chart-editor-fix
variations loading via fnfc fix in progress
2025-03-27 19:13:02 -04:00
Cameron TaylorandEric 36997e8b30 variations loading via fnfc fix in progress 2025-03-27 18:00:24 -04:00
AbnormalandCameron Taylor abe4ac8485 Remove the Alphabet class 2025-03-27 15:59:35 -04:00
EliteMasterEricandCameron Taylor f61dfa1f66 Fix typo. 2025-03-27 15:49:09 -04:00
EliteMasterEricandCameron Taylor 0bc938d0fa Implement support for Newgrounds Events 2025-03-27 15:49:09 -04:00
EliteMasterEricandCameron Taylor 668b2cdfb7 Remove a problematic mask from the medal animation. 2025-03-27 15:49:07 -04:00
EliteMasterEricandCameron Taylor 96e29b7921 Tweaks to medals and leaderboards (split Erect/character remixes, fix test medals not working etc) 2025-03-27 15:48:53 -04:00
EliteMasterEric 00893768d1 Evil school shader fix 2025-03-27 13:16:54 -04:00
Cameron Taylor 8e43a7ae0c bump FlxAnimate back to commit 713d3d for now 2025-03-27 10:44:03 -04:00
EricandGitHub 251e96b426 Merge pull request #908 from FunkinCrew/hxcpp-hmm-bump
bump hxcpp hmm version to v4.3.75
2025-03-26 03:29:22 -04:00
Cameron TaylorandEric 94331bd938 bump hxcpp hmm version to v4.3.75 2025-03-26 02:53:06 -04:00
EliteMasterEricandCameron Taylor c4b9097868 Update difficulty rankings 2025-03-26 01:16:53 -04:00
EliteMasterEricandCameron Taylor 64eb80e8b7 Game Over (Pico Pixel) 2025-03-26 01:15:24 -04:00
EliteMasterEricandCameron Taylor d84c2e7875 Fix an issue where the game would try to render destroyed note graphics. 2025-03-25 22:02:43 -04:00
EliteMasterEricandCameron Taylor d08c8a541e Fix some issues with HScript, and enable the ?? operator. 2025-03-25 22:02:43 -04:00
EliteMasterEricandCameron Taylor ba7c263d23 Update changelog to include contributor list. 2025-03-25 22:02:43 -04:00
Cameron Taylor 293cd7d50a shader fix for week 3 gameover 2025-03-25 19:06:58 -04:00
Cameron Taylor 57b2ae9f37 2hot pico gameover fix 2025-03-25 18:55:44 -04:00
Cameron Taylor 431241bf19 quick fix for results screen debug crap 2025-03-25 18:14:53 -04:00
EliteMasterEricandCameron Taylor 703eae8c62 Update the changelog with all the public fixes (thanks Hundrec) 2025-03-25 15:37:13 -04:00
EliteMasterEricandCameron Taylor 34c07811d1 Update assets submodule 2025-03-25 15:37:13 -04:00
HundrecandCameron Taylor 91a594cc85 Nudge Results totals left if 4 digits long 2025-03-25 15:03:08 -04:00
EliteMasterEricandCameron Taylor 43bdd38a44 Fix all game over screen being broken 2025-03-25 14:59:16 -04:00
Cameron Taylor 6e463e0188 debug: add simple result screen debug mode 2025-03-25 14:48:31 -04:00
Cameron Taylor 319419c541 refactor: refactor some of the Page menu handling out of OptionsState 2025-03-24 19:20:25 -04:00
Cameron Taylor e8c07c9ec6 debug: added debug menu option to open ResultsState (and fixed small crash when opening ResultsScreen in this way)
part 1 of results screen debug stuff
2025-03-24 19:20:25 -04:00
Cameron Taylor fa5a80df08 screenshot plugin fix for high dpi / larger window sizes 2025-03-24 17:42:35 -04:00
LasercarandCameron Taylor e51b6147b5 unused code removed and comment cleanup 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 2a9712466e Fixed cursor & preview not being reset for state changes 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor e9891c4d00 Fancy preview is back!
Also now saves on window close/crash.
Also standardised the option descriptions.
2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 5c47ed4a8c Set screenshotBeingSpammed to false after state change
Because the timer has been killed
2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 6e4e7008f2 another whoops 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 79e31636e2 Save unsaved screenshots in buffer before state change 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 8fcd145d53 Option to only show the preview when a screenshot is saved
Enabled by default, the idea is that the less tech savy players won't bother changing the option to false and end up reporting that they lost screenshots after changing states
2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor e30e6ee4ed comment cleanup 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor bab920dc82 comment typo 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor ab2dd75986 now it's actually asynchronous
Though with the caveat of unsaved screenshots not being saved after state change
2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor a8440062b8 fixed duplicate screenshot handling code 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 824cf7cf1b frame delayed screenshots + timer'd screenshot save 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 65786d8f1c small fix 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor bcd29b5d67 idk 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 95847440b5 didn't reverse my test of the JPEG encoder 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor c776900df0 screenshot options 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor fc9b395138 forgot to uncomment the bit making the async loop null 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 7b54292bf7 another whoops 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 4ef0c18212 idk 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 8e4f9fe66b forgot a thing 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 92b24b91e7 asynchronous screenshot buffer saving 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 0db0d88256 Show a preview of last image in the image buffer 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 535ff2211a Popup no longer shows up in screenshots 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor f7329e0687 Improved? screenshotting 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 868932cd13 screenshot preview in screenshot fix 2025-03-24 17:32:49 -04:00
LasercarandCameron Taylor 9c2ef02368 NuN GF
Adds a none/null option for the character selector dropdown
Also fixes a few null references that happen when one or both characters are null in the playstate
2025-03-24 15:00:01 -04:00
Cameron Taylor 4187244305 Merge branch 'bugfix/missing-pitstop2-mp3s' into rewrite/master 2025-03-24 14:41:51 -04:00
KoloandCameron Taylor 65b9466ce3 eric's suggestion 2025-03-24 14:40:55 -04:00
KoloandCameron Taylor a5e5c1dee2 freeplay random button fix 2025-03-24 14:40:55 -04:00
KoloandCameron Taylor a90b911653 freeplay random button fix 2025-03-24 14:40:55 -04:00
EliteMasterEric 06940573ca Update assets submodule 2025-03-24 13:38:07 -04:00
EliteMasterEricandCameron Taylor 01693eb4ce Display additional info messages in the terminal (without breaking VSCode!) 2025-03-21 20:07:29 -04:00
Cameron TaylorandGitHub 1adcc67acb Merge pull request #914 from FunkinCrew/public/copybara-refs/pull/4355/merge
[PUBLIC PR] [BUGFIX] Fallback when no defined inputs
2025-03-21 19:10:15 -04:00
EliteMasterEricandCameron Taylor 1506225100 Last batch of chart tweaks I think. 2025-03-21 19:09:16 -04:00
EliteMasterEricandCameron Taylor 43a09f668e Update assets submodule 2025-03-21 19:06:56 -04:00
Cameron Taylor 07c433e6d4 Merge branch 'notehold-styles' into rewrite/master 2025-03-21 18:58:29 -04:00
EliteMasterEricandCameron Taylor febe5e84a2 Don't display the rank animation in Freeplay if Practice Mode or Bot Play Mode were enabled. 2025-03-20 15:13:32 -04:00
EliteMasterEricandCameron Taylor d7c3b64e02 Disable note inputs when the song is over. 2025-03-20 15:13:32 -04:00
EliteMasterEricandCameron Taylor 0f6e6c4701 Fix a crash when using -DRESULTS. playerCharacterId was already calculated earlier. 2025-03-20 15:13:32 -04:00
KoloandCameron Taylor b70946f3c3 fix backspace and enter causing crash 2025-03-20 15:08:07 -04:00
Hyper_andEliteMasterEric 099c309f9b fix: Fallback to 'N/A' text when no inputs avaliable in getDialogueName 2025-03-20 03:05:59 -04:00
ember / mintandGitHub 02dcef4727 hotfix: temporarily use windows-latest runners for windows builds (#910) 2025-03-18 19:25:42 +00:00
Cameron Taylor a72fce14d1 Merge branch 'public-develop' into rewrite/master 2025-03-17 22:20:28 -04:00
EliteMasterEricandCameron Taylor 2f339e8113 Update FlxAnimate 2025-03-17 14:40:22 -04:00
LasercarandEric e83b88d320 I'm so done with this stupid bug
Eric wuz here!
2025-03-17 06:44:21 -04:00
KoloandEric 3667c51c1e prevent unnecessary resync 2025-03-17 06:19:54 -04:00
HundrecandEric a55bf60fcf Correctly list all new contributors since Weekend 1
Gives those contributors their credit!
Lists all first-time GitHub contributors, even if their change isn't listed as an entry in the Changelog.
Quadruple-checked for good measure.
2025-03-15 19:49:54 -04:00
HundrecandEric 90c5eea0af Remove docs entries in Changelog + add punctuation 2025-03-15 19:49:54 -04:00
HundrecandEric 63883a1f07 A few more rewordings 2025-03-15 19:49:54 -04:00
HundrecandEric 5ecad9ea9b Combine those lines
Thanks Hyper!
2025-03-15 19:49:54 -04:00
HundrecandEric 128642264d Changelog overhaul for 0.4.1, 0.4.0, 0.3.3, 0.3.2, 0.3.1, 0.3.0 2025-03-15 19:49:54 -04:00
HundrecandEric fa772bdec1 Changelog overhaul for 0.5.3, 0.5.2, 0.5.1
Plus added line breaks to match Keep A Changelog's format
2025-03-15 19:49:54 -04:00
Hyper_andEric 0a8d7a23bf Minor adjustments
Some reformatting and shortening
2025-03-15 19:49:54 -04:00
Hyper_andEric bf1a238f6a docs: Some Linux troubleshooting 2025-03-15 19:49:54 -04:00
HundrecandEric 3a5b625f05 Add more rejected features to Contributing Guide 2025-03-15 19:49:54 -04:00
HundrecandEric f94a202f9c Remove issue reopening action 2025-03-15 19:49:54 -04:00
HundrecandEric 5e3dfbb1f5 Table of Contents for CONTRIBUTING.md 2025-03-15 19:49:54 -04:00
MidyGamyandEric dd82bb8ed5 More dump save info + force crash now accurate 2025-03-15 19:49:54 -04:00
MidyGamyandEric 8fa3384c1e Rewording missing Funkin' Debug Hotkeys.md (thx Hundrec) 2025-03-15 19:49:54 -04:00
MidyGamyandEric d51622f563 Added missing debug hotkeys 2025-03-15 19:49:54 -04:00
HundrecandEric 2041b6969c adjust link in PR Template 2025-03-15 19:49:54 -04:00
HundrecandEric e1fde6ddd9 PR Template 2025-03-15 19:49:54 -04:00
HundrecandEric b8f2524fa2 Revert spacing 2025-03-15 19:49:54 -04:00
HundrecandEric 4adb3005ae Fix Contributing link 2025-03-15 19:49:54 -04:00
HundrecandEric b0151da0e7 Contributing Guide in Minor Bug Template 2025-03-15 19:49:54 -04:00
EricandGitHub 3158e5a5da Merge pull request #898 from FunkinCrew/public-develop
Two commits from public
2025-03-12 19:01:39 -04:00
EliteMasterEric 20403eb80f Merge branch 'public-develop' into public-develop-2 2025-03-12 18:58:43 -04:00
Cameron Taylor 6b9e6c9ebc holdnotecover implementation stuff 2025-03-11 23:17:29 -04:00
Cameron Taylor 26de08c005 note hold and splash in progress 2025-03-11 18:46:06 -04:00
Cameron Taylor d5e3fbb384 change the default scrollFactor for stagedata prop stuff from 0,0 to 1,1 2025-03-11 18:39:00 -04:00
Cameron Taylor b46e61a650 forgotten assets submod for the note splash PR 2025-03-11 18:31:32 -04:00
Cameron Taylor 82a316c5b3 Merge branch 'rewrite/master' into public-develop-merge 2025-03-11 17:19:24 -04:00
fabsandCameron Taylor 44d41a848c assets submod 2025-03-11 16:39:48 -04:00
EricandGitHub 99657f1c79 Merge pull request #827 from FunkinCrew/ninjamuffin99/funk-1328
feat: Switching sorting in Freeplay, if your currently selected song …
2025-03-10 22:55:20 -04:00
Cameron TaylorandEric fb26aeb71a feat: Switching sorting in Freeplay, if your currently selected song is in the next section, we move there immediately for easier navigation 2025-03-10 21:44:24 -04:00
EliteMasterEric 6b404c4fcf Don't award Friday Night medal just for logging in, you have to beat a song. 2025-03-10 20:47:06 -04:00
EliteMasterEric 4e05d16cb6 Merge branch 'public-develop' into public-develop-merge 2025-03-10 20:46:33 -04:00
EricandGitHub 7ab3818344 Merge pull request #877 from FunkinCrew/notesplash-styles
W6 Strumline Assets: Pixel Note splashes
2025-03-10 20:40:08 -04:00
Cameron TaylorandEliteMasterEric 93e6d0685b reimplement my notesplash stuff i accidentally deleted derp 2025-03-10 20:39:38 -04:00
Cameron TaylorandEliteMasterEric ea3f1be425 NoteSplash animation cleanup 2025-03-10 20:39:38 -04:00
Cameron TaylorandEliteMasterEric f9a40a2bf7 notesplash notestyle implementation 2025-03-10 20:39:32 -04:00
Cameron Taylor f8c546b82c pico/erect week6 parallax 2025-03-10 20:03:02 -04:00
EliteMasterEricandCameron Taylor 8d3772fdfb Revamp Lit Up (BF Mix), plus other chart tweaks 2025-03-10 19:56:42 -04:00
EliteMasterEricandCameron Taylor 436b735d48 Use the correct chart for Ugh (Pico Mix) 2025-03-10 19:52:13 -04:00
fabsandCameron Taylor fc7e518373 nene hair blowing assets submod 2025-03-10 19:41:09 -04:00
EricandGitHub 3fcb8ec3f2 Merge pull request #888 from FunkinCrew/spirit-fix
fix: spirit trail fix
2025-03-10 18:21:56 -04:00
Cameron Taylor fccfe3432b fix: revert FlxAnimate version 2025-03-10 16:14:39 -04:00
EliteMasterEricandCameron Taylor 2a1766fd7b Update charts via Cory 2025-03-07 22:34:54 -05:00
EliteMasterEricandCameron Taylor 63a8403e7b add bloody tankman song event 2025-03-07 21:56:44 -05:00
EliteMasterEricandCameron Taylor 7231b3f645 New chart event: Set the character's health icon. 2025-03-07 21:56:44 -05:00
Cameron Taylor 96bdb0d4b2 fix: spirit trail fix 2025-03-06 20:24:22 -05:00
Cameron Taylor 7c9f048776 fix: add null checks to fix crash when creating charts via templates 2025-03-06 18:17:32 -05:00
Cameron Taylor 6b835931c5 fix: changing variations in chart editor properly updates the display / BPM 2025-03-06 18:17:32 -05:00
Cameron Taylor f4da1ced3a fix for loading variations in fnfc files 2025-03-06 18:17:32 -05:00
Cameron Taylor 2633538596 fix for loading variations in fnfc files 2025-03-06 18:09:13 -05:00
Cameron Taylor 6e55bcfc77 fixing for loading .fnfc files 2025-03-06 18:09:13 -05:00
Cameron Taylor 9bf83f9159 fix performance when using selection in Chart Editor 2025-03-06 18:09:00 -05:00
Cameron Taylor 9e7b43ef4f fix: On MacOS, properly use Command key instead of Control key in Chart Editor 2025-03-05 16:57:54 -05:00
Cameron Taylor 3370e0186d redo the dropshadowshader's for loop for proper glsl version 100 crud... 2025-03-05 16:57:39 -05:00
fabsandCameron Taylor 85b225eeb7 assets submod 2025-03-05 16:57:39 -05:00
fabsandCameron Taylor 9121e98428 tweaks to drop shadow shader + editable antialias amount 2025-03-05 16:57:39 -05:00
EliteMasterEricandCameron Taylor 47dda7041d Update assets submodule 2025-03-03 10:55:22 -05:00
EliteMasterEricandCameron Taylor 2983c7b5bc Fix error spam when Nene tries to use hair blow. 2025-03-03 10:53:21 -05:00
Cameron Taylor 6e7d511faa remove flxtracker from nene/otis 2025-03-02 21:47:27 -05:00
JVN-PixelsandEric edb270d15e Update ResultState.hx 2025-02-28 17:21:27 -05:00
EliteMasterEricandCameron Taylor 17bf4924bc Update assets submodule 2025-02-28 16:03:43 -05:00
Cameron Taylor 7a624bc3a3 revert the freeplay lag fix since it was causing crashes 2025-02-28 15:02:34 -05:00
EliteMasterEricandCameron Taylor 869726fc6b Additional chart fixes 2025-02-27 19:45:44 -05:00
fabsandCameron Taylor 66ed3f2644 assets submod 2025-02-27 16:41:36 -05:00
Cameron Taylor 3168814328 Merge branch 'feature/final-pico-dialogue' into rewrite/master 2025-02-27 16:22:56 -05:00
Cameron Taylor e077603806 assets submod 2025-02-27 16:22:08 -05:00
Cameron Taylor 99337a7123 assets submod 2025-02-27 16:21:31 -05:00
EliteMasterEricandCameron Taylor be0ad00913 Update assets submodule to include more chart tweaks 2025-02-27 16:19:00 -05:00
EliteMasterEric c61a943f80 Dialogue fixes. 2025-02-26 00:12:14 -05:00
EliteMasterEric 29dcf4f59a Update assets submodule (Roses Pico Mix + dialogue) 2025-02-25 23:43:48 -05:00
EliteMasterEric b35abffd1b Fix a crash with the chart editor. 2025-02-25 23:42:20 -05:00
ember / mintandGitHub 4891e54586 hotfix: missing https in Dockerfile build (caused by #870) (#871) 2025-02-24 18:52:17 +01:00
anaandCameron Taylor a31257f10f is this a fastly problem? 2025-02-24 12:40:27 -05:00
anaandCameron Taylor 5329a17439 hardcode download urls for now? 2025-02-24 12:40:27 -05:00
anaandCameron Taylor 3975c4fa78 chore: enable curl debug logs 2025-02-24 12:40:27 -05:00
anaandCameron Taylor 04185e150c chore: update build deps 2025-02-24 12:40:27 -05:00
anaandCameron Taylor 5e02db372d fix: build_defines not being read by CI task 2025-02-24 12:40:27 -05:00
Cameron TaylorandEric cde7382713 tidy up settings.json via lime.buildTypes 2025-02-21 22:53:48 -05:00
EliteMasterEricandCameron Taylor 44337a6b81 Make the game more lenient with loading older data from mods, as long it's compatible. 2025-02-21 16:58:51 -05:00
EliteMasterEricandCameron Taylor e610b7624c Fix a build issue with DiscordClient 2025-02-21 16:58:50 -05:00
Cameron Taylor e6aadf9a31 Merge branch 'bugfix/chart-issues-fixes' into rewrite/master 2025-02-21 16:45:16 -05:00
Cameron TaylorandEric f6caa9b67b update FlxPartialSound w/ better ogg streaming 2025-02-20 19:38:46 -05:00
EliteMasterEric 838f7b0125 Make several tweaks to existing charts 2025-02-18 15:51:14 -05:00
EliteMasterEricandCameron Taylor a411ce13c1 Update flixel haxelib 2025-02-18 13:38:20 -05:00
EliteMasterEricandCameron Taylor e07c4487b9 Removed commented code snippet 2025-02-18 13:38:20 -05:00
EliteMasterEricandCameron Taylor 6061c7762e Resolve issues caused by updating Flixel to latest 2025-02-18 13:38:20 -05:00
Cameron Taylor bda3ab1192 update to latest upstream flixel + flixel-addon + flxanimate 2025-02-18 13:38:20 -05:00
AbnormalandEric 5054c58dca set the default to 1 2025-02-18 13:24:25 -05:00
AbnormalandEric de02137d7c Add the ability to flip the character in the Animation Editor 2025-02-17 23:32:49 -05:00
AbnormalandEric 128afcaad1 quick fixin 2025-02-17 23:28:38 -05:00
AbnormalandEric f6d9d29181 add angle too bc why not 2025-02-17 23:28:38 -05:00
AbnormalandEric ff56b1948a add scrollfactor and alpha + grammatical fix in StageData 2025-02-17 23:28:38 -05:00
EliteMasterEric 87b1fc92f8 Renamed the new controls (I had to edit the margins to make the name fit) 2025-02-17 23:25:09 -05:00
AbnormalandEric bb974c2642 home and end can now jump to the beginning and end of freeplay 2025-02-17 23:25:09 -05:00
AbnormalandEric 0e0c4aeb77 fix: Fix the instrumental selector still allowing inputs after a song is selected 2025-02-17 22:36:49 -05:00
AbnormalandEric 3492d412c6 Blacklist SharedObject 2025-02-17 22:00:08 -05:00
AbnormalandEric b13bf05d16 fix: Fix the difficulty graphic in the Result Screen cutting off 2025-02-17 21:56:22 -05:00
AbnormalandEric 36df61ba9e the checkbox is now grouped together with the rest 2025-02-17 21:29:18 -05:00
AbnormalandEric ee53ccd327 feat: Add a setting that automatically launches the game in fullscreen 2025-02-17 21:29:18 -05:00
AbnormalandEric 7058126e99 fix: Actually check if the Playable Character is unlocked 2025-02-17 21:26:16 -05:00
AbnormalandEric 06c12e36c6 Revert "blacklist one additional class"
This reverts commit 3267c61258.
2025-02-17 20:36:36 -05:00
AbnormalandEric c06d79441d Add comments to 3 functions in funkin.Assets 2025-02-17 20:33:40 -05:00
Cameron Taylor 0a911ae607 remove a buncho unused imports 2025-02-17 19:25:33 -05:00
Cameron Taylor 13fb02599b Merge branch 'nene-abot-sync' into rewrite/master 2025-02-17 19:25:00 -05:00
Cameron Taylor 2a3cf4a211 assets submod 2025-02-17 19:22:43 -05:00
Cameron Taylor 2a2e36a713 Merge branch 'feature/week-6-pico-dialogue' into rewrite/master 2025-02-17 19:12:08 -05:00
EliteMasterEricandCameron Taylor 43d109df55 Implement Pico and Nene portraits 2025-02-17 19:11:19 -05:00
Cameron Taylor 4223b1d5ec Merge branch 'week6-pico-death' into rewrite/master 2025-02-17 11:42:02 -05:00
fabsandCameron Taylor 72730b67f1 assets submod 2025-02-17 11:38:55 -05:00
EliteMasterEricandCameron Taylor 3cdaf2c543 First draft of changelog. 2025-02-17 11:08:35 -05:00
EliteMasterEricandCameron Taylor eaff62baf5 Update to latestest haxeui-core and haxeui-flixel 2025-02-17 10:29:41 -05:00
EliteMasterEricandCameron Taylor 103a705e24 Update hxvlc to the latest version 2025-02-17 10:24:50 -05:00
EliteMasterEricandCameron Taylor 482530c569 Update flixel-addons to include changes from main 2025-02-16 18:36:39 -05:00
AbnormalandEric 6795c33980 remove leftover legacy code 2025-02-16 04:08:15 -05:00
AbnormalandEric 6466b88d88 a -> an 2025-02-14 18:15:59 -05:00
AbnormalandEric 9b774e3264 format a few files 2025-02-14 18:13:05 -05:00
MrScottyPieeyandEric f3ea19ec31 Update Main.hx 2025-02-14 18:05:41 -05:00
HundrecandEric 40d2a892a9 adjust link in PR Template 2025-02-13 21:23:29 -05:00
HundrecandEric b4a477e800 PR Template 2025-02-13 21:23:29 -05:00
HundrecandEric 54ddb652b6 Enhancement Template 2025-02-13 21:23:29 -05:00
HundrecandEric 7cb9eb797a Crash Template 2025-02-13 21:23:29 -05:00
HundrecandEric 422feb2c6d Compiling Help Template 2025-02-13 21:23:29 -05:00
HundrecandEric f7df118b7b Charting Template 2025-02-13 21:23:29 -05:00
HundrecandEric 02a1af6fd9 Revert spacing 2025-02-13 21:23:29 -05:00
HundrecandEric 87fe63af5e A lil spacing 2025-02-13 21:23:29 -05:00
HundrecandEric 7ebf4a4558 Fix Contributing link 2025-02-13 21:23:29 -05:00
HundrecandEric 74cd7c3353 quote 2025-02-13 21:23:29 -05:00
HundrecandEric 5f80641d5f Contributing Guide in Minor Bug Template 2025-02-13 21:23:29 -05:00
HundrecandEric ba6461e249 Link CONTRIBUTING.md in README 2025-02-13 21:23:29 -05:00
HundrecandEric 24a97524ac Add more console outputs to Troubleshooting Guide
Includes a line about warnings and deprecated functions, as well as a line about the hxcpp prompt.
2025-02-13 21:23:29 -05:00
09c2d21111 Contributor's guide
Co-authored-by: Hundrec <hundrecard@gmail.com>
Co-authored-by: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
2025-02-13 21:23:29 -05:00
Cameron Taylor c83d2bbc69 Merge branch 'bugfix/week7-shaders-web' into rewrite/master 2025-02-12 14:31:32 -05:00
fabsandCameron Taylor cbcf3e2754 assets submod 2025-02-12 14:21:46 -05:00
Cameron Taylor 34c67fdb54 fix(debug): pressing H on pause screen removes the 'background' sprite properly as well now 2025-02-12 14:11:18 -05:00
EliteMasterEricandCameron Taylor 731f38a2bb Fix a bug with strum backgrounds when setting strumline.alpha (thanks QT:RW!) 2025-02-12 14:10:38 -05:00
EliteMasterEricandCameron Taylor a8b854a807 Fix looping death animation for Stress Pico 2025-02-12 14:02:05 -05:00
fabs 9bc217d3f5 add web support for altMaskImage 2025-02-12 01:51:19 +00:00
fabs 11d6c0bc88 add web support to swappedImage 2025-02-12 01:51:09 +00:00
fabsandCameron Taylor 072264dce5 assets submod
fixup! assets submod

Merge branch 'senpai-angry-icon' into rewrite/master

assets submod

update assets submod
2025-02-07 19:41:35 -05:00
Cameron Taylor 265d3808e5 fixup! assets submod 2025-02-07 14:29:38 -05:00
Cameron Taylor 609812a4a1 assets submod 2025-02-07 14:26:06 -05:00
fabsandEric f48deb1ade update assets submod 2025-02-07 12:51:05 -05:00
EliteMasterEric 06f6a4a42c Update asset submodule 2025-02-07 12:51:05 -05:00
EliteMasterEric da4af6198d Set the damn version number already! 2025-02-07 12:51:05 -05:00
fabsandEric 557f9800f2 add tankman-bloody to the valid pixel icons 2025-02-07 12:51:05 -05:00
fabsandEric 0a7a73388e assets submod 2025-02-07 12:51:05 -05:00
fabsandEric 9923e29901 wip drop shadow/rimlight shader 2025-02-07 12:51:05 -05:00
EliteMasterEric 58758b1d6a Remove new labels from older songs 2025-02-07 08:33:16 -05:00
fabsandEric a07cb7ba32 assets submod 2025-02-07 08:33:16 -05:00
fabsandEric 58ea0287d3 disable pixel perfect rendering on sprites 2025-02-07 08:33:16 -05:00
fabsandEric 60b1b9aa1f fixed pixel vis positions 2025-02-07 08:33:16 -05:00
EricandGitHub 6f40aeac1c Merge pull request #4106 from FunkinCrew/main
Merge from main into develop
2025-02-05 05:51:43 -05:00
EricandGitHub ca16d41592 Merge pull request #4100 from Lasercar/update-art-submodule
Update art submodule commit version
2025-02-04 05:23:10 -05:00
Lasercar 72b06b4a81 update art submodule 2025-02-04 19:43:47 +10:00
Cameron Taylor e59ca3080c assets submod 2025-02-03 18:37:54 -05:00
EliteMasterEricandCameron Taylor 4f12cc4efa Rebalance song difficulty rankings 2025-02-03 18:37:54 -05:00
EricandGitHub 796cbb3812 Merge pull request #4095 from AbnormalPoof/main-to-develop
Move changes from `main` to `develop`
2025-02-03 18:24:40 -05:00
AbnormalandGitHub 246de95e46 Merge branch 'develop' into main-to-develop 2025-02-03 23:22:56 +00:00
Cameron Taylor fdb4ad11ab fixup! fixup! Implement Week 6 characters, and pixel A-Bot visualizer. 2025-02-03 18:21:07 -05:00
Cameron Taylor d1c87febae fixup! Implement Week 6 characters, and pixel A-Bot visualizer. 2025-02-03 18:21:07 -05:00
EliteMasterEricandCameron Taylor 7100ff0ba3 Implement Week 6 characters, and pixel A-Bot visualizer. 2025-02-03 18:21:07 -05:00
EliteMasterEricandCameron Taylor b5bb09a2f7 Add .git folders to Polymod ignore list. 2025-02-03 18:21:07 -05:00
EliteMasterEricandCameron Taylor ea2d45e6c9 Fix some warnings/crashes in Week 6
assets submod
2025-01-28 16:39:00 -05:00
EliteMasterEricandCameron Taylor d9fd814645 Disable swapping out freeplay graphics until we get it fixed up. 2025-01-28 16:39:00 -05:00
fabsandCameron Taylor 019a6ed25b Merge pull request #841 from FunkinCrew/public-develop
More public contributions
2025-01-28 16:39:00 -05:00
fabs db39b19e79 resolved merge conflicts with ReflectUtil 2025-01-27 22:36:43 +00:00
fabs a6388962dd Merge branch 'public-develop' into rewrite/master 2025-01-27 22:31:38 +00:00
HundrecandGitHub df142a9144 [GITHUB] Add Links to Guides in Issue Templates (#4053)
* Issues Guide in bug template

* Issues Guide in charting template

* Guide links in compiling template

* Issues Guide in crash template

* Issues Guide in enhancement template
2025-01-27 13:37:42 -05:00
47e320e96f [GITHUB] Add status: pending triage to all PRs (#4035)
* Add `status: pending triage` to all PRs

* Update label-pull-request.yml

* now size and pr labels can be updated every commit!

* remove this

* move the pending triage thing to a new workflow

* Rename label-pr-on-create.yml to label-pull-request-on-create.yml

* fix the identation on this

* almost forgot to remove this

---------

Co-authored-by: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
2025-01-27 13:37:27 -05:00
HundrecandGitHub 0c06ba942e Add needs r&d label to unlabel list (#4034) 2025-01-24 18:21:34 -05:00
EliteMasterEric 5e939bd769 Fix more build issues. 2025-01-23 19:19:05 -05:00
EliteMasterEric 0b309403e0 Fix compile error 2025-01-23 18:22:58 -05:00
EliteMasterEric c232224f04 Added more functions to ReflectUtil, and made it so importing Reflect imports it instead of throwing an error. 2025-01-23 18:16:30 -05:00
EliteMasterEric 526f326323 Use the bound BACK key to quit the game from Title rather than hardcoding to ESC. 2025-01-23 17:29:02 -05:00
EliteMasterEric 0b0556a8b0 Merge remote-tracking branch 'public/main' into public-develop 2025-01-23 17:27:32 -05:00
AbnormalandGitHub 62166554e7 Add 6 more functions to ReflectUtil (#4019) 2025-01-23 17:21:46 -05:00
lemzandGitHub a01bcc3da8 change ui controls order (#3027)
a lot of squashed stuff
2025-01-23 16:32:35 -05:00
AbnormalandGitHub 7e0f4d9c84 Update labeler workflow (#4023) 2025-01-23 16:19:58 -05:00
HundrecandGitHub 2adae38805 Update Contributing section in README (#4026) 2025-01-23 16:18:37 -05:00
HundrecandGitHub 981aad214f Change size label names in PR labeler (#3918) 2025-01-22 23:31:59 -05:00
HundrecandGitHub 48a72ce32c Add status: stale to auto-close (#4017) 2025-01-22 21:27:36 -05:00
dfe02ec668 check if the vocal files actually exist (#3861)
Co-authored-by: Kolo <67389779+JustKolosaki@users.noreply.github.com>
2025-01-17 15:52:02 -05:00
AbnormalandGitHub a3e23733db fix early return in hasbeatensong and hasbeatenlevel (#3820) 2025-01-17 15:49:21 -05:00
SincoandGitHub 1c12b8467e Mouse cursor is no longer visible outside of the ingame editors (#3881) 2025-01-17 15:48:06 -05:00
AbnormalandGitHub ad45b72b1a Update Constants.hx (#3853) 2025-01-17 15:45:01 -05:00
KadeandGitHub 785c4be88b [ENHANCEMENT] [MODDING] Several QOL modding changes (#4009)
* Custom render distance strumline

* Custom note positions

* Custom vertices for holds

* Song Retry Event

Song retry event for pausesubstate.hx
Song retry event for playstate.hx
Song retry event for stage.hx
Song retry event for bopper.hx
Song retry event for song.hx
Scripted class event
Module event

* this should be cast

* Show notesplash toggle

* Formatting and EOF
2025-01-17 15:37:00 -05:00
TilandGitHub 22d41d21b8 i think this does it (#3955) 2025-01-17 15:33:16 -05:00
AbnormalandGitHub 69d8570a9e [ENHANCEMENT] Add offsets support for Album titles (#3618)
* add album title offsets

* cleanup

* cleanup

* fix inconsistency
2025-01-17 15:32:03 -05:00
anysadandGitHub a17b0e8b3c [ENHANCEMENT] Preference Descriptions + Other Tweaks (#3872)
* updated preference menu

* update comment
2025-01-17 14:47:47 -05:00
AbnormalandGitHub e73be4a2b3 Update ReflectUtil.hx (#4008) 2025-01-17 14:46:53 -05:00
AbnormalandCameron Taylor c38967b501 [ENHANCEMENT] Add Script Events for losing/gaining focus (#3721)
* add events for focus gain/lost

* add callbacks

* move the events to a new interface

* Ok NOW it works

* the event can now longer be canceled
2025-01-17 12:17:48 -05:00
MrMaderaandCameron Taylor 95f46d01ce added gamepad binds (#3934) 2025-01-17 12:17:48 -05:00
AbnormalandCameron Taylor 8188b19622 more reflectutil additions (#3809) 2025-01-17 12:17:48 -05:00
AbnormalandCameron Taylor 250f01f207 add setField (#3622) 2025-01-17 12:17:48 -05:00
8014302d58 Move changes made in main to develop (#4006)
* Rewrite CHANGELOG.md for v0.5.2

* [docs] Add missing changes and links to Changelog (#3655)

* changelog sweep

* Resolve a few conflicts

* Resolve more conflicts

* DadBattle

* Re-add @ianharrigan

* Add links to 0.5.0

* Add links and contributors to 0.4.1 and 0.4.0

* Add links to 0.3.3 and finishing touches

* Add and polish 0.5.3 changes

* Make spacing consistent

* Make label actions more convenient (#3771)

* fixed a plethora of dead links (#3831)

* Add `status: planned` label to label actions (#3910)

* Make label actions more convenient

* chore: Add status: planned to label actions

* Bump the Stage data version to indicate that new values were added.

* Updated Save data version to indicate new values.

* Only display the Stage Editor in builds that enable it, and enable it by default (this re-enables the Stage Editor keybind).

* Enable log messages on all builds by default after we got too many complaints.

* Remove unused custom type resolver.

* Update save data format and error handling.

* Fix a typo.

* proj hxp version bump

* changelog yoink

* Remove duplicate issue detector. (#3944)

---------

Co-authored-by: Hundrec <hundrecard@gmail.com>
Co-authored-by: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
2025-01-17 12:17:48 -05:00
TilandCameron Taylor 19023645df use event.isComboBreak instead of isComboBreak (#3936) 2025-01-17 12:17:48 -05:00
AbnormalandCameron Taylor a98f680f8f Update PolymodHandler.hx (#3993) 2025-01-17 12:17:48 -05:00
AbnormalandGitHub 4b127b6413 [ENHANCEMENT] Add Script Events for losing/gaining focus (#3721)
* add events for focus gain/lost

* add callbacks

* move the events to a new interface

* Ok NOW it works

* the event can now longer be canceled
2025-01-16 20:25:19 -05:00
MrMaderaandGitHub 2b7f62edd3 added gamepad binds (#3934) 2025-01-16 20:23:29 -05:00
AbnormalandGitHub b5d95d59ff more reflectutil additions (#3809) 2025-01-16 20:13:59 -05:00
AbnormalandGitHub 9f23a7c54c add setField (#3622) 2025-01-16 20:13:40 -05:00
JVN-PixelsandGitHub 5d5d12dbfd [ENHANCEMENT]: Compiling Error Issue Template (#3835)
* Create compiling.yml

* Update compiling.yml

* Update compiling.yml

* Update compiling.yml

* Update compiling.yml

* Update compiling.yml

* charting (Hundrec)

thanks hundrec i like this

* Delete .github/ISSUE_TEMPLATE/charting.yml
2025-01-16 20:05:37 -05:00
HundrecandGitHub c3a188b357 [GITHUB] Create a dedicated charting issue template (and bump version to 0.5.3) (#3834)
* Create Charting Issue template

* Include images and videos in charting issue template

* Update version in bug report template

* Update version in crash report template
2025-01-16 20:02:59 -05:00
UltimateQuackandGitHub bc521b7e7f "Fixed" the Apache 2.0 LICENSE file part (#3843)
very simple
2025-01-16 19:51:15 -05:00
a08da8793b Move changes made in main to develop (#4006)
* Rewrite CHANGELOG.md for v0.5.2

* [docs] Add missing changes and links to Changelog (#3655)

* changelog sweep

* Resolve a few conflicts

* Resolve more conflicts

* DadBattle

* Re-add @ianharrigan

* Add links to 0.5.0

* Add links and contributors to 0.4.1 and 0.4.0

* Add links to 0.3.3 and finishing touches

* Add and polish 0.5.3 changes

* Make spacing consistent

* Make label actions more convenient (#3771)

* fixed a plethora of dead links (#3831)

* Add `status: planned` label to label actions (#3910)

* Make label actions more convenient

* chore: Add status: planned to label actions

* Bump the Stage data version to indicate that new values were added.

* Updated Save data version to indicate new values.

* Only display the Stage Editor in builds that enable it, and enable it by default (this re-enables the Stage Editor keybind).

* Enable log messages on all builds by default after we got too many complaints.

* Remove unused custom type resolver.

* Update save data format and error handling.

* Fix a typo.

* proj hxp version bump

* changelog yoink

* Remove duplicate issue detector. (#3944)

---------

Co-authored-by: Hundrec <hundrecard@gmail.com>
Co-authored-by: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
2025-01-16 19:50:07 -05:00
EricandGitHub cb131d8c9d Merge branch 'develop' into main 2025-01-16 19:49:59 -05:00
TilandGitHub 3aad825f86 use event.isComboBreak instead of isComboBreak (#3936) 2025-01-16 19:41:04 -05:00
AbnormalandGitHub 1c2fb43ae1 Update PolymodHandler.hx (#3993) 2025-01-16 19:40:22 -05:00
mintandEric 3305e3099b [docker rebuild] update ci change detector to trigger on force-push & manual requests using commit message 2025-01-16 14:37:18 -05:00
EliteMasterEric 4554487ded Fix a build issue with HTML5 2025-01-16 14:37:18 -05:00
EliteMasterEric a0ce19f1e0 Update Lime commit again 2025-01-15 17:46:11 -05:00
EliteMasterEric 12ed07b074 Update commit hash again. 2025-01-15 17:46:11 -05:00
EliteMasterEric 6aa57a22de Update lime commit. 2025-01-15 17:46:11 -05:00
Cameron TaylorandEric d294eb170d point towards big lime merge crap 2025-01-15 17:46:11 -05:00
EliteMasterEricandCameron Taylor 04a7007f6e Move Tracy debug message into trace() 2025-01-13 14:33:21 -05:00
Cameron Taylor bdcd7b8a91 Merge branch 'feature/swap-freeplay-graphic' into rewrite/master 2025-01-10 22:46:06 -05:00
Cameron Taylor 1f5b1ad025 assets submod 2025-01-10 22:45:58 -05:00
EliteMasterEricandCameron Taylor c4749636d3 Fix some variable naming issues caused by HaxeUI (Ideally revert this in the future) 2025-01-06 22:32:12 -08:00
EliteMasterEricandCameron Taylor 533876680b Update HaxeUI to the latest commits. 2025-01-06 22:32:12 -08:00
EliteMasterEricandCameron Taylor 43e55ccee0 Use full commit ID for Newgrounds 2025-01-06 22:32:12 -08:00
EliteMasterEricandCameron Taylor 17bb2d23ba Update flxanimate 2025-01-06 22:32:12 -08:00
EricandCameron Taylor f3ff8279c0 Update additional haxelibs 2025-01-06 22:29:31 -08:00
EliteMasterEricandCameron Taylor 1dd97ff9e2 Replace hxCodec with hxVLC 2025-01-06 22:29:31 -08:00
EliteMasterEricandCameron Taylor 9863206fad Fix medal bug, and add v0.6 songs for web. 2025-01-06 15:54:45 -08:00
EliteMasterEricandCameron Taylor 4813e6f476 Fix crash when medal data fails to load. 2025-01-06 15:54:45 -08:00
EliteMasterEricandCameron Taylor 69cca7e97b Add four new songs. 2025-01-06 15:54:44 -08:00
Cameron Taylor f4d4b67df4 fix: remove controls on results screen that allowed moving the results text 2024-12-19 18:33:22 -05:00
Cameron TaylorandEric a5a5382a60 fix: fix A-Bot bars to display no volume, rather than 1 single bar, on no input 2024-12-18 12:08:14 -05:00
Cameron TaylorandEric 69b7bcb58b fix: tweaks to A-Bot to fine tune his visuals 2024-12-18 12:08:14 -05:00
Cameron TaylorandEric e0738e0674 chore: create a dedicated tracy build directory when compiling with tracy 2024-12-18 11:20:48 -05:00
Cameron TaylorandEric 8e7fc52712 fix: pico/nene have proper positions on xmas stages 2024-12-18 11:12:44 -05:00
EricandGitHub bb24821f13 Remove duplicate issue detector. (#3944) 2024-12-18 10:44:01 -05:00
EricandGitHub 57870bf8c5 Merge pull request #828 from FunkinCrew/ninjamuffin99/funk-1158
fix: remove the input delay on pause menu, allowing for inputs immedi…
2024-12-18 10:32:26 -05:00
EricandGitHub 1274986f7d Merge branch 'rewrite/master' into ninjamuffin99/funk-1158 2024-12-18 10:26:33 -05:00
EricandGitHub 6e1eb2c8dd Merge pull request #831 from FunkinCrew/high-dpi
fix: explicitly allow high DPI
2024-12-18 10:26:09 -05:00
EricandGitHub e69d58d0fd Merge branch 'rewrite/master' into high-dpi 2024-12-18 10:14:14 -05:00
Cameron TaylorandEliteMasterEric 61a7978020 changelog yoink
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
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2024-12-17 21:48:16 -05:00
Cameron TaylorandEliteMasterEric b5c5693d4d proj hxp version bump 2024-12-17 21:47:40 -05:00
EliteMasterEric d6db842efb Fix a typo. 2024-12-17 21:47:40 -05:00
EliteMasterEric ec9ec2031a Update save data format and error handling. 2024-12-17 21:47:40 -05:00
EliteMasterEric 2383fdfade Remove unused custom type resolver. 2024-12-17 21:47:40 -05:00
EliteMasterEric 36d7de5692 Enable log messages on all builds by default after we got too many complaints. 2024-12-17 21:47:40 -05:00
EliteMasterEric 7f8937d540 Only display the Stage Editor in builds that enable it, and enable it by default (this re-enables the Stage Editor keybind). 2024-12-17 21:47:39 -05:00
EliteMasterEric 4ce83b2ac5 Updated Save data version to indicate new values. 2024-12-17 21:47:39 -05:00
EliteMasterEric 517359914b Bump the Stage data version to indicate that new values were added. 2024-12-17 21:47:39 -05:00
EliteMasterEric 0ea4320dfb Update assets submodule to add additional freeplay backgrounds. 2024-12-17 12:54:44 -05:00
EliteMasterEric eafa3db1b5 Fix asset fallback. 2024-12-17 12:54:31 -05:00
EliteMasterEric e0911b2861 Implemented hot swapping the backing image. 2024-12-17 10:41:01 -05:00
EliteMasterEric 6efd8b122f Fix an issue with the medal entry sound 2024-12-17 10:38:00 -05:00
Cameron Taylor f8cf32e0a9 feat: MERCH link on main menu is now fetched via NG api 2024-12-13 14:53:50 -05:00
Cameron Taylor 02de1c43e2 fix: explicitly allow high DPI 2024-12-10 18:02:53 -05:00
mintandCameron Taylor 5df14f76fe rework the game build as a multijob workflow 2024-12-10 17:29:50 -05:00
mintandCameron Taylor 0513ac60cf compare against current branch not master 2024-12-10 17:29:50 -05:00
mintandCameron Taylor 83b1333191 typo in docker workflow file 2024-12-10 17:29:50 -05:00
mintandCameron Taylor 56c94bee31 always run docker rebuild task check 2024-12-10 17:29:50 -05:00
mintandCameron Taylor 0eb1223202 task dependencies test 2024-12-10 17:29:50 -05:00
mintandCameron Taylor da558ddaa2 move ubuntu 23.10 -> 24.04 2024-12-10 17:29:50 -05:00
Cameron Taylor be3fe9028a fix: remove the input delay on pause menu, allowing for inputs immediately when opening the pause menu 2024-12-08 20:37:46 -05:00
HundrecandGitHub be08bbec58 Add status: planned label to label actions (#3910)
* Make label actions more convenient

* chore: Add status: planned to label actions
2024-12-03 17:21:53 -05:00
EliteMasterEricandCameron Taylor c0c5fa4617 Update assets submodule 2024-12-02 15:07:56 -05:00
Cameron Taylor 769707e54a remove trace() call when getting song scores 2024-11-26 16:09:39 -05:00
Cameron Taylor 76bedb8079 some random hxformat crap fixes in Stage.hx 2024-11-26 16:08:45 -05:00
Cameron Taylor 1612005656 fix: volume properly muted when at 0 2024-11-26 15:56:22 -05:00
Cameron Taylor a5cee7c5ad update/merge latest changes from upstream openfl (and update our hmm.json here) 2024-11-26 15:49:22 -05:00
c6d5bda802 feat: Added non-naughty Perfect results screen animation for Boyfriend (#821)
* change result state stuff

* add more fields

* change testing

* assets submod

---------

Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
2024-11-26 15:39:12 -05:00
Cameron Taylor a9f6521b0e fuck it turn on compilation server? 2024-11-24 21:29:27 -05:00
EliteMasterEricandCameron Taylor e3b1a7d850 Update assets submodule 2024-11-24 21:07:20 -05:00
EliteMasterEricandCameron Taylor 2143792369 Fix an issue with setting music.asset to "" 2024-11-24 21:07:00 -05:00
Cameron Taylor 7456b5c4fd assets submod rebase/merge 2024-11-23 15:22:38 -05:00
CheemsAndFriendsandCameron Taylor cba2caa78b fix idle easter egg freeplay 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor 490760caa0 fix the ignore in the ignore 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor b28b1d8810 Fix middle click funky stuff 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor ef44bda9da fix album popping prematurely 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor 90f6eac3fa add -hold animations 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor 6851cfc8aa fix album random issue 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor a1cf76e89c Fix easter egg idle and cartoon to play as intended 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor 1ac91b35ca Bump funkin.vis version 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor 6d48de2107 Readd blood extension 2024-11-23 15:21:28 -05:00
CheemsAndFriendsandCameron Taylor fcb48ea52f Remove traces 2024-11-23 15:20:30 -05:00
CheemsAndFriendsandCameron Taylor 3d5e91f455 Fix blazin issue and holds not playing properly 2024-11-23 15:20:30 -05:00
CheemsAndFriendsandCameron Taylor 61639e5b51 fix isAnimationFinished 2024-11-23 15:19:59 -05:00
CheemsAndFriendsandCameron Taylor d3c001c673 Trying to fix blazin issues 2024-11-23 15:19:57 -05:00
CheemsAndFriendsandCameron Taylor 65dc9d487d conditional for release with debug functions 2024-11-23 15:19:48 -05:00
EliteMasterEricandCameron Taylor 1212c694e8 Add a new option to put a transparent background on the strumline 2024-11-23 14:42:46 -05:00
EliteMasterEricandCameron Taylor b7f2112c60 feat: Add alternate sticker set, and sticker pack swapping. 2024-11-14 22:25:44 -05:00
Cameron Taylor a356e6e520 properly persist medal icons across states 2024-11-14 17:24:39 -05:00
Cameron Taylor 71d0d38190 unlock the NG medal only once you've pressed ENTER on title screen, rather than when game boots, so that it feels like a player unlocks a medal from input, rather than random automatically 2024-11-14 17:24:39 -05:00
CheemsAndFriendsandCameron Taylor 673b4f8a6b Implement StartGame and FridayNight 2024-11-14 17:24:39 -05:00
EliteMasterEricandCameron Taylor 2ade41f152 assets submod update for community PRs 2024-11-11 18:47:46 -05:00
Cameron Taylor d64cf595d6 secret repo gitmodules 2024-11-04 15:05:33 -05:00
EliteMasterEricandCameron Taylor e974718947 Disallow scripts from messing with medals.
Some cleanup and readd support for fetching URLs on web builds.

Link the missing medals

base64 medal stuff, and some debug crap

remove trace crap

update assets stuff

assets stuff

newgrounds username on titlescreen and replace things with NG.core instead of our own client singleton
2024-11-04 15:05:33 -05:00
CheemsAndFriendsandCameron Taylor 97da5f0122 bump flxanimate
NewgroundsCredentials.hx add to gitignore

hardcode images
2024-11-04 15:05:33 -05:00
EliteMasterEricandCameron Taylor 00be427794 Display medal popup only if medal isn't unlocked.
change art stuff
2024-11-04 15:05:33 -05:00
EliteMasterEricandCameron Taylor 775904a7c0 Use public medal IDs on release builds. 2024-11-04 15:05:33 -05:00
EliteMasterEricandCameron Taylor aa08dcfbbc Specify credentials via -DAPI_NG_APP_ID=value and -DAPI_NG_ENC_KEY=value at build time 2024-11-04 15:05:33 -05:00
EliteMasterEricandCameron Taylor b75a550c5b Nice little login prompt for desktop users. Scores/medals work nicely 2024-11-04 15:05:33 -05:00
CheemsAndFriendsandCameron Taylor df094f15cf Medal stuff 2024-11-04 15:05:33 -05:00
EliteMasterEricandCameron Taylor e9e639500a Newly revamped Newgrounds integration, with working medals and leaderboards 2024-11-04 15:05:33 -05:00
AbnormalandGitHub 9e13ea0b2c fixed a plethora of dead links (#3831) 2024-11-04 13:13:37 -05:00
HundrecandGitHub 79188b06f4 Make label actions more convenient (#3771) 2024-11-03 15:54:51 -05:00
EricandGitHub 8cad041035 Merge pull request #812 from FunkinCrew/hmm-macos15-fix
openfl, lime, and hxcpp hmm update
2024-11-01 18:18:48 -04:00
Cameron Taylor 0fd8624483 fix: fix the edges of sprites appearing darker with the adjustColor shader 2024-11-01 16:29:38 -04:00
Cameron Taylor 9cf808b5d3 lime commit fixie 2024-11-01 16:19:04 -04:00
Cameron Taylor 3362f0bdd0 openfl, lime, and hxcpp hmm update 2024-11-01 15:28:14 -04:00
Cameron TaylorandGitHub 97c3114200 Merge pull request #811 from FunkinCrew/public-release/develop
fix: re-enable precise chart editor scrolling, and also fix smooth sc…
2024-10-30 13:15:04 -04:00
Cameron TaylorandGitHub 0d8e4a5330 fix: re-enable precise chart editor scrolling, and also fix smooth scroll playhead/playbar playback (#3806) 2024-10-30 12:41:28 -04:00
Cameron Taylor 6321983eba assets submod 2024-10-28 14:27:00 -04:00
Cameron Taylor 101b9f59b3 assets submod 2024-10-28 14:24:30 -04:00
KeoikiandGitHub e570dfb8e7 fix: Fix beat/step ticks sometimes not appearing on non-4/4 time signatures in chart editor (#2860)
Beat and step ticks now appear fully on 5/4, 6/4 and 9/8 time signatures.
2024-10-26 16:11:49 -04:00
Hyper_andGitHub e6b6b41766 revert: "[BUGFIX?] Reset CWD before Preloader" (#3538) 2024-10-26 16:03:42 -04:00
Cameron Taylor 090ddd1f1c fix: fixes the initial camera position on the debug menu 2024-10-26 15:59:13 -04:00
AbnormalandGitHub 76c8c8b520 docs: Fix a 'ludem' -> 'ludum' typo in CHANGELOG.md 2024-10-26 15:58:12 -04:00
Cameron Taylor 20d9016984 feat: Added smoother scrolling when using the Chart Editor
smoother drag / movement in chart editor

playbarHead movement fixie
2024-10-26 15:54:15 -04:00
Cameron Taylor 144ba00377 refactor: remove commented out code from draw() in PlayState.hx 2024-10-26 15:53:22 -04:00
Cameron Taylor 7159cad2c1 style: remove a buncho unused imports from PlayState.hx 2024-10-26 15:51:38 -04:00
HundrecandGitHub c0b15ec066 [docs] Add missing changes and links to Changelog (#3655)
* changelog sweep

* Resolve a few conflicts

* Resolve more conflicts

* DadBattle

* Re-add @ianharrigan

* Add links to 0.5.0

* Add links and contributors to 0.4.1 and 0.4.0

* Add links to 0.3.3 and finishing touches

* Add and polish 0.5.3 changes

* Make spacing consistent
2024-10-23 17:30:52 -04:00
EricandGitHub 62de2a0345 ...sandwiches. 2024-10-23 13:40:35 -04:00
EricandGitHub 8cf346c3b0 Update CHANGELOG.md 2024-10-22 20:36:10 -04:00
Cameron Taylor a0cefba9fd changelog yoink 2024-10-22 12:14:14 -04:00
Cameron Taylor f46f57e23d proj hxp version bump 2024-10-18 19:51:06 -04:00
EliteMasterEricandCameron Taylor 5819a43522 Fix a typo. 2024-10-18 19:11:27 -04:00
EliteMasterEricandCameron Taylor dff4135fc9 Update save data format and error handling. 2024-10-18 19:11:27 -04:00
EliteMasterEricandCameron Taylor 24ad7f4a39 Remove unused custom type resolver. 2024-10-18 19:11:27 -04:00
EliteMasterEricandCameron Taylor 4dbb0baa17 Enable log messages on all builds by default after we got too many complaints. 2024-10-18 19:11:27 -04:00
EliteMasterEricandCameron Taylor ce85ee20a7 Only display the Stage Editor in builds that enable it, and enable it by default (this re-enables the Stage Editor keybind). 2024-10-18 19:11:27 -04:00
EliteMasterEricandCameron Taylor 4effd709eb Updated Save data version to indicate new values. 2024-10-18 19:11:27 -04:00
Eric 09b42f3f08 Rewrite CHANGELOG.md for v0.5.2 2024-10-11 23:57:06 -04:00
EliteMasterEric 55c2dabe84 Bump the Stage data version to indicate that new values were added. 2024-10-11 23:44:31 -04:00
Cameron Taylor 3746545452 update changelog for 0.5.2
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2024-10-11 22:06:07 -04:00
Cameron Taylor b4c48893bc more small little changelog template stuff 2024-10-11 22:01:19 -04:00
AbnormalandGitHub a42240e6a5 docs: Delete Modding.md since we have a separate modding documentation (#3651) 2024-10-11 19:24:41 -04:00
Cameron Taylor 91b4544f7e docs(changelog): create a git cliff template for easier changelog stuff 2024-10-11 19:22:57 -04:00
Cameron Taylor 9c8ba2c053 shader fix for title screen doh 2024-10-10 16:29:05 -04:00
Cameron Taylor 19abcb5009 bump version to 0.5.2 2024-10-10 13:58:11 -04:00
Cameron Taylor 1189c226ee some selection shader stuff in progress 2024-10-10 13:28:00 -04:00
Cameron Taylor 097dbf5bb4 feat: Added InverseDotsShader that emulates flash selections 2024-10-10 13:28:00 -04:00
Cameron Taylor 8890cbf270 pixel perfect mouse check rather than hitbox 2024-10-10 13:28:00 -04:00
Cameron Taylor 623985a2cc mac keyboard shortcuts on stage editor 2024-10-10 13:28:00 -04:00
Cameron Taylor 8cd7f2a5b1 stage editor ui files 2024-10-10 13:28:00 -04:00
KoloandCameron Taylor 0a5419d7fc the stage editor shit 2024-10-10 13:28:00 -04:00
lemz1andCameron Taylor b2647fe09f fix: disable flickering when changing FPS in the options menu 2024-10-10 13:01:39 -04:00
Kn1ghtNightandCameron Taylor e66290c55f fix: anti alias / smooth the volume sound tray 2024-10-08 14:29:03 -04:00
Eric 31d1b3e246 Finish the sentence. 2024-10-08 14:15:30 -04:00
HundrecandEric 880615e707 Remove extra asterisks in Funkin' Debug Hotkeys.md
Those stars might have been indicators for something, but I don't see any note related to them.
2024-10-08 14:15:30 -04:00
HundrecandEric 7d5d80d515 Fix typos in CODESTYLE.md 2024-10-08 14:15:30 -04:00
HundrecandEric 6848815e80 Adjust line count labeler comment 2024-10-08 14:15:30 -04:00
HundrecandEric 5d10bb9f54 Rename troubleshooting.md to fix link in COMPILING.md 2024-10-08 14:15:30 -04:00
HundrecandEric f6a5a9d8ce Wait now it should do it 2024-10-08 14:15:30 -04:00
HundrecandEric 9695e79134 Label me Docs 2024-10-08 14:15:30 -04:00
AbnormalandEric 3267c61258 blacklist one additional class 2024-10-08 14:02:40 -04:00
KoloandCameron Taylor 903b3fc599 fix: Don't restart the FreeplayState song preview when changing the difficulty within the same variation
pulled from the wrong branch, oops!

last update i hope

wrong spellings im gonna kms
2024-10-08 13:56:14 -04:00
Victor GandGitHub 0d60929f18 Fix window not closing when specified 2024-10-05 21:24:24 +02:00
EliteMasterEric bc546e86aa Clean up documentation in StrumlineNote 2024-10-05 13:34:08 -04:00
EliteMasterEric de5cca1120 Add some cutom logic to determine if this.active is needed. 2024-10-05 13:34:08 -04:00
DaWaterMaloneandEric 3aa4591bab Fixed Modded StrumlineNote Sprite Looping Animation
Within the playStatic function on the StrumlineNote.hx, setting this.active = true; will fix looping animations for modded in StrumlineNote sprites. Leaving this.active = false; will stop any modded StrumlineNote sprite animation when the player or opponent hits chart notes.
2024-10-05 13:34:08 -04:00
EliteMasterEricandCameron Taylor bc8f506193 Update changelog 2024-10-04 12:41:45 -04:00
EliteMasterEricandCameron Taylor f52472a476 fix: Exiting the chart editor doesn't crash the game anymore 2024-10-04 12:41:45 -04:00
Cameron Taylor ab5bda3ee5 fix: Character Select cursor moves properly at lower framerates 2024-10-04 12:32:36 -04:00
amyspark-ng ✨andCameron Taylor 777978f5a5 fix: stopped allowing F1 to create more than one help dialog window in the Charting Editor 2024-10-04 12:17:36 -04:00
EliteMasterEricandCameron Taylor 711e0a6b75 fix: Main menu music doesn't cut out when switching states anymore. 2024-10-04 12:15:20 -04:00
EliteMasterEricandCameron Taylor 1fde59f999 fix: The dialog now shows up on the animation debugger view 2024-10-04 12:15:20 -04:00
BurgerballsandCameron Taylor 165ad60155 fix: center preloader 'fnf' and 'dsp' text so it doesn't clip anymore 2024-10-04 12:09:33 -04:00
Cameron Taylor d2e29879fe fix: Song.getFirstValidVariation() now properly takes into account multiple variations/difficulty input
freeplay implement for NEW song stuff w/ assets submod

save data crap and crud

rank icon fixes for fixed pico menu
2024-10-04 12:01:45 -04:00
Cameron Taylor 4fa9a0daaa docs: add additional variation input parameter to Save.hasBeatenSong() to allow usage of the function by inputting a variation id 2024-10-04 12:01:45 -04:00
Cameron Taylor c0314c85ec fix(freeplay)!: Proper variation / difficulty loading for Freeplay Menu
Previously the game would load variations in a `variation-difficulty` string format, but now we map it out better and filter it based on that, rather than messing around with suffixes and whatnot. If you have a mod that depended on the functionality of the `variation-difficulty` format, you should accomodate that functionality in another way

re-add freeplay song preview

song names and icons implemented again

implement the scoring rank, bpm, and difficulty crud

albumId loading fix
2024-10-04 12:01:45 -04:00
Cameron Taylor f862fb2c3e load in data for pico songs 2024-10-04 12:01:45 -04:00
Cameron Taylor d7f5070317 properly display pico vs darnell songs along with pico mixes 2024-10-04 12:01:45 -04:00
Cameron Taylor 1d2bd61119 fix: picos songs properly load on freeplay 2024-10-04 12:01:45 -04:00
EliteMasterEricandHundrec a4ed55721f Fix duplicate combo counter on combo break
Co-authored-by: Eric <ericmyllyoja@gmail.com>
Co-authored-by: Hundrec <hundrecard@gmail.com>
2024-10-04 08:09:18 -04:00
EricandGitHub f1b6e6c4e4 Merge pull request #3537 from afreetoplaynoob/patch-1
Enhancement: Properly format the chart editor playbar
2024-10-03 23:55:33 -04:00
Cameron Taylor 29b6763290 fix(debug): no more fullscreening when typing "F" in the flixel debugger console 2024-10-03 22:49:07 -04:00
KoloandCameron Taylor 410cfe972d fix: fix the user song offsets being applied incorrectly 2024-10-03 21:25:34 -04:00
lemzandCameron Taylor 39b1a42cfe fix: fix crash in LatencyState when exiting / cleaning up state data 2024-10-03 21:25:34 -04:00
EliteMasterEricandCameron Taylor b0b73c8399 fix: Add additional classes to Polymod Blacklist 2024-10-03 21:25:34 -04:00
Hyper_andCameron Taylor 5141ac13df Remove duplicate import 2024-10-03 21:25:34 -04:00
Victor GandCameron Taylor 45a5160b06 Fix PlayState compilation crashes 2024-10-03 21:25:34 -04:00
EliteMasterEricandCameron Taylor 89ee33e9b9 Update changelog for v0.5.1
Fix typo and start changelog for next hotfix
2024-10-03 21:25:34 -04:00
Cartridge-ManandCameron Taylor 4b54118731 docs: Added modding docs link in readme
Wrong Link, Whoops!
2024-10-03 21:25:34 -04:00
ACrazyTownandCameron Taylor dbf66ac250 fix: Stop allowing inputs after selecting a character 2024-10-03 21:25:34 -04:00
afreetoplaynoobandGitHub 79eb7d633c Properly format the chart editor playbar
Minor change, but this makes the song time in the chart editor follow a proper time format.
2024-10-02 08:32:21 -03:00
EricandGitHub f61789e453 Merge pull request #3509 from FunkinCrew/bugfix/git-submodule-url
Fix an issue where .gitmodules would point to the wrong repository
2024-10-01 02:31:11 -04:00
EliteMasterEric 1da0da249d Fix an issue where .gitmodules would point to the wrong repository 2024-10-01 02:30:26 -04:00
Cameron Taylor 6cd1dec3d4 Merge branch 'main' into develop 2024-09-30 18:07:26 -04:00
HundrecandCameron Taylor 2175beaa65 style: Fix some misspellings and grammar in code documentation
fowl -> foul, among other things
2024-09-30 18:06:38 -04:00
HundrecandCameron Taylor 6df80ba69d style: Fix some misspellings and grammar in code documentation
fowl -> foul, among other things
2024-09-30 17:49:25 -04:00
HundrecandCameron Taylor 67f7b638fb docs(github): Improvements to Github Issues templates 2024-09-30 17:49:25 -04:00
HundrecandCameron Taylor 399869cdcc docs(github): Improvements to Github Issues templates 2024-09-30 17:41:50 -04:00
gamerbrossandCameron Taylor c5a76cf1d5 another little fix 2024-09-30 17:17:20 -04:00
gamerbrossandCameron Taylor 30a9887136 Fix bf changing twice on enter 2024-09-30 17:17:20 -04:00
gamerbrossandCameron Taylor 9324359d2f Some fixes to Character Select 2024-09-30 17:17:20 -04:00
Cameron Taylor 4a9ad53695 submods 2024-09-30 12:50:24 -04:00
Cameron Taylor 5d013a1aa7 submods 2024-09-30 12:49:44 -04:00
Cameron Taylor 0971a0bb4c music persist fixes for title screen
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2024-09-30 10:53:27 -04:00
Cameron Taylor 136e7358b1 bump project version 2024-09-30 10:40:19 -04:00
Cameron TaylorandGitHub 84ff83759f Merge pull request #805 from FunkinCrew/bugfix/two-fixes
[PUBLIC PR] Two bug fixes
2024-09-30 10:33:20 -04:00
Cameron TaylorandGitHub 9d3131bc8d Merge branch 'rewrite/master' into bugfix/two-fixes 2024-09-30 10:25:58 -04:00
EliteMasterEric 90f6f80a71 Fix issues with animation offsets breaking on restart on characters with high offstes. 2024-09-29 07:06:11 -04:00
EliteMasterEric e3ed153a7c Add a "persist" argument to FunkinSound to prevent Results music from continuing in Freeplay. 2024-09-29 06:59:49 -04:00
Cameron Taylor 66781181fa Merge branch 'rewrite/master' of github.com:FunkinCrew/Funkin-secret into rewrite/master 2024-09-28 12:37:24 -04:00
Cameron Taylor 93039c3d65 intro text stuff 2024-09-28 12:37:12 -04:00
Cameron TaylorandGitHub a1370157a4 Merge pull request #803 from FunkinCrew/abnormalpoof/stage-prop-flipx
[PUBLIC PR] Add flipX and flipY parameters to Stage props
2024-09-28 12:30:57 -04:00
EliteMasterEric 7ce7d7839e Update stage data version after adding new values. 2024-09-28 09:51:41 -04:00
EliteMasterEric 042dfb7442 Merge branch 'rewrite/master' into abnormalpoof/stage-prop-flipx 2024-09-28 09:18:41 -04:00
Cameron Taylor 7a3d983bba Merge branch 'feature/discord-rpc-resurrected' into rewrite/master 2024-09-27 17:47:59 -04:00
Cameron Taylor ac3e2b2560 discord api mac 2024-09-27 17:45:54 -04:00
Cameron Taylor db0944712d Merge branch 'rewrite/master' into bugfix/mod-dev-fixes 2024-09-27 17:27:59 -04:00
Cameron Taylor fb1b3cc1cd Merge branch 'bugfix/week-7-pico-stress' into rewrite/master 2024-09-27 17:00:54 -04:00
Cameron Taylor 007a32dc9c assets submod 2024-09-27 17:00:31 -04:00
Cameron Taylor 9a57762a9c Merge remote-tracking branch 'origin/bugfix/web-screenshots' into rewrite/master 2024-09-27 16:56:12 -04:00
Cameron TaylorandGitHub 06fee5599c Merge pull request #796 from FunkinCrew/lemz1/completion-fix
[PUBLIC PR] Fix an issue where getting the same rank (but a different clear %) will override the rating
2024-09-27 16:50:53 -04:00
AbnormalPoof cd2b458da2 add flipx and flipy 2024-09-27 15:15:35 -05:00
EliteMasterEric 8a8160dfe7 Update assets submodule 2024-09-27 14:26:46 -04:00
EliteMasterEric 5630e74584 Rework Freeplay variation handling... again. 2024-09-27 14:26:08 -04:00
EliteMasterEric 067f52ca91 Kill intro music when leaving Results state. 2024-09-27 14:25:32 -04:00
EliteMasterEric 2eb5208c46 Hide the pixel icon in the Results screen when there's no matching character 2024-09-27 14:25:17 -04:00
EliteMasterEric b5f3996236 Properly sort difficulties/variations. Validate variation IDs (alphanumeric only) 2024-09-27 12:21:17 -04:00
EliteMasterEric 378179d1f7 Change crash keybind to Ctrl-Alt-Shift-L 2024-09-27 12:20:36 -04:00
EliteMasterEric f1c1e63375 Use more dynamic API version rules for checking mod versions. 2024-09-27 12:19:41 -04:00
EricandGitHub ec749c7157 Merge pull request #3465 from AbnormalPoof/patch-5
chore: Add a link to `credits.json`
2024-09-27 03:56:08 -04:00
EliteMasterEric e321861b9f Fix an issue where animations wouldn't loop properly on AnimateAtlasCharacters. 2024-09-27 03:09:59 -04:00
EliteMasterEric c4ed31b246 Fix a bug where force-ending a song could occasionally try to draw destroyed sprites. 2024-09-27 02:52:01 -04:00
EliteMasterEric 2053f0d691 Fix a missing import in Pico (Blazin) 2024-09-27 02:51:31 -04:00
AbnormalandGitHub ffd76963bd Update README.md 2024-09-26 21:04:23 +00:00
Cameron TaylorandGitHub 4669ac03a9 Merge pull request #795 from FunkinCrew/nebulazorua/classic-camera-fix
[PUBLIC PR] Fix an issue where the Classic FocusCamera event would cause the camera to snap in place
2024-09-25 19:25:45 -04:00
Cameron TaylorandGitHub cb16a8d55e Merge pull request #793 from FunkinCrew/cyn0x8/module-ondestroy-fix
[PUBLIC PR] Fix an issue when interacting with modules during onDestroy()
2024-09-25 19:24:48 -04:00
Cameron TaylorandGitHub e1aa25a249 Merge pull request #791 from FunkinCrew/actions-manual-output
Allow for manual configuration + artifact saving for Github Actions
2024-09-25 19:24:14 -04:00
EliteMasterEric 67126b33fa Suppress some spammy log calls 2024-09-25 10:02:18 -04:00
EliteMasterEric a84ae6069e Fix an issue where Pico wouldn't shoot in Stress 2024-09-25 10:02:11 -04:00
EricandGitHub c3f982b32c Merge pull request #3435 from NotHyper-474/patch/upgrade-example-mods
Chore: Upgrade Example Mods to latest API version
2024-09-25 08:52:55 -04:00
EricandGitHub 67bce85343 Merge branch 'develop' into patch/upgrade-example-mods 2024-09-25 08:51:57 -04:00
EliteMasterEric 998bbb213a Merge branch 'rewrite/master' into nebulazorua/classic-camera-fix 2024-09-25 08:48:20 -04:00
EliteMasterEric 8d02a3f984 A bunch of controls fixes 2024-09-25 08:39:57 -04:00
EricandGitHub 85763813ae Merge branch 'develop' into patch-2 2024-09-25 07:38:14 -04:00
EricandGitHub b29296288e Merge pull request #3438 from TechnikTil/fix-develop-branch
[BUGFIX] Fix develop branch
2024-09-25 06:55:39 -04:00
EliteMasterEric 5693d626b5 Update so that album art works. 2024-09-25 03:58:43 -04:00
EliteMasterEric 84d8c02920 Update art repo 2024-09-25 00:39:37 -04:00
EliteMasterEric ec9b5db210 Create shader for Week 5 once and reuse it rather than recreating it every frame. 2024-09-23 21:41:48 -04:00
Cameron Taylor 7e75308423 capitalization hxCodec 2024-09-23 18:51:48 -04:00
Cameron Taylor 073dbaa023 Merge remote-tracking branch 'origin/bugfix/input-offsets-crash' into rewrite/master 2024-09-23 18:48:22 -04:00
Cameron Taylor f6697f8ddc Merge branch 'bugfix/html5-video-error' into rewrite/master 2024-09-23 18:47:48 -04:00
Cameron Taylor 78d0ad9956 Merge remote-tracking branch 'origin/feature/tracy' into rewrite/master 2024-09-23 17:41:01 -04:00
EliteMasterEric 52f5c24f96 Add frame market support, and enable on demand tracing. 2024-09-23 16:09:34 -04:00
Cameron TaylorandGitHub 252b87c451 Merge pull request #763 from FunkinCrew/feature/tracy
Add Tracy support for performance profiling
2024-09-23 15:03:33 -04:00
EliteMasterEric 0389cd6760 Fix a compile issue on HTML5 with video sprites 2024-09-23 14:45:12 -04:00
Cameron Taylor 29c860ed43 Merge branch 'pico-burp-fix' into rewrite/master 2024-09-23 13:12:00 -04:00
Cameron Taylor a86cfded2a assets submod 2024-09-23 13:11:36 -04:00
Cameron Taylor 3d5482660c Merge branch 'week2-death-fix' into rewrite/master 2024-09-23 13:10:52 -04:00
Cameron Taylor 299f4840cf assets submod 2024-09-23 13:10:44 -04:00
Cameron Taylor 8749372725 Merge remote-tracking branch 'origin/docs/updated-changelog' into rewrite/master 2024-09-23 13:09:52 -04:00
Cameron Taylor 50f65177cb Merge branch 'rewrite/master' into spirit-trail 2024-09-23 13:09:03 -04:00
Cameron Taylor 1c2a403dea Merge branch 'rewrite/master' into kadedev/fix-audio-offsets 2024-09-23 13:07:32 -04:00
FabsTheFabs 84ce43eff7 assets submod 2024-09-23 03:46:14 +01:00
Til Tjardes cca997b724 fix develop branch cuz git is on crack 2024-09-22 17:59:18 -06:00
Hyper_ 298bc9496b Upgrade API versions 2024-09-22 18:05:25 -03:00
FabsTheFabs 2edb318901 assets submod 2024-09-22 20:11:37 +01:00
Cameron TaylorandGitHub 15bce04a50 Merge pull request #783 from FunkinCrew/nothyper474/chart-selection
[PUBLIC PR] Chart Editor: Fi bug where selecting area left of the chart would select the player's left notes
2024-09-22 13:30:32 -04:00
Cameron TaylorandGitHub 5c6d72d8d5 Merge pull request #782 from FunkinCrew/cyn0x8/funkinsound-persist
[PUBLIC PR] If FunkinSound.persist is true, don't destroy it when switching states
2024-09-22 13:30:17 -04:00
Cameron TaylorandGitHub 1937529c1f Merge pull request #779 from FunkinCrew/cutscene-volume-math-fix
proper audio scaling for hxcodec / desktop
2024-09-22 13:29:59 -04:00
EliteMasterEric 0bf1bead03 Fix some issues causing the Input Offsets view to crash on web. 2024-09-22 12:14:15 -04:00
Cameron Taylor 58508755f9 revert extra flxtrail function 2024-09-22 10:57:00 -04:00
lemzandGitHub bcb7bc4cbc Merge branch 'develop' into completion-fix 2024-09-22 16:12:17 +02:00
EliteMasterEric 28d50a4567 Merge branch 'rewrite/master' into nothyper474/chart-selection 2024-09-22 01:10:56 -04:00
EricandGitHub 6a113addca Merge branch 'develop' into bugfix/chart-selection 2024-09-22 01:09:37 -04:00
EliteMasterEric c7238fcfd1 Stop the volume tray from hiding as long as the game is muted 2024-09-22 00:45:30 -04:00
EliteMasterEric 29a7005d8a Fix a bug where you can hear the game a little when setting the volume to 0 ticks 2024-09-22 00:44:57 -04:00
EliteMasterEric d23ae7c55b Merge remote-tracking branch 'public/develop' into docs/updated-changelog 2024-09-21 23:31:25 -04:00
EliteMasterEric d11acfd83b Merge remote-tracking branch 'public/main' into docs/updated-changelog 2024-09-21 23:31:21 -04:00
EricandGitHub 754e2edbeb Merge pull request #3420 from JVNpixels/patch-4
[DOCUMENTATION/BUG-FIX] Fix changelog for v0.5.0
2024-09-21 23:12:57 -04:00
EliteMasterEric 5548fd52f4 Update default mod so it actually loads 2024-09-21 20:33:59 -04:00
EliteMasterEric 6c743b3b89 Remove some spammy trace calls. 2024-09-21 20:33:51 -04:00
Cameron Taylor e978f5df76 fix for spirit's trail 2024-09-21 16:32:44 -04:00
JVN-PixelsandGitHub 3601b50e32 Update CHANGELOG.md 2024-09-21 10:29:08 -07:00
JVN-PixelsandGitHub e535ae4ca6 Change line 12
The songs from Weekend 1 have moved line
2024-09-21 10:19:00 -07:00
JVN-PixelsandGitHub ec8ecc6163 Update CHANGELOG.md 2024-09-21 10:14:09 -07:00
JVN-PixelsandGitHub 01e9888839 Update CHANGELOG.md
Fixes changelog for the 0.5.0 update!
2024-09-21 10:07:41 -07:00
EliteMasterEric 2c73b241e8 Rework offset+vocal sync handling to fix the "Swing Mode" bug 2024-09-21 06:33:47 -04:00
EricandGitHub 3ef238a2f6 Merge pull request #3282 from TechnikTil/playsound-typo
[DOCUMENTATION] playSound Typo in NoteScriptEvent
2024-09-21 05:45:35 -04:00
Cameron Taylor 690f3090b7 proper audio scaling for hxcodec / desktop 2024-09-20 20:11:12 -04:00
Cameron Taylor a41d3033d5 small Assets -> OpenFLAssets fix 2024-09-20 18:20:40 -04:00
Cameron Taylor d02e834460 Merge branch 'rewrite/master' into abnormalpoof/assets-getpath 2024-09-20 18:13:13 -04:00
Cameron Taylor 2a6eadcbff Merge branch 'justkolosaki/char-select-gf' into rewrite/master 2024-09-20 18:11:14 -04:00
Cameron Taylor 78cde16af2 assets submod 2024-09-20 18:10:47 -04:00
Cameron TaylorandGitHub 4946e7f4c7 Merge pull request #765 from FunkinCrew/lethrial/fps-counter-bugfix
[PUBLIC PR] Fix bug where FPS counter would display even if Debug Display option was disabled
2024-09-20 16:52:02 -04:00
Cameron Taylor 8a9b1b4727 Merge branch 'bugfix/cocoa-erect-stacked-note' into rewrite/master 2024-09-20 16:51:39 -04:00
Cameron Taylor 5f64d89d0e assets submod 2024-09-20 16:51:21 -04:00
EliteMasterEric 143ef88e6f Update assets submodule 2024-09-20 03:42:48 -04:00
Cameron Taylor cb4ac352e6 Merge branch 'lemz1/fps-setting' into rewrite/master 2024-09-20 00:29:19 -04:00
Cameron Taylor ccb2e1889f Merge branch 'lemz1/substate-event-dispatch' into rewrite/master 2024-09-20 00:25:53 -04:00
Cameron Taylor 9045ae2d9c assets submod 2024-09-20 00:25:38 -04:00
Cameron TaylorandGitHub e3a13bee8c Merge pull request #773 from FunkinCrew/process-cleanup
close sys.io.Process stuff when we're done with them
2024-09-20 00:24:10 -04:00
Cameron TaylorandGitHub 426bff3bf5 Merge pull request #768 from FunkinCrew/kadedev/addcharacter-type
[PUBLIC PR] Move characterType assignment to Stage.addCharacter
2024-09-20 00:23:53 -04:00
EricandGitHub 249ff69f9f Merge branch 'rewrite/master' into lemz1/fps-setting 2024-09-20 00:05:17 -04:00
Cameron Taylor 4af4c2defc Merge branch 'lemz1/fps-setting' into rewrite/master 2024-09-19 23:56:04 -04:00
Cameron TaylorandGitHub 76bf5df57f Merge branch 'rewrite/master' into lemz1/fps-setting 2024-09-19 23:34:51 -04:00
Cameron TaylorandGitHub c46483722e Merge pull request #767 from FunkinCrew/techniktil/chart-editor-icons
[PUBLIC PR] [FUNK-717] Fix pixel icons in the chart editor
2024-09-19 23:31:40 -04:00
Cameron TaylorandGitHub 69bcd0834e Merge branch 'rewrite/master' into techniktil/chart-editor-icons 2024-09-19 23:31:26 -04:00
Cameron TaylorandGitHub 29e89c8acb Merge branch 'rewrite/master' into actualmandm/char-select-crash 2024-09-19 22:50:18 -04:00
Cameron Taylor 778ce54047 Merge branch 'rewrite/master' of github.com:FunkinCrew/Funkin-secret into rewrite/master 2024-09-19 22:49:59 -04:00
Cameron Taylor 47ed9d7fb2 Merge branch 'rewrite/master' into dombomb64/note-style-scaling 2024-09-19 22:35:16 -04:00
Cameron TaylorandGitHub 00c1428c0f Merge pull request #774 from FunkinCrew/abnormalpoof/opening-urls
[PUBLIC PR] Fix Merch button being missing from the main menu
2024-09-19 22:31:44 -04:00
Cameron TaylorandGitHub 0b908b3cab Merge branch 'rewrite/master' into abnormalpoof/opening-urls 2024-09-19 22:31:12 -04:00
Cameron Taylor 50de041251 Merge branch 'public-release/develop' into rewrite/master 2024-09-19 22:11:05 -04:00
Kade f9186b67a7 less tolerance 2024-09-19 17:00:52 -07:00
Kade a8aeae4f7f do not include offset in vocal (they're offset by inst)
Fix a tiny little issue with vocal resync @ start
2024-09-19 14:26:18 -07:00
Kade 4d73e0cc47 fix some interesting issues with this
redundant trace removal
2024-09-19 14:26:18 -07:00
Kade b03c8a9cf8 Limit the song time to 0 and the songs max length
use the new bool to tell if we should start the song

add a public static bool to countdown: finished
2024-09-19 14:26:18 -07:00
EliteMasterEricandCameron Taylor 3cbba8ba29 Resolve merge issues. 2024-09-19 17:16:31 -04:00
EliteMasterEric bfee63f588 Update hmm.json 2024-09-19 11:15:56 -04:00
EliteMasterEric 35aa8731d0 Better status messages, buttons, updated album art, basic chart editor support 2024-09-19 11:13:05 -04:00
EliteMasterEric 8fd84f9d13 Functioning Discord Rich Presence! 2024-09-19 10:03:16 -04:00
EliteMasterEric 25cafe7550 Resolve merge issues. 2024-09-19 04:22:05 -04:00
EliteMasterEric 7d6fa19ff4 Merge remote-tracking branch 'secret/rewrite/master' into lemz1/substate-event-dispatch 2024-09-19 04:20:24 -04:00
EliteMasterEric 9f0bc2bd52 Refactor char select GF data handling. 2024-09-19 04:16:40 -04:00
EricandGitHub d81e09b1c3 Merge branch 'rewrite/master' into abnormalpoof/opening-urls 2024-09-19 03:46:46 -04:00
EricandGitHub a128afedf7 Merge pull request #772 from FunkinCrew/results-sfx-fix
Results Percentage Sound Spam Fix
2024-09-19 03:24:52 -04:00
Cameron Taylor 472d41a893 close sys.io.Process stuff when we're done with them 2024-09-18 16:15:10 -04:00
Cameron Taylor 215e20cabe Merge remote-tracking branch 'origin/docs/issue-management-actions' into rewrite/master 2024-09-18 15:25:51 -04:00
Cameron Taylor 3c30575727 Merge branch 'kadedev/chart-editor-fixes' into rewrite/master 2024-09-18 15:23:07 -04:00
Cameron Taylor f30c0cff49 Merge branch 'feature/gold-perfect-anim-for-modders' into rewrite/master 2024-09-18 15:20:38 -04:00
Cameron Taylor fc6e194d20 assets submod 2024-09-18 15:20:15 -04:00
Cameron Taylor 35005df32a Merge branch 'feature/pico-character-script' into rewrite/master 2024-09-18 15:17:37 -04:00
Cameron Taylor 62149aea39 assets submod 2024-09-18 15:16:56 -04:00
Cameron TaylorandGitHub fdddfba3be Merge pull request #760 from FunkinCrew/bugfix/pico-mix-highscores
Fix bugs with highscore display in Freeplay (FUNK-714)
2024-09-18 15:14:46 -04:00
Cameron Taylor ab3b976f3c fix rounding for sound results sfx 2024-09-18 15:07:15 -04:00
lemzandGitHub e02bb9b21c Merge branch 'develop' into completion-fix 2024-09-18 18:19:31 +02:00
lemzandGitHub afcb57aaf0 Merge branch 'develop' into substate-dispatch-event-fix 2024-09-18 18:18:57 +02:00
KoloandGitHub 99657da1f9 accidentally also put the save changes oops 2024-09-18 17:46:13 +02:00
KoloandGitHub 3bb981adb0 Update CharSelectGF.hx 2024-09-18 17:32:37 +02:00
KoloandGitHub 50a5304ad4 Update PlayerData.hx 2024-09-18 17:30:23 +02:00
KoloandGitHub a4b59d14bf applySongRank fix
fixes the bug with the percent being overriden when the song has the same letter rank but lower percent (eg. E Rank with 99% being overriden by E Rank with 93%)
2024-09-18 13:40:02 +02:00
EliteMasterEric 9d5cde0bf1 Update assets submodule 2024-09-18 06:48:45 -04:00
EliteMasterEric 5efbff044b Resolve merge issues 2024-09-18 06:32:06 -04:00
EliteMasterEric a469385cdb Resolve merge issues 2024-09-18 06:22:02 -04:00
EricandGitHub 970816592f Merge branch 'develop' into bugfix/charselect-crash 2024-09-18 06:20:44 -04:00
EliteMasterEric ba90a6abe0 Add behavior when setting status: rejected 2024-09-18 06:08:18 -04:00
EliteMasterEric d54dc6179a Add several new Github Actions for issue management 2024-09-18 06:02:13 -04:00
EliteMasterEric b5ed7f40d4 Remove redundant character type assignment 2024-09-18 05:24:57 -04:00
EliteMasterEric b28af79eb3 Fix build issues 2024-09-18 05:18:16 -04:00
EricandGitHub 5f563f0555 Merge branch 'develop' into chart-editor-icon-fix 2024-09-18 05:10:30 -04:00
EliteMasterEric 1beb21e57a Replace all instances of openfl/lime Assets with funkin.Assets 2024-09-18 05:04:32 -04:00
EliteMasterEric b6b2248aa3 Make funkin.Assets and funkin.Paths default imports for all scripts 2024-09-18 05:04:10 -04:00
EliteMasterEric d30fe61ca0 Add a bunch of other functions to funkin.Assets, and add documentation 2024-09-18 05:03:04 -04:00
EliteMasterEric 7b7d5deed5 Tweaks to framerate preference 2024-09-18 03:13:21 -04:00
EliteMasterEric 19e6029fb2 Fix some compilation errors 2024-09-18 03:13:10 -04:00
EliteMasterEric 2a5269c2a7 Disable on demand telemetry 2024-09-18 02:30:48 -04:00
EliteMasterEric f7fb640e52 Copy TracyProfiler from pull request 2024-09-18 02:29:11 -04:00
EliteMasterEric 119148acf0 Define for enabling/disabling log trace 2024-09-18 02:11:31 -04:00
EricandGitHub 598a3bea24 Merge branch 'develop' into fps-setting 2024-09-18 02:09:38 -04:00
EricandGitHub b03d320c12 Merge pull request #3139 from AbnormalPoof/patch-1
chore: Update ScriptedFunkinSprite.hx
2024-09-18 01:58:40 -04:00
EliteMasterEric 61d23b9985 Use branch of HXCPP 2024-09-17 20:56:54 -04:00
EliteMasterEric b70983a0e4 Build arguments for Tracy 2024-09-17 20:50:09 -04:00
Kade de07497ae3 Make addCharacter actually set the characters type 2024-09-17 17:29:12 -07:00
Lethrial ea9dab4b73 Update Main.hx 2024-09-18 00:25:20 +01:00
Michael f2b3f47e73 Disable input in CharSelect until stayFunky plays 2024-09-17 15:57:50 -07:00
dombomb64 6e33cac9ec ...Okay it wasn't that simple 2024-09-17 16:47:16 -04:00
EricandGitHub dab417b391 Merge branch 'rewrite/master' into kadedev/chart-editor-fixes 2024-09-17 16:15:02 -04:00
dombomb64 0706192cbe Fix note scaling with one simple trick! 2024-09-17 13:50:59 -04:00
Cameron Taylor 7fbbc5cf95 save artifacts on html5 and linux? 2024-09-17 04:48:30 -04:00
Cameron Taylor 4939b09fb0 manual build artifacts 2024-09-17 04:43:34 -04:00
AbnormalPoof aae7dcdada fix crash when opening urls 2024-09-16 23:35:23 -05:00
Til Tjardes e6525d0129 stop being on the kickstarter crack me 2024-09-16 20:44:29 -06:00
EricandGitHub 6efdbde8da Merge branch 'develop' into fps-setting 2024-09-16 22:09:54 -04:00
Til Tjardes b7c3f5ac9f Chart Editor Icons are fixed now! 2024-09-16 20:04:04 -06:00
EliteMasterEric 811caf6b70 Suppress a spammy log trace 2024-09-16 21:54:33 -04:00
EliteMasterEric d710318830 Update HaxeUI 2024-09-16 21:54:24 -04:00
EricandGitHub 1fc835494d Merge pull request #3020 from anysad/custom-popups-countdowns
[ENHANCEMENT] Custom Popups and Countdowns
2024-09-16 20:56:26 -04:00
EliteMasterEric 2e9223ec72 Merge remote-tracking branch 'origin/develop' into anysad/custom-popups-countdowns 2024-09-16 20:50:13 -04:00
Kade 9624b57e44 This does fix it now 2024-09-16 17:23:49 -07:00
Kade 7d2b946e9c depreciated screen X/Y to view X/Y 2024-09-16 17:13:14 -07:00
Kade 5a877a14a0 only show last two digits
digit
2024-09-16 17:13:13 -07:00
Kade 535ac0e528 add milliseconds to the playbar in charting state
remove laggy redundant traces

Revert "remove laggy redundant traces"

This reverts commit 204113840473dd5069f5d508d50e15e21104b45a.
2024-09-16 17:13:13 -07:00
EricandGitHub 35b5957715 Merge pull request #3007 from anysad/tutorial-hey-events
[CLEANUP] Softcode Tutorial HEY! events from code to JSON
2024-09-16 19:33:04 -04:00
EliteMasterEric e915b637c5 Merge remote-tracking branch 'origin/develop' into anysad/tutorial-hey-events 2024-09-16 19:09:58 -04:00
EricandGitHub f38a95bbf7 Merge branch 'develop' into fps-setting 2024-09-16 18:59:55 -04:00
EricandGitHub ebfce9f990 Merge pull request #2820 from gamerbross/bugfix/animation-editor
[ENHANCEMENT/BUGFIX] Few animation editor bugfixes and improvements
2024-09-16 18:48:50 -04:00
EricandGitHub 359e4b41e5 Merge branch 'develop' into bugfix/animation-editor 2024-09-16 18:48:33 -04:00
EricandGitHub b0c9365c56 Merge pull request #2942 from FlooferLand/new-settings-items
New settings widgets (Number, Checkbox, Enum)
2024-09-16 18:42:48 -04:00
EricandGitHub 65fddd95bb Merge branch 'develop' into new-settings-items 2024-09-16 18:42:43 -04:00
EricandGitHub f1d3ace247 Merge pull request #2925 from gamerbross/bugfix/character-danceevery
[BUGFIX] Implement `danceEvery` for Characters
2024-09-16 18:42:40 -04:00
EricandGitHub 9e90e67673 Merge branch 'develop' into bugfix/character-danceevery 2024-09-16 18:42:32 -04:00
EricandGitHub 3ce7cd6990 Merge pull request #2903 from AbnormalPoof/develop
[ENHANCEMENT] Enable auto-pause for Video Cutscenes
2024-09-16 18:42:20 -04:00
EricandGitHub d4cd2d031c Merge branch 'develop' into develop 2024-09-16 18:41:33 -04:00
EricandGitHub 081d2d8fd8 Merge pull request #2992 from gamerbross/bugfix/charteditor-liveinput-number-6
[BUGFIX + REFACTOR] ChartEditor Live Input
2024-09-16 18:40:24 -04:00
EricandGitHub 99f4d13e47 Merge branch 'develop' into bugfix/charteditor-liveinput-number-6 2024-09-16 18:40:12 -04:00
EricandGitHub 8cad10263e Merge branch 'develop' into bugfix/animation-editor 2024-09-16 18:37:35 -04:00
EricandGitHub 8470880e4a Merge pull request #2926 from gamerbross/tweak/funkinsound-playonce-return-value
[CODE TWEAK] `FunkinSound.playOnce` return the created sound
2024-09-16 18:36:53 -04:00
EricandGitHub 6bde7c34a0 Merge branch 'develop' into tweak/funkinsound-playonce-return-value 2024-09-16 18:36:45 -04:00
EricandGitHub 3ac10fb45c Merge pull request #2981 from gamerbross/bugfix/forced-sustaintrail-alpha
[BUGFIX] SustainTrail forced alpha
2024-09-16 18:35:31 -04:00
EricandGitHub fb0b277a9c Merge branch 'develop' into bugfix/forced-sustaintrail-alpha 2024-09-16 18:35:17 -04:00
EricandGitHub 519a6f3412 Merge pull request #2873 from JVNpixels/JVNPixels-story-menu-scrolling-fixed
[ENHANCEMENT]: Story Mode Menu Mouse Scrolling
2024-09-16 18:34:58 -04:00
EricandGitHub 27f700dd98 Merge branch 'develop' into JVNPixels-story-menu-scrolling-fixed 2024-09-16 18:34:43 -04:00
EricandGitHub f015976521 Merge pull request #2712 from gamerbross/bugfix/freeplay-difficulty-stack-overflow
[BUGFIX] Song with no "Normal" causes Stack Overflow
2024-09-16 18:34:06 -04:00
EricandGitHub 265039b025 Merge branch 'develop' into bugfix/freeplay-difficulty-stack-overflow 2024-09-16 18:33:57 -04:00
EricandGitHub 8c6cb72d47 Merge pull request #2986 from AppleHair/bugfix/cancel-menu-sound
[BUGFIX] Fixed `cancelMenu` sound not playing after switching state
2024-09-16 18:30:02 -04:00
EricandGitHub b3221c0e3f Merge branch 'develop' into bugfix/cancel-menu-sound 2024-09-16 18:29:51 -04:00
EricandGitHub c7cb03dd1d Merge pull request #2990 from gamerbross/bugfix/f5-reload-chart
[BUGFIX] F5 now reloads the chart in the PlayState
2024-09-16 18:29:39 -04:00
EricandGitHub a7c0512503 Merge branch 'develop' into bugfix/f5-reload-chart 2024-09-16 18:29:33 -04:00
EricandGitHub 74a94d0080 Merge branch 'develop' into bugfix/charteditor-liveinput-number-6 2024-09-16 18:28:22 -04:00
EricandGitHub d214ae1747 Merge pull request #3058 from Burgerballs/fix-sync
Use chart inst offset for song resync + other resync fixes
2024-09-16 18:27:35 -04:00
EricandGitHub 6ee1bddacb Merge branch 'develop' into fix-sync 2024-09-16 18:27:27 -04:00
EricandGitHub 8b96d1bbac Merge pull request #2863 from gamerbross/bugfix/stickers-f5-crash
[BUGFIX] Crash after coming back from stickers and pressing F5
2024-09-16 18:26:42 -04:00
EricandGitHub d4e11f786c Merge branch 'develop' into bugfix/stickers-f5-crash 2024-09-16 18:26:31 -04:00
EricandGitHub 724c415016 Merge pull request #2739 from gamerbross/bugfix/chart-key
[BUGFIX] When pressing chart key while charting, chart gets reset
2024-09-16 18:25:42 -04:00
EricandGitHub 055ae5b932 Merge branch 'develop' into bugfix/chart-key 2024-09-16 18:25:35 -04:00
EricandGitHub 85e9dbb959 Merge pull request #2713 from KarimAkra-Stuff/memory-counter-fix
[BUGFIX] Fixed memory counter displaying negative numbers
2024-09-16 18:25:15 -04:00
EricandGitHub c5060b6eec Merge pull request #2749 from NotHyper-474/path-trace-fix
Fix small oversight in LoadingState
2024-09-16 18:24:42 -04:00
EricandGitHub df77d11896 Merge branch 'develop' into path-trace-fix 2024-09-16 18:24:34 -04:00
EricandGitHub aa2d934f22 Merge pull request #3036 from AppleHair/bugfix/freeplay-infinite-recursion
[BUGFIX] Prevented infinite recursion on freeplay when a song doesn't have the `normal` difficulty
2024-09-16 18:24:22 -04:00
EricandGitHub 3f6ad6f8ad Merge branch 'develop' into bugfix/freeplay-infinite-recursion 2024-09-16 18:24:15 -04:00
EricandGitHub 45efd78931 Merge pull request #3037 from AppleHair/bugfix/valid-vari-story-mode
[BUGFIX] Ensure the variation used for the next song is valid.
2024-09-16 18:23:50 -04:00
EricandGitHub b95e228322 Merge branch 'develop' into bugfix/valid-vari-story-mode 2024-09-16 18:23:39 -04:00
EricandGitHub c9e2e7bef5 Merge pull request #3005 from gamerbross/bugfix/default-face-icon
[BUGFIX] Default health icon (face) not used
2024-09-16 18:23:23 -04:00
EricandGitHub bab4ac4902 Merge branch 'develop' into bugfix/default-face-icon 2024-09-16 18:21:20 -04:00
EricandGitHub b8d1341a21 Merge pull request #2850 from MaybeMaru/constants
Use constants pixels per ms
2024-09-16 18:20:46 -04:00
EricandGitHub 55e0970e4c Merge branch 'develop' into constants 2024-09-16 18:20:35 -04:00
EricandGitHub 82c2d54079 Merge pull request #2567 from gamerbross/bugfix/pause-sticker-zoom
[BUGFIX] Pause Menu and Stickers have same zoom as HUD
2024-09-16 18:20:20 -04:00
EricandGitHub c4b475e86a Merge branch 'develop' into bugfix/pause-sticker-zoom 2024-09-16 18:20:11 -04:00
EricandGitHub 9fddb727b8 Merge pull request #2724 from KarimAkra-Stuff/FlxPartialSound-openfl/polymod-support
[BUGFIX] Fixed Polymod and Mods Support in FlxPartialSound
2024-09-16 18:19:20 -04:00
lemz 224d930ae6 Update PreferencesMenu.hx 2024-09-17 00:17:56 +02:00
EricandGitHub 3b9d400f57 Merge pull request #3328 from FunkinCrew/docs/troubleshooting-update
[DOCS] Update to troubleshooting guide
2024-09-16 18:17:25 -04:00
EliteMasterEric f8d0ddef34 Update troubleshooting guide 2024-09-16 18:17:07 -04:00
lemz 18edadb712 Merge branch 'fps-setting' of https://github.com/lemz1/Funkin into fps-setting 2024-09-17 00:16:33 +02:00
lemz 80fc0cd526 Update Preferences.hx 2024-09-17 00:16:27 +02:00
lemzandGitHub e7674ec31c Merge branch 'develop' into fps-setting 2024-09-17 00:13:49 +02:00
AbnormalandGitHub 0b531c5b21 add getPath 2024-09-16 22:13:16 +00:00
EricandGitHub 8efcd1eae1 Merge pull request #2584 from FunkinCrew/docs/compiling-guide
[DOCS] Update compiling guide with more troubleshooting
2024-09-16 18:12:55 -04:00
EricandGitHub 06485518db Merge branch 'develop' into docs/compiling-guide 2024-09-16 18:12:49 -04:00
EricandGitHub 57523c9439 Merge pull request #3035 from 7oltan/character-path-fix
FIXES CHARACTER PATH ONLY CHECKING IN SHARED
2024-09-16 18:10:25 -04:00
EricandGitHub 42544ee757 Merge branch 'develop' into character-path-fix 2024-09-16 18:10:09 -04:00
Til Tjardes 4be4570c94 Merge branch 'main' of https://github.com/FunkinCrew/Funkin into playsound-typo 2024-09-16 16:08:58 -06:00
lemzandGitHub d0ec26c44a Merge branch 'develop' into completion-fix 2024-09-17 00:08:19 +02:00
lemzandGitHub 8252b2a6b3 Merge branch 'develop' into substate-dispatch-event-fix 2024-09-17 00:07:25 +02:00
EricandGitHub a5ac717677 Merge branch 'develop' into bugfix/freeplay-difficulty-stack-overflow 2024-09-16 18:03:47 -04:00
EricandGitHub ea2e6506c8 Merge pull request #2494 from cyn0x8/flash_fix
consistent flashing
2024-09-16 18:03:18 -04:00
EricandGitHub 1e8d3c715b Merge branch 'develop' into flash_fix 2024-09-16 18:03:05 -04:00
Cameron Taylor 4bc2510d3c Merge remote-tracking branch 'origin/bugfix/pixel-shit-aliasing' into rewrite/master 2024-09-16 17:40:44 -04:00
Cameron Taylor 0574f8b07b Merge remote-tracking branch 'origin/dadbattle-pico-chart-fix' into rewrite/master 2024-09-16 17:31:05 -04:00
Cameron Taylor 11224c5999 Merge remote-tracking branch 'origin/bugfix/song-credits-fixes' into rewrite/master 2024-09-16 17:24:56 -04:00
Cameron Taylor 367e3e9008 priv modules 2024-09-16 17:18:42 -04:00
Cameron Taylor a27c4ae24f pub modules art 2024-09-16 17:14:45 -04:00
Cameron Taylor 1f21e1114b pub modules 2024-09-16 17:12:11 -04:00
EliteMasterEric 16aff6e7c3 Fix bugs with highscore display in Freeplay 2024-09-14 21:37:02 -04:00
EliteMasterEric 9f3af1ab94 Add a separate Gold Perfect animation for modders 2024-09-14 20:56:21 -04:00
EliteMasterEric e23a85682a Update some script files. 2024-09-14 20:26:39 -04:00
EliteMasterEric fd6ca6e267 Remove some spammy log traces. 2024-09-14 20:26:33 -04:00
EliteMasterEric d5c7e4ffdb Fix bug where Pico would become locked on every game restart. 2024-09-14 20:26:19 -04:00
EliteMasterEric 688abb5571 Update example mod's API version so it actually loads. 2024-09-14 20:25:45 -04:00
Til Tjardes 0a8719088d techniktil coming back with another typo lets go 2024-09-14 15:06:03 -06:00
EliteMasterEric df87d677e1 Typo lol 2024-09-14 17:00:41 -04:00
EliteMasterEric 517984d120 Fix a bug where Shit judgement would always display with anti-aliasing. 2024-09-13 18:46:49 -04:00
FabsTheFabs 3fba55a422 assets submod 2024-09-13 21:36:20 +01:00
EliteMasterEric 178389ea0b Fix two song credits 2024-09-12 23:28:43 -04:00
AbnormalandGitHub 16905c8210 Update ScriptedFunkinSprite.hx 2024-09-08 21:48:48 +00:00
lemz 77346696f8 Update MusicBeatSubState.hx 2024-09-07 19:49:08 +02:00
cynandGitHub df266e66d3 dont do that 2024-09-04 19:24:14 -07:00
cynandGitHub 00c7767f8a Update FunkinSound.hx 2024-08-23 20:17:10 -07:00
cynandGitHub c62b53ebe9 Merge branch 'FunkinCrew:main' into flash_fix 2024-08-23 20:09:41 -07:00
Hyper_ d43042fd36 Fix out of bounds note selection 2024-08-05 20:02:23 -03:00
Burgerballs 964f6878c3 Update PlayState.hx 2024-07-23 19:02:09 +01:00
Burgerballs 8778ab1d0e Update PlayState.hx 2024-07-23 18:09:39 +01:00
Burgerballs 59ad15aee4 Merge branch 'develop' of https://github.com/FunkinCrew/Funkin into develop 2024-07-23 18:05:54 +01:00
AppleHairandGitHub c8caeb42de A fix requested by Eric 2024-07-23 11:34:26 +03:00
anysad ba96b11196 hopefully final polish? 2024-07-18 17:56:54 +03:00
anysad ff1ab1eb42 welcome fallback note styles! 2024-07-17 23:19:18 +03:00
AppleHairandGitHub 4d81aa0fe6 [BUGFIX] Ensure the variation used for the next song is valid.
When playing in story mode, `PlayState` assumes all the songs use the same variation, which is usually true, but not guaranteed. This PR makes `PlayState` use the `getFirstValidVariation` method to find the valid variation instead of using the `currentVariation` variable, which might not be valid.
2024-07-17 18:00:07 +03:00
AppleHairandGitHub 691da783fc Updated to extend #2712 2024-07-17 10:20:48 +03:00
AppleHairandGitHub a93cd05aeb Added a comment 2024-07-16 22:36:11 +03:00
anysad ee44981995 you know what, make countdown sprites a little bigger 2024-07-16 22:02:05 +03:00
AppleHairandGitHub 5e1d25e791 [BUGFIX] Prevented infinite recursion on freeplay when a song doesn't have the normal difficulty
Any attempt to create a song without the `normal` difficulty will result in a silent crash when opening freeplay. After some debugging, I discovered that the issue is caused by infinite recursion, which gets triggered at the start of `FreeplaySongData`'s `updateValues`.
2024-07-16 21:17:53 +03:00
anysad f8a0627fd2 goodbye scripts, hello notestyles! 2024-07-16 20:53:12 +03:00
7oltan f8232911cb FIX CHARACTER PATHS ISSUE 2024-07-16 12:52:51 +03:00
anysad aed100df47 how the hell did I miss these? 2024-07-13 23:39:56 +03:00
anysad 9d3c043f8a cache textures at their new locations! 2024-07-13 23:29:26 +03:00
anysad 2547fbb8f4 remove trace 2024-07-13 23:08:16 +03:00
anysad 2993e17278 custom popups and countdowns yay!!! 2024-07-13 22:45:58 +03:00
lemz 0c5815c176 add completion check 2024-07-13 21:27:14 +02:00
AppleHairandGitHub 97e69c6343 Merge branch 'develop' into bugfix/cancel-menu-sound 2024-07-12 18:28:14 +03:00
lemzandGitHub 51c304a6fa Merge branch 'develop' into fps-setting 2024-07-12 06:37:22 +02:00
anysad 47a2cf4e5d Add HEY! song events to Tutorial 2024-07-11 18:12:50 +03:00
anysad a12b0e6ec3 Add HEY! song events to Tutorial 2024-07-11 18:10:45 +03:00
lemzandGitHub 2be22055cc Merge branch 'develop' into fps-setting 2024-07-11 10:25:16 +02:00
gamerbross 2fb55ba3ed Fix default health icon not used 2024-07-11 06:59:22 +02:00
gamerbross 9ad2bb35f9 ChartEditor Live Input Code Refactor + 6 key fix 2024-07-10 01:26:16 +02:00
gamerbrossandGitHub 481f7ab61a Fix F5 chart not reloading 2024-07-10 00:23:06 +02:00
AppleHair 717894300d [BUGFIX] Fixed cancelMenu sound not playing after switching state. 2024-07-09 19:59:31 +03:00
gamerbrossandGitHub f82f0d3b05 Remove SustainTrail forced alpha 2024-07-08 03:17:28 +02:00
lemz 927e37b35b use new numberpreferenceitem 2024-07-02 17:18:46 +02:00
FlooferLand! be5e0aafeb Added getWidth 2024-07-01 14:44:23 +03:00
FlooferLand! 488fc6888f Added new settings items 2024-07-01 14:42:50 +03:00
PixelandGitHub 8e81f6bdf4 Merge branch 'develop' into JVNPixels-story-menu-scrolling-fixed 2024-06-29 17:00:54 -07:00
gamerbrossandGitHub 09c8a2600e Fix null safety compiling 2024-06-29 22:54:25 +02:00
lemzandGitHub 0a7902c4b4 Merge branch 'develop' into fps-setting 2024-06-29 14:27:31 +02:00
gamerbross 02dd7e7264 Implement danceEvery for Characters 2024-06-27 21:05:01 +02:00
gamerbrossandGitHub 91bc63004a FunkinSound.playOnce return sound 2024-06-27 21:00:25 +02:00
lemz f3e04114eb use new offsets 2024-06-25 17:05:15 +02:00
AbnormalPoof ef2885ed0e video cutscene autopause magic 2024-06-24 03:55:59 -05:00
lemz 3b3b9d97ba use different implementation 2024-06-23 21:03:30 +02:00
PixelandGitHub be38ae6c00 Extra newline removal.
Removes the extra line in code.
2024-06-22 19:23:40 -07:00
0589624d11 Update source/funkin/ui/story/StoryMenuState.hx
Co-authored-by: gamerbross <55158797+gamerbross@users.noreply.github.com>
2024-06-21 22:46:07 -07:00
PixelandGitHub dd7a894b51 Update StoryMenuState.hx 2024-06-21 08:42:51 -07:00
gamerbross 73efd963b9 Fix crash after pressing F5 and coming back from stickers 2024-06-20 07:24:36 +02:00
MaybeMaru 250ec840ef Add missing constants 2024-06-18 15:11:00 +02:00
gamerbross ba4677857a Few animation editor bugfixes 2024-06-15 20:23:55 +02:00
lemzandGitHub e3159745fb Merge branch 'develop' into fps-setting 2024-06-13 09:02:27 +02:00
gamerbrossandGitHub b7eaa238e0 Revert camCutscene rename 2024-06-12 00:34:04 +02:00
NotHyper-474 fb71f9087d Fix trace 2024-06-10 23:12:28 -03:00
gamerbross 9618cd2128 Fix chart reset when charting and pressing chart key 2024-06-10 16:53:32 +02:00
lemzandGitHub 9468d95506 Merge branch 'develop' into fps-setting 2024-06-10 12:21:46 +02:00
Karim AkraandGitHub 4997bc27fd remove the library strip 2024-06-09 12:47:17 +03:00
gamerbross 73982fbd60 Fix Stack Overflow if song doesn't have "normal" difficulty 2024-06-09 00:29:55 +02:00
Karim AkraandGitHub 7904a6a20f use Math.fround instead of Math.round 2024-06-09 01:25:21 +03:00
Karim AkraandGitHub ade4aeb3f7 get Float instead of Int in cpp (Float is 64-bit in so it works easier than Int64) 2024-06-09 01:24:02 +03:00
lemzandGitHub e46108fa15 Merge branch 'develop' into fps-setting 2024-06-08 13:03:45 +02:00
lemzandGitHub 7346a46975 Merge branch 'develop' into fps-setting 2024-06-07 20:37:54 +02:00
lemzandGitHub 5baa4c7ef7 Merge branch 'develop' into fps-setting 2024-05-31 11:52:10 +02:00
lemzandGitHub 4ce79cc386 Merge branch 'develop' into fps-setting 2024-05-30 22:23:34 +02:00
lemzandGitHub 11fee0f200 Merge branch 'develop' into fps-setting 2024-05-30 13:54:22 +02:00
lemz 26b357df72 Merge branch 'fps-setting' of https://github.com/lemz1/Funkin into fps-setting 2024-05-30 00:22:18 +02:00
lemz 4a531888b5 Update PreferencesMenu.hx 2024-05-30 00:22:10 +02:00
lemzandGitHub 262bcc4d8b Merge branch 'develop' into fps-setting 2024-05-29 18:45:09 +02:00
lemzandGitHub 088ff3744a Merge branch 'develop' into fps-setting 2024-05-29 07:26:35 +02:00
lemzandGitHub 01b1ce679c Merge branch 'develop' into fps-setting 2024-05-29 06:42:46 +02:00
lemz 267fd0eadc alpha stuff and correct text positioning 2024-05-25 16:30:08 +02:00
lemz 814d72cb3f sounds 2024-05-25 03:06:27 +02:00
lemz b75f6e5853 Update PreferencesMenu.hx 2024-05-25 02:19:11 +02:00
lemz dd6d12de23 rename vars 2024-05-25 01:20:10 +02:00
lemz f86a163692 Merge branch 'develop' into fps-setting 2024-05-25 01:16:34 +02:00
lemz e0fe7cb1eb add fps option 2024-05-25 01:11:34 +02:00
EliteMasterEric 47cbd4b620 Update compiling guide with more troubleshooting 2024-05-21 19:11:10 -04:00
gamerbross 0a6f1abd33 Fix references to camCutscene 2024-05-20 23:52:45 +02:00
gamerbross 92b84168e1 Add camOther to fix zooms on pause and stickers 2024-05-20 02:56:57 +02:00
nebulazorua fae625a795 last commit, if merged, would've likely caused issues if going from tween to classic
should be fixed now?
2024-05-15 20:42:11 +08:00
cynandGitHub c49b66f0e4 flash fix 2024-05-13 11:23:16 -07:00
nebulazorua 3cc7f7407d fix focuscamera CLASSIC breaking zooms and snapping 2024-05-08 21:08:17 +08:00
284 changed files with 14123 additions and 4785 deletions
+27 -16
View File
@@ -3,41 +3,50 @@ description: Report a bug or an issue in the game.
labels: ["type: minor bug", "status: pending triage"]
title: "Bug Report: "
body:
- type: markdown
attributes:
value: "# PLEASE READ THE [CONTRIBUTING GUIDE](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md) BEFORE OPENING ISSUES!"
- type: checkboxes
attributes:
label: Issue Checklist
description: Be sure to complete these steps to increase the chances of your issue being addressed!
options:
- label: I have properly named the issue
- label: I have checked the issues/discussions pages to see if the issue has been previously reported
- label: I have read the [Contributing Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md)
- label: I have checked the Issues/Discussions pages to see if my issue has already been reported
- label: I have properly titled my issue
- type: dropdown
attributes:
label: What platform are you using?
label: Platform
description: Which platform are you playing on?
options:
- Newgrounds (Web)
- Itch.io (Web)
- Newgrounds (Web/HTML5)
- Itch.io (Web/HTML5)
- Itch.io (Downloadable Build) - Windows
- Itch.io (Downloadable Build) - MacOS
- Itch.io (Downloadable Build) - Linux
- Compiled from GitHub Source Code
validations:
required: true
- type: dropdown
attributes:
label: If you are playing on a browser, which one are you using?
label: Browser
description: (Web/HTML5 users only) Which browser are you playing on?
options:
- Google Chrome
- Microsoft Edge
- Firefox
- Opera
- Safari
- Other (Specify below)
- Other (Specify in Description field)
- type: input
attributes:
label: Version
description: What version are you using?
placeholder: ex. 0.4.1
description: Which version are you playing on? The game version is in the bottom left corner of the main menu.
placeholder: ex. 0.5.3
validations:
required: true
@@ -49,14 +58,16 @@ body:
attributes:
value: "### Please do not report issues from other engines. These must be reported in their respective repositories."
- type: markdown
- type: textarea
attributes:
value: "#### Provide as many details as you can."
label: Description (include any images, videos, errors, or crash logs)
description: Provide as much detail as you can. The better others understand your issue, the more they can help you!
placeholder: Describe your issue here...
validations:
required: true
- type: textarea
attributes:
label: Context (Provide images, videos, etc.)
- type: textarea
attributes:
label: Steps to reproduce (or crash logs, errors, etc.)
label: Steps to Reproduce
description: What steps can other people take to reliably encounter this issue?
placeholder: 1. Open the game...
+75
View File
@@ -0,0 +1,75 @@
name: Charting Issue
description: Report an issue with the placement of notes in the game.
labels: ["type: charting issue", "status: pending triage"]
title: "Charting Issue: "
body:
- type: markdown
attributes:
value: "# PLEASE READ THE [CONTRIBUTING GUIDE](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md) BEFORE OPENING ISSUES!"
- type: checkboxes
attributes:
label: Issue Checklist
description: Be sure to complete these steps to increase the chances of your issue being addressed!
options:
- label: I have read the [Contributing Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md)
- label: I have checked the Issues/Discussions pages to see if my issue has already been reported
- label: I have properly titled my issue
- type: dropdown
attributes:
label: Platform
description: Which platform are you playing on?
options:
- Newgrounds (Web/HTML5)
- Itch.io (Web/HTML5)
- Itch.io (Downloadable Build) - Windows
- Itch.io (Downloadable Build) - MacOS
- Itch.io (Downloadable Build) - Linux
- Compiled from GitHub Source Code
validations:
required: true
- type: dropdown
attributes:
label: Browser
description: (Web/HTML5 users only) Which browser are you playing on?
options:
- Google Chrome
- Microsoft Edge
- Firefox
- Opera
- Safari
- Other (Specify in Description field)
- type: input
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. 0.5.3
validations:
required: true
- type: markdown
attributes:
value: "## Describe the charting issue(s)."
- type: markdown
attributes:
value: "### Please do not report issues from other engines. These must be reported in their respective repositories."
- type: textarea
attributes:
label: Location
description: Where did you find the issue(s)? Include the name of the song, the variation, the difficulty, the time/section of the song, and any images or videos.
placeholder: ex. Cocoa Erect on Erect/Nightmare difficulties at Section 30
validations:
required: true
- type: textarea
attributes:
label: Description
description: Why do you believe this is an issue? Is a note at the wrong time, a hold note too short/long, or something else?
placeholder: Describe the charting issue(s) here...
validations:
required: true
+63
View File
@@ -0,0 +1,63 @@
name: Compiling Help
description: Report an issue with compiling the game.
labels: ["type: compilation help", "status: pending triage"]
title: "Compiling Help: "
body:
- type: markdown
attributes:
value: "# PLEASE READ THE [CONTRIBUTING GUIDE](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md) BEFORE OPENING ISSUES!"
- type: checkboxes
attributes:
label: Issue Checklist
description: Be sure to complete these steps to increase the chances of your issue being addressed!
options:
- label: I have followed the [Compiling Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/COMPILING.md) and the [Troubleshooting Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/TROUBLESHOOTING.md)
- label: I have read the [Contributing Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md)
- label: I have checked the Issues/Discussions pages to see if my issue has already been reported
- label: I have properly titled my issue
- type: dropdown
attributes:
label: Platform
description: Which platform are you compiling for?
options:
- Web/HTML5
- Desktop (Windows)
- Desktop (Mac)
- Desktop (Linux)
- Other
validations:
required: true
- type: input
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. 0.5.3
validations:
required: true
- type: markdown
attributes:
value: "## Describe your compiling issue."
- type: markdown
attributes:
value: "### Please do not report issues from other engines. These must be reported in their respective repositories."
- type: textarea
attributes:
label: Console Output
description: Paste any errors or warnings from the console here.
placeholder: Paste output here...
validations:
required: true
- type: textarea
attributes:
label: Context
description: Provide as much detail as you can. Did you modify any code? Provide any relevant images or videos.
placeholder: Describe the context here...
validations:
required: true
+33 -20
View File
@@ -3,68 +3,81 @@ description: Report a crash that occurred while playing the game.
labels: ["type: major bug", "status: pending triage"]
title: "Crash Report: "
body:
- type: markdown
attributes:
value: "# PLEASE READ THE [CONTRIBUTING GUIDE](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md) BEFORE OPENING ISSUES!"
- type: checkboxes
attributes:
label: Issue Checklist
description: Be sure to complete these steps to increase the chances of your issue being addressed!
options:
- label: I have properly named the issue
- label: I have checked the issues/discussions pages to see if the issue has been previously reported
- label: I have read the [Contributing Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md)
- label: I have checked the Issues/Discussions pages to see if my issue has already been reported
- label: I have properly titled my issue
- type: dropdown
attributes:
label: What platform are you using?
label: Platform
description: Which platform are you playing on?
options:
- Newgrounds (Web)
- Itch.io (Web)
- Newgrounds (Web/HTML5)
- Itch.io (Web/HTML5)
- Itch.io (Downloadable Build) - Windows
- Itch.io (Downloadable Build) - MacOS
- Itch.io (Downloadable Build) - Linux
- Compiled from GitHub Source Code
validations:
required: true
- type: dropdown
attributes:
label: If you are playing on a browser, which one are you using?
label: Browser
description: (Web/HTML5 users only) Which browser are you playing on?
options:
- Google Chrome
- Microsoft Edge
- Firefox
- Opera
- Safari
- Other (Specify below)
- Other (Specify in Description field)
- type: input
attributes:
label: Version
description: What version are you using?
placeholder: ex. 0.4.1
description: Which version are you playing on? The game version is in the bottom left corner of the main menu.
placeholder: ex. 0.5.3
validations:
required: true
- type: markdown
attributes:
value: "## Describe your issue."
value: "## Describe the crash."
- type: markdown
attributes:
value: "### Please do not report issues from other engines. These must be reported in their respective repositories."
- type: markdown
attributes:
value: "#### Provide as many details as you can."
- type: textarea
attributes:
label: Context (Provide screenshots or videos of the crash happening)
- type: textarea
attributes:
label: Steps to reproduce
label: Description
description: Include screenshots or videos of the crash happening. Provide as much detail as you can.
placeholder: Describe the crash here...
validations:
required: true
- type: textarea
attributes:
label: Crash logs (can be found in the logs folder where Funkin.exe is)
label: Steps to Reproduce
description: What steps can other people take to reliably trigger this crash?
placeholder: 1. Open the game...
validations:
required: true
- type: textarea
attributes:
label: Crash logs
description: These can be found in the logs folder where Funkin.exe is.
placeholder: Upload your logs here...
validations:
required: true
+10 -2
View File
@@ -3,13 +3,21 @@ description: Suggest a new feature.
labels: ["type: enhancement", "status: pending triage"]
title: "Enhancement: "
body:
- type: markdown
attributes:
value: "# PLEASE READ THE [CONTRIBUTING GUIDE](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md) BEFORE OPENING ISSUES!"
- type: checkboxes
attributes:
label: Issue Checklist
description: Be sure to complete these steps to increase the chances of your suggestion being considered!
options:
- label: I have properly named the enhancement
- label: I have checked the issues/discussions pages to see if the enhancement has been previously suggested
- label: I have read the [Contributing Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md)
- label: I have checked the Issues/Discussions pages to see if my enhancement has already been suggested
- label: I have properly titled my enhancement
- type: textarea
attributes:
label: What is your suggestion, and why should it be implemented?
validations:
required: true
+2 -2
View File
@@ -5,7 +5,7 @@ inputs:
haxe:
description: 'Version of haxe to install'
required: true
default: '4.3.4'
default: '4.3.6'
hxcpp-cache:
description: 'Whether to use a shared hxcpp compile cache'
required: true
@@ -30,7 +30,7 @@ runs:
echo "TIMER_HAXE=$(date +%s)" >> "$GITHUB_ENV"
- name: Install Haxe
uses: funkincrew/ci-haxe@v3.1.0
uses: funkincrew/ci-haxe@v3.2.6
with:
haxe-version: ${{ inputs.haxe }}
+6 -6
View File
@@ -1,12 +1,12 @@
# Add 'small' to any changes below 10 lines
small:
# Add 'size: small' to any changes below 10 lines
'size: small':
max: 9
# Add 'medium' to any changes between 10 and 100 lines
medium:
# Add 'size: medium' to any changes between 10 and 100 lines
'size: medium':
min: 10
max: 99
# Add 'large' to any changes for more than 100 lines
large:
# Add 'size: large' to any changes of at least 100 lines
'size: large':
min: 100
+157
View File
@@ -0,0 +1,157 @@
# Configuration for Label Actions - https://github.com/dessant/label-actions
# Automatically close issues and pull requests when the `status: duplicate` label is applied
'status: duplicate':
issues:
# Post a comment
comment: >
This issue is a duplicate. Please direct all discussion to the original issue.
# Close the issue
close: false
# Set a close reason
# close-reason: 'not planned'
# Remove other status labels
unlabel:
- 'status: accepted'
- 'status: bug reproduced'
- 'status: cannot reproduce'
- 'status: needs clarification'
- 'status: needs r&d'
- 'status: needs revision'
- 'status: pending pull request'
- 'status: pending triage'
- 'status: planned'
- 'status: rejected'
- 'status: resolved'
- 'status: resolved internally'
- 'status: reviewing internally'
- 'status: stale'
prs:
# Post a comment
comment: >
This pull request is a duplicate. Please direct all discussion to the original pull request.
# Close the pull request
close: false
# Remove other status labels
unlabel:
- 'status: accepted'
- 'status: bug reproduced'
- 'status: cannot reproduce'
- 'status: needs clarification'
- 'status: needs r&d'
- 'status: needs revision'
- 'status: pending pull request'
- 'status: pending triage'
- 'status: planned'
- 'status: rejected'
- 'status: resolved'
- 'status: resolved internally'
- 'status: reviewing internally'
- 'status: stale'
'status: stale':
issues:
# Close the issue
close: true
# Set a close reason
close-reason: 'not planned'
# Remove other status labels
unlabel:
- 'status: accepted'
- 'status: bug reproduced'
- 'status: cannot reproduce'
- 'status: duplicate'
- 'status: needs clarification'
- 'status: needs r&d'
- 'status: needs revision'
- 'status: pending pull request'
- 'status: pending triage'
- 'status: planned'
- 'status: rejected'
- 'status: resolved'
- 'status: resolved internally'
- 'status: reviewing internally'
prs:
# Close the pull request
close: true
# Remove other status labels
unlabel:
- 'status: accepted'
- 'status: bug reproduced'
- 'status: cannot reproduce'
- 'status: duplicate'
- 'status: needs clarification'
- 'status: needs r&d'
- 'status: needs revision'
- 'status: pending pull request'
- 'status: pending triage'
- 'status: planned'
- 'status: rejected'
- 'status: resolved'
- 'status: resolved internally'
- 'status: reviewing internally'
'status: rejected':
issues:
# Close the issue
close: true
# Set a close reason
close-reason: 'not planned'
# Remove other status labels
unlabel:
- 'status: accepted'
- 'status: bug reproduced'
- 'status: cannot reproduce'
- 'status: duplicate'
- 'status: needs clarification'
- 'status: needs r&d'
- 'status: needs revision'
- 'status: pending pull request'
- 'status: pending triage'
- 'status: planned'
- 'status: resolved'
- 'status: resolved internally'
- 'status: reviewing internally'
- 'status: stale'
prs:
# Close the pull request
close: true
# Remove other status labels
unlabel:
- 'status: accepted'
- 'status: bug reproduced'
- 'status: cannot reproduce'
- 'status: duplicate'
- 'status: needs clarification'
- 'status: needs r&d'
- 'status: needs revision'
- 'status: pending pull request'
- 'status: pending triage'
- 'status: planned'
- 'status: resolved'
- 'status: resolved internally'
- 'status: reviewing internally'
- 'status: stale'
'status: resolved':
issues:
# Close the issue
close: true
# Set a close reason
close-reason: 'completed'
# Remove other status labels
unlabel:
- 'status: accepted'
- 'status: bug reproduced'
- 'status: cannot reproduce'
- 'status: duplicate'
- 'status: needs clarification'
- 'status: needs r&d'
- 'status: needs revision'
- 'status: pending pull request'
- 'status: pending triage'
- 'status: planned'
- 'status: rejected'
- 'status: resolved internally'
- 'status: reviewing internally'
- 'status: stale'
+11 -4
View File
@@ -1,11 +1,18 @@
# Add Documentation tag to PR's changing markdown files, or anyhting in the docs folder
Documentation:
# Add Documentation tag to PR's changing markdown files, or anything in the docs folder
'pr: documentation':
- changed-files:
- any-glob-to-any-file:
- docs/*
- '**/*.md'
# Adds Haxe tag to PR's changing haxe code files
Haxe:
# Add Haxe tag to PR's changing haxe code files
'pr: haxe':
- changed-files:
- any-glob-to-any-file: '**/*.hx'
# Add GitHub tag to PR's changing yml files, or anything in the .github folder
'pr: github':
- changed-files:
- any-glob-to-any-file:
- github/*
- '**/*.yml'
+1 -1
View File
@@ -1,4 +1,4 @@
<!-- Please check for duplicates or similar PRs before submitting this PR. -->
<!-- Please read the Contributing Guide (https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md) before submitting this PR. -->
## Does this PR close any issues? If so, link them below.
## Briefly describe the issue(s) fixed.
-53
View File
@@ -1,53 +0,0 @@
name: Create and publish Docker image
on:
workflow_dispatch:
push:
paths:
- '**/Dockerfile'
- '.github/workflows/build-docker-image.yml'
jobs:
build-and-push-image:
runs-on: build-set
permissions:
contents: read
packages: write
steps:
- name: Get checkout token
uses: actions/create-github-app-token@v1
id: app_token
with:
app-id: ${{ vars.APP_ID }}
private-key: ${{ secrets.APP_PEM }}
owner: ${{ github.repository_owner }}
- name: Checkout repo
uses: funkincrew/ci-checkout@v6
with:
submodules: false
token: ${{ steps.app_token.outputs.token }}
- name: Log into GitHub Container Registry
uses: docker/login-action@v3.1.0
with:
registry: ghcr.io
username: ${{ github.actor }}
password: ${{ secrets.GITHUB_TOKEN }}
- name: Build and push Docker image
uses: docker/build-push-action@v5.3.0
with:
context: ./build
push: true
tags: |
ghcr.io/funkincrew/build-dependencies:latest
ghcr.io/funkincrew/build-dependencies:${{ github.sha }}
labels: |
org.opencontainers.image.description=precooked haxe build-dependencies
org.opencontainers.image.revision=${{ github.sha }}
org.opencontainers.image.source=https://github.com/${{ github.repository }}
org.opencontainers.image.title=${{ github.repository_owner }}/build-dependencies
org.opencontainers.image.url=https://github.com/${{ github.repository }}
org.opencontainers.image.version=${{ github.sha }}
+222 -108
View File
@@ -2,134 +2,248 @@ name: Build and Upload nightly game builds
on:
workflow_dispatch:
inputs:
build-defines:
type: string
description: Build defines to use
default: '-DGITHUB_BUILD'
save-artifact:
type: boolean
description: Save the build artifact to Github Actions (sends to itch otherwise)
default: false
push:
paths-ignore:
- '**/Dockerfile'
- '.github/workflows/build-docker-image.yml'
jobs:
gather-changes:
runs-on: build-set
outputs:
trigger-build: ${{ steps.should-trigger.outputs.result }}
steps:
- name: Checkout repo
uses: funkincrew/ci-checkout@v6
with:
submodules: false
- uses: dorny/paths-filter@v3
id: filter
with:
base: ${{ github.ref }}
filters: |
docker:
- '.github/workflows/build-game.yml'
- '**/Dockerfile'
- uses: actions/github-script@v7
id: should-trigger
with:
result-encoding: string
script: |
const { payload } = context
const changes = ${{ steps.filter.outputs.changes }}
const manual = payload.commits
.some(c => c.message.toLowerCase().replace(/\W/g, " ").includes("docker rebuild"))
console.log({ payload, changes, manual, commits: payload.commits })
return payload.created
|| payload.forced
|| changes.includes("docker")
|| manual
gather-tags:
runs-on: build-set
outputs:
primary: ${{ steps.build-tags.outputs.primary }}
list: ${{ steps.build-tags.outputs.list }}
steps:
- name: Gather build tags
uses: actions/github-script@v7
id: build-tags
with:
script: |
const base = "ghcr.io/funkincrew/build-dependencies"
const default_branch = "rewrite/master"
const ref_path = context.ref.split("/").slice(2)
const ref = ref_path.join("/")
const ref_tag = ref_path.join("-")
const tags = [ref_tag, context.sha]
if (ref === default_branch) tags.push("latest")
console.log([
`ref: ${ref}`,
`default_branch: ${default_branch}`,
`tags: ${tags.join(", ")}`
].join('\n'))
const tag_list = tags
.map(tag => `${base}:${tag}`)
.join("\n")
core.setOutput("primary", ref_tag)
core.setOutput("list", tag_list)
docker-image:
needs: [gather-changes, gather-tags]
if: needs.gather-changes.outputs.trigger-build == 'true'
runs-on: build-set
permissions:
contents: read
packages: write
steps:
- name: Checkout repo
uses: funkincrew/ci-checkout@v6
with:
submodules: false
- name: Log into GitHub Container Registry
uses: docker/login-action@v3
with:
registry: ghcr.io
username: ${{ github.actor }}
password: ${{ secrets.GITHUB_TOKEN }}
- name: Build and push Docker image
uses: docker/build-push-action@v6
with:
context: ./build
push: true
tags: ${{ needs.gather-tags.outputs.list }}
labels: |
org.opencontainers.image.description=precooked haxe build dependencies
org.opencontainers.image.revision=${{ github.sha }}
org.opencontainers.image.source=https://github.com/${{ github.repository }}
org.opencontainers.image.title=${{ github.repository_owner }}/build-dependencies
org.opencontainers.image.url=https://github.com/${{ github.repository }}
org.opencontainers.image.version=${{ github.sha }}
build-game-on-host:
strategy:
matrix:
include:
- target: windows
- target: macos
- target: windows
runs-on: windows-latest
- target: macos
runs-on: macos
runs-on:
- ${{ matrix.target }}
- ${{ matrix.runs-on }}
defaults:
run:
shell: bash
env:
BUILD_DEFINES: ${{ github.event.inputs.build-defines || '-DGITHUB_BUILD' }}
steps:
- name: Make git happy
run: |
git config --global --replace-all safe.directory $GITHUB_WORKSPACE
- name: Get checkout token
uses: actions/create-github-app-token@v1
id: app_token
with:
app-id: ${{ vars.APP_ID }}
private-key: ${{ secrets.APP_PEM }}
owner: ${{ github.repository_owner }}
- name: Checkout repo
uses: funkincrew/ci-checkout@v6
with:
submodules: 'recursive'
token: ${{ steps.app_token.outputs.token }}
persist-credentials: false
- name: Setup build environment
uses: ./.github/actions/setup-haxe
with:
gh-token: ${{ steps.app_token.outputs.token }}
- name: Setup HXCPP dev commit
run: |
cd .haxelib/hxcpp/git/tools/hxcpp
haxe compile.hxml
cd ../../../../..
- name: Build game
if: ${{ matrix.target == 'windows' }}
run: |
haxelib run lime build windows -v -release -DGITHUB_BUILD
timeout-minutes: 120
- name: Build game
if: ${{ matrix.target != 'windows' }}
run: |
haxelib run lime build ${{ matrix.target }} -v -release --times -DGITHUB_BUILD
timeout-minutes: 120
- name: Upload build artifacts
uses: ./.github/actions/upload-itch
with:
butler-key: ${{ secrets.BUTLER_API_KEY}}
target: ${{ matrix.target }}
- name: Make git happy
run: |
git config --global --replace-all safe.directory $GITHUB_WORKSPACE
- name: Get checkout token
uses: actions/create-github-app-token@v1
id: app_token
with:
app-id: ${{ vars.APP_ID }}
private-key: ${{ secrets.APP_PEM }}
owner: ${{ github.repository_owner }}
- name: Checkout repo
uses: funkincrew/ci-checkout@v6
with:
submodules: 'recursive'
token: ${{ steps.app_token.outputs.token }}
persist-credentials: false
- name: Setup build environment
uses: ./.github/actions/setup-haxe
with:
gh-token: ${{ steps.app_token.outputs.token }}
- name: Setup HXCPP dev commit
run: |
cd .haxelib/hxcpp/git/tools/hxcpp
haxe compile.hxml
cd ../../../../..
- name: Build game (windows)
if: ${{ matrix.target == 'windows' }}
run: |
haxelib run lime build windows -v -release $BUILD_DEFINES
timeout-minutes: 120
- name: Build game (unix)
if: ${{ matrix.target != 'windows' }}
run: |
haxelib run lime build ${{ matrix.target }} -v -release --times $BUILD_DEFINES
timeout-minutes: 120
- name: Save build artifact to Github Actions
if: ${{ github.event.inputs.save-artifact }}
uses: actions/upload-artifact@v4
with:
name: build-${{ matrix.target }}
path: export/release/${{matrix.target}}/bin/
- name: Upload build artifacts
uses: ./.github/actions/upload-itch
with:
butler-key: ${{ secrets.BUTLER_API_KEY}}
target: ${{ matrix.target }}
build-game-in-container:
needs: [gather-tags, docker-image]
if: ${{ ! cancelled() }}
runs-on: build-set
container: ghcr.io/funkincrew/build-dependencies:latest
container: ghcr.io/funkincrew/build-dependencies:${{ needs.gather-tags.outputs.primary }}
strategy:
matrix:
include:
- target: linux
- target: html5
- target: linux
- target: html5
defaults:
run:
shell: bash
env:
BUILD_DEFINES: ${{ github.event.inputs.build-defines || '-DGITHUB_BUILD' }}
steps:
- name: Get checkout token
uses: actions/create-github-app-token@v1
id: app_token
with:
app-id: ${{ vars.APP_ID }}
private-key: ${{ secrets.APP_PEM }}
owner: ${{ github.repository_owner }}
- name: Checkout repo
uses: funkincrew/ci-checkout@v6
with:
submodules: 'recursive'
token: ${{ steps.app_token.outputs.token }}
persist-credentials: false
- name: Config haxelib
run: |
haxelib --never newrepo
echo "HAXEPATH=$(haxelib config)" >> "$GITHUB_ENV"
- name: Restore cached dependencies
id: cache-hmm
uses: actions/cache@v4
with:
path: .haxelib
key: haxe-hmm-${{ runner.os }}-${{ hashFiles('**/hmm.json') }}
- if: ${{ steps.cache-hmm.outputs.cache-hit != 'true' }}
name: Install dependencies
run: |
git config --global 'url.https://x-access-token:${{ steps.app_token.outputs.token }}@github.com/.insteadOf' https://github.com/
git config --global advice.detachedHead false
haxelib --global run hmm install -q
cd .haxelib/hxcpp/git/tools/hxcpp && haxe compile.hxml
- if: ${{ matrix.target != 'html5' }}
name: Restore hxcpp cache
uses: actions/cache@v4
with:
path: /usr/share/hxcpp
key: haxe-hxcpp-${{ runner.os }}-${{ github.ref_name }}-${{ github.sha }}
restore-keys: haxe-hxcpp-${{ runner.os }}-${{ github.ref_name }}
- name: Build game
run: |
haxelib run lime build ${{ matrix.target }} -v -release --times -DGITHUB_BUILD
timeout-minutes: 120
- name: Upload build artifacts
uses: ./.github/actions/upload-itch
with:
butler-key: ${{ secrets.BUTLER_API_KEY}}
target: ${{ matrix.target }}
- name: Get checkout token
uses: actions/create-github-app-token@v1
id: app_token
with:
app-id: ${{ vars.APP_ID }}
private-key: ${{ secrets.APP_PEM }}
owner: ${{ github.repository_owner }}
- name: Checkout repo
uses: funkincrew/ci-checkout@v6
with:
submodules: 'recursive'
token: ${{ steps.app_token.outputs.token }}
persist-credentials: false
- name: Config haxelib
run: |
haxelib --never newrepo
echo "HAXEPATH=$(haxelib config)" >> "$GITHUB_ENV"
- name: Restore cached dependencies
id: cache-hmm
uses: actions/cache@v4
with:
path: .haxelib
key: haxe-hmm-${{ runner.os }}-${{ hashFiles('**/hmm.json') }}
- if: ${{ steps.cache-hmm.outputs.cache-hit != 'true' }}
name: Install dependencies
run: |
git config --global 'url.https://x-access-token:${{ steps.app_token.outputs.token }}@github.com/.insteadOf' https://github.com/
git config --global advice.detachedHead false
haxelib --global run hmm install -q
cd .haxelib/hxcpp/git/tools/hxcpp && haxe compile.hxml
- if: ${{ matrix.target != 'html5' }}
name: Restore hxcpp cache
uses: actions/cache@v4
with:
path: /usr/share/hxcpp
key: haxe-hxcpp-${{ runner.os }}-${{ github.ref_name }}-${{ github.sha }}
restore-keys: haxe-hxcpp-${{ runner.os }}-${{ github.ref_name }}
- name: Build game
run: |
haxelib run lime build ${{ matrix.target }} -v -release --times $BUILD_DEFINES
timeout-minutes: 120
- name: Save build artifact to Github Actions
if: ${{ github.event.inputs.save-artifact }}
uses: actions/upload-artifact@v4
with:
name: build-${{ matrix.target }}
path: export/release/${{matrix.target}}/bin/
- name: Upload build artifacts
uses: ./.github/actions/upload-itch
with:
butler-key: ${{ secrets.BUTLER_API_KEY}}
target: ${{ matrix.target }}
+29
View File
@@ -0,0 +1,29 @@
# Perform actions when labels are applied to issues, discussions, or pull requests
# See .github/label-actions.yml
name: 'Label Actions'
on:
issues:
types:
- labeled
- unlabeled
pull_request_target:
types:
- labeled
- unlabeled
discussion:
types:
- labeled
- unlabeled
permissions:
contents: read
issues: write
pull-requests: write
discussions: write
jobs:
action:
runs-on: ubuntu-latest
steps:
- uses: dessant/label-actions@v4
@@ -0,0 +1,19 @@
name: "Pull Request Labeler 2 (Runs on PR creation)"
on:
pull_request_target:
types:
- opened
jobs:
# Apply `status: pending triage` to newly created pull requests
apply-pending-triage:
permissions:
contents: read
pull-requests: write
runs-on: ubuntu-latest
steps:
- name: Apply "status pending triage" to new pull requests
uses: actions-ecosystem/action-add-labels@v1
with:
token: ${{ secrets.GITHUB_TOKEN }}
labels: "status: pending triage"
@@ -3,6 +3,7 @@ on:
- pull_request_target
jobs:
# Apply labels to pull requests based on which files were edited
labeler:
permissions:
contents: read
@@ -13,6 +14,7 @@ jobs:
uses: actions/labeler@v5
with:
sync-labels: true
# Apply labels to pull requests based on how many lines were edited
changed-lines-count-labeler:
permissions:
contents: read
+1
View File
@@ -8,6 +8,7 @@ RECOVER_*.fla
shitAudio/
.build_time
.swp
NewgroundsCredentials.hx
# Exclude JS stuff
node_modules/
+2 -2
View File
@@ -1,6 +1,6 @@
[submodule "assets"]
path = assets
url = https://github.com/FunkinCrew/Funkin-Assets-secret
url = https://github.com/FunkinCrew/Funkin-assets-secret
[submodule "art"]
path = art
url = https://github.com/FunkinCrew/Funkin-Art-secret
url = https://github.com/FunkinCrew/Funkin-art-secret
+1 -2
View File
@@ -6,7 +6,6 @@
"vshaxe.hxcpp-debugger", // CPP debugging
"openfl.lime-vscode-extension", // Lime integration
"esbenp.prettier-vscode", // JSON formatting
"redhat.vscode-xml", // XML formatting
"ryanluker.vscode-coverage-gutters" // Highlight code coverage
"redhat.vscode-xml" // XML formatting
]
}
+18 -41
View File
@@ -70,7 +70,7 @@
"files.eol": "\n",
"haxe.displayPort": "auto",
"haxe.enableCompilationServer": false,
"haxe.enableCompilationServer": true,
"haxe.enableServerView": true,
"haxe.displayServer": {
"arguments": ["-v"]
@@ -92,19 +92,9 @@
"lime.targetConfigurations": [
{
"label": "Windows / Debug",
"label": "Windows / Debug (Discord)",
"target": "windows",
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Linux / Debug",
"target": "linux",
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug",
"target": "hl",
"args": ["-debug"]
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS", "-DFEATURE_DISCORD_RPC"]
},
{
"label": "Windows / Debug (FlxAnimate Test)",
@@ -160,23 +150,13 @@
"target": "windows",
"args": ["-debug", "-DRESULTS"]
},
{
"label": "Windows / Debug (Straight to Chart Editor)",
"target": "windows",
"args": ["-debug", "-DCHARTING", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug (Straight to Chart Editor)",
"target": "hl",
"args": ["-debug", "-DCHARTING"]
},
{
"label": "Windows / Debug (Straight to Animation Editor)",
"target": "windows",
"args": ["-debug", "-DANIMDEBUG", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Windows / Debug (Debug hxCodec)",
"label": "Windows / Debug (Debug hxvlc)",
"target": "windows",
"args": ["-debug", "-DHXC_LIBVLC_LOGGING", "-DFEATURE_DEBUG_FUNCTIONS"]
},
@@ -200,11 +180,6 @@
"target": "windows",
"args": ["-debug", "-DWAVEFORM", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Windows / Release",
"target": "windows",
"args": ["-release"]
},
{
"label": "Windows / Release (GitHub Actions)",
"target": "windows",
@@ -215,29 +190,31 @@
"target": "hl",
"args": ["-debug", "-DWAVEFORM"]
},
{
"label": "HTML5 / Debug",
"target": "html5",
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HTML5 / Debug (Watch)",
"target": "html5",
"args": ["-debug", "-watch", "-DFEATURE_DEBUG_FUNCTIONS"]
},
}
],
"lime.buildTypes": [
{
"label": "macOS / Debug",
"target": "mac",
"label": "Debug",
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "macOS / Release",
"target": "mac",
"label": "Debug (Tracy)",
"args": ["-debug", "-DFEATURE_DEBUG_TRACY", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Debug (Straight to Chart Editor)",
"args": ["-debug", "-DCHARTING", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Release",
"args": ["-release"]
},
{
"label": "macOS / Release (GitHub Actions)",
"target": "mac",
"label": "Release (GitHub Actions)",
"args": ["-release", "-DGITHUB_BUILD"]
}
],
+573 -148
View File
@@ -4,128 +4,411 @@ 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).
## [0.5.0] - 2024-09-12
## [0.6.2] - 2024-03-31
### Added
- Added a new Character Select screen to switch between playable characters in Freeplay
- 0.6 credits list updated
### Fixed
- Additional shader fix for Stress Pico crashing at the end (was the same issue as Senpai Pico shader error, just in a different shaderfile)
## [0.6.1] - 2024-03-31
### Fixed
- Hopefully Senpai Pico/Erect mix shader isn't brokey
- NG API encryption key was added proper, so medals + leaderboards posting should work
## [0.6.0] - 2024-03-31
The Pit Stop 2 update!
### Added
- Added six (!) new playable songs! Check them out in the Freeplay menu for their respective characters.
- Cocoa (Pico Mix)
- Senpai (Pico Mix)
- Roses (Pico Mix)
- Stress (Pico Mix)
- Darnell Erect
- Lit Up (BF Mix)
- Senpai (Pico Mix) and Roses (Pico Mix) take place on a new Erect variant of the Week 6 stage!
- This stage is now used by Senpai Erect, Roses Erect, and Thorns Erect.
- Stress (Pico Mix) takes place on a new Erect variant of the Week 7 stage!
- This stage is now used by Ugh Erect, Ugh (Pico Mix), and Guns (Pico Mix).
- Newly revamped Newgrounds integration! You can now earn Medals and submit scores to the Leaderboards while logged in on Newgrounds!
- Existing medals have been re-enabled, and new medals have been added! Think you're a Rap God?
- This feature is also available on desktop, check the options menu to find the prompt to login.
- There is no feature to view unlocked medals in-game yet, but the feature is planned.
- Reworked the sticker system to allow different sets of stickers to be used for different characters and songs.
- Added new stickers which appear when exiting Pico songs!
- The new sticker system isn't fully available to mods yet, but we're working on it!
- New option in the Preferences menu: Strumline Backgrounds!
- Options in the Preferences menu now display an on-screen description when selected.
- Added a little easter egg to Pico's Good Results Screen animation.
- The HOME and END keys now jump to the top and bottom of the Freeplay song list, respectively. ([bb974c2](https://github.com/FunkinCrew/Funkin/commit/bb974c264270d10ff503784063e5d77bb352b3f7)) - by @AbnormalPoof in [#4103](https://github.com/FunkinCrew/Funkin/pull/4103)
- 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 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 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)
- Added script events for losing/gaining focus. ([4b127b6](https://github.com/FunkinCrew/Funkin/commit/4b127b64130f6f753d0574ec66a1672322e4bd13)) - by @AbnormalPoof in [#3721](https://github.com/FunkinCrew/Funkin/pull/3721)
- Added 10 new functions to `ReflectUtil`.([6216655](https://github.com/FunkinCrew/Funkin/commit/62166554e7a176245d1a63bd15122033044c4e40)) - by @AbnormalPoof in [#3622](https://github.com/FunkinCrew/Funkin/pull/3622), [#3809](https://github.com/FunkinCrew/Funkin/pull/3809), and [#4019](https://github.com/FunkinCrew/Funkin/pull/4019)
- Added `DEBUG_BUILD` value to `Constants` to indicate whether a build has debug functions enabled. ([ad45b72](https://github.com/FunkinCrew/Funkin/commit/ad45b72b1ae8eb73a12dc51bcb59f66cc55e7bbd)) - by @AbnormalPoof in [#3853](https://github.com/FunkinCrew/Funkin/pull/3853)
### Changed
- Switched from hxCodec to hxvlc for video playback. This may break a mod or two.
- Check the [Funkin Modding Docs](https://funkincrew.github.io/funkin-modding-docs/09-migration/09-02-0.5.0-to-0.6.0.html) for more info on how to update your mods.
- Polymod should now ignore `.git` files when loading mods.
- Lots of improvements to 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)
- 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)
- Renamed “Auto Pause” preference to “Pause on Unfocus” for clarity. ([49a21c1](https://github.com/FunkinCrew/Funkin/commit/49a21c198236fbecbe5902bb106f78939cc6442a)) - by @JackXson-Real in [#4346](https://github.com/FunkinCrew/Funkin/pull/4346)
- Made scrolling smoother in the Chart Editor. ([20d9016](https://github.com/FunkinCrew/Funkin/commit/20d90169845f1e50f849e39f4c5f818359756c78)) - by @ninjamuffin99 in [#3768](https://github.com/FunkinCrew/Funkin/pull/3768)
- The Chart Editor now clears the undo/redo history after loading a new song. ([c7bdc1a](https://github.com/FunkinCrew/Funkin/commit/c7bdc1abe265678468920ca3cc3d7eface5d6925)) - by @Lasercar in [#4308](https://github.com/FunkinCrew/Funkin/pull/4308)
- Mods with missing dependencies are now skipped instead of preventing all mods from loading. ([1c2fb43](https://github.com/FunkinCrew/Funkin/commit/1c2fb43ae16cf40be5ef94c40b047e8e772b1211)) - by @AbnormalPoof in [#3993](https://github.com/FunkinCrew/Funkin/pull/3993)
- Slightly improved flexibility for modding note hit animations. ([3aad825](https://github.com/FunkinCrew/Funkin/commit/3aad825f865c4ed87016983d44121e2c1610d332)) - by @TechnikTil in [#3936](https://github.com/FunkinCrew/Funkin/pull/3936)
- Introduced several QoL modding changes. ([785c4be](https://github.com/FunkinCrew/Funkin/commit/785c4be88b52dc1b5899013822fc004ba7d9894d)) - by @Kade-github in [#4009](https://github.com/FunkinCrew/Funkin/pull/4009)
- Lots of smaller bug fixes.
## New Contributors for 0.6.0
* @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)
* @Lasercar made their first contribution in [#4100](https://github.com/FunkinCrew/Funkin/pull/4065)
* @MidyGamy made their first contribution in [#4068](https://github.com/FunkinCrew/Funkin/pull/4068)
* @MrScottyPieey made their first contribution in [#4085](https://github.com/FunkinCrew/Funkin/pull/4085)
* @JackXson-Real made their first contribution in [#4346](https://github.com/FunkinCrew/Funkin/pull/4346)
# Fixed
- Fixed a bug where the song would restart from the beginning instead of moving to the Results screen. ([3667c51](https://github.com/FunkinCrew/Funkin/commit/3667c51c1efe14cfe7c810e2f35991f08f50781a)) - by @KoloInDaCrib in [#4309](https://github.com/FunkinCrew/Funkin/pull/4309) and @Lasercar in [#4330](https://github.com/FunkinCrew/Funkin/pull/4330)
- 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 mouse cursor is no longer visible outside of debug editors. ([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)
- 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 millions place digit of the Freeplay score now updates properly. ([3719ca6](https://github.com/FunkinCrew/Funkin/commit/3719ca6ce7a170c3c890cdb2aeea3e4534b91736)) - by @Lasercar in [#4065](https://github.com/FunkinCrew/Funkin/pull/4065)
- 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)
- 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)
- 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.
## [0.5.3] - 2024-10-18
This patch resolves a critical issue that could cause user's save data to become corrupted. It is recommended that users switch to this version immediately and avoid using version 0.5.2.
### Fixed
- Fixed a critical issue in which the Stage Editor theme value could not be parsed by older versions of the game, resulting in all save data being destroyed.
- Added a check that prevents save data from being loaded if it is corrupted rather than overwriting it.
- Converted `optionsStageEditor.theme`, `optionsChartEditor.theme`, and `optionsChartEditor.chartEditorLiveInputStyle` in the save data from an Enum to a String to fix save data compatibility issues.
- In the future, Enum values should not be used in order to prevent incompatibilities caused by introducing new types to the save data that older versions cannot parse.
## [0.5.2] - 2024-10-11
### Added
- Added InverseDotsShader that emulates flash selections. ([097dbf5](https://github.com/FunkinCrew/Funkin/commit/097dbf5bb4346d431d8ca9f0ec4bc5b5e6f4523f)) - by @ninjamuffin99
- Added a new reworked Stage Editor. ([27a0b44](https://github.com/FunkinCrew/Funkin/pull/3482/commits/27a0b4426f86f04362f97e16e2eff580c9402f34)) - by @KoloInDaCrib in [#3482](https://github.com/FunkinCrew/Funkin/pull/3482)
- Added the `color` attribute to stage prop JSON data to allow them to be tinted without code. ([27a0b44](https://github.com/FunkinCrew/Funkin/pull/3482/commits/27a0b4426f86f04362f97e16e2eff580c9402f34)) - by @KoloInDaCrib in [#3482](https://github.com/FunkinCrew/Funkin/pull/3482)
- Added the `angle` attribute to stage prop JSON data to allow them to be rotated without code. ([27a0b44](https://github.com/FunkinCrew/Funkin/pull/3482/commits/27a0b4426f86f04362f97e16e2eff580c9402f34)) - by @KoloInDaCrib in [#3482](https://github.com/FunkinCrew/Funkin/pull/3482)
- Added the `blend` attribute to the stage prop JSON data to allow blend modes to be applied without code. ([27a0b44](https://github.com/FunkinCrew/Funkin/pull/3482/commits/27a0b4426f86f04362f97e16e2eff580c9402f34)) - by @KoloInDaCrib in [#3482](https://github.com/FunkinCrew/Funkin/pull/3482)
### Fixed
- Input offsets no longer cause songs to stutter or skip. ([410cfe9](https://github.com/FunkinCrew/Funkin/commit/410cfe972d6df9de4d4d128375cf8380c4f06d92)) - by @KoloInDaCrib in [#3546](https://github.com/FunkinCrew/Funkin/pull/3546)
- Exiting the Input Offset menu no longer crashes the game. ([39b1a42](https://github.com/FunkinCrew/Funkin/commit/39b1a42cfeafe2b7be8b66e2fe529e853d9ae197)) - by @lemz1 in [#3493](https://github.com/FunkinCrew/Funkin/pull/3493)
- Pico's songs now display properly in the Freeplay Menu. ([1d2bd61](https://github.com/FunkinCrew/Funkin/commit/1d2bd61119e5f418df7f11d7ef2a0fdedee17d3d)) - by @ninjamuffin99 in [#3506](https://github.com/FunkinCrew/Funkin/pull/3506)
- Fixed issues with variation/difficulty loading for Freeplay Menu which caused some songs to disappear. ([c0314c8](https://github.com/FunkinCrew/Funkin/commit/c0314c85ecd5116641aff3de8e9153f7fe48e79c)) - by @ninjamuffin99 in [#3506](https://github.com/FunkinCrew/Funkin/pull/3506)
- `Song.getFirstValidVariation()` now properly takes into account multiple variation/difficulty inputs. ([d2e2987](https://github.com/FunkinCrew/Funkin/commit/d2e29879fe2acc6febfe0f335f655b741d630c34)) - by @ninjamuffin99 in [#3506](https://github.com/FunkinCrew/Funkin/pull/3506)
- Song previews no longer restart when changing difficulties within the same variation. ([903b3fc](https://github.com/FunkinCrew/Funkin/commit/903b3fc59905a70802618a1cd67407722ea956ed)) - by @KoloInDaCrib in [#3587](https://github.com/FunkinCrew/Funkin/pull/3587)
- Main menu music no longer cuts out when switching states. ([711e0a6](https://github.com/FunkinCrew/Funkin/commit/711e0a6b7547eb04113e9318dab900f01ad576a5)) - by @EliteMasterEric in [#3530](https://github.com/FunkinCrew/Funkin/pull/3530)
- Centered preloader 'fnf' and 'dsp' text so they don't clip anymore. ([165ad60](https://github.com/FunkinCrew/Funkin/commit/165ad6015539a295e9eefdaef291c312e9566b26)) - by @Burgerballs in [#3567](https://github.com/FunkinCrew/Funkin/pull/3567)
- FPS setting in options menu no longer flickers when selected. ([b2647fe](https://github.com/FunkinCrew/Funkin/commit/b2647fe09f5281ce7074b26d47bc1524764168ee)) - by @lemz1 in [#3629](https://github.com/FunkinCrew/Funkin/pull/3629)
- Volume sound tray is now anti-aliased/smoothed. ([e66290c](https://github.com/FunkinCrew/Funkin/commit/e66290c55f7141402223644f06ec8a69edeee089)) - by @Kn1ghtNight in [#2853](https://github.com/FunkinCrew/Funkin/pull/2853)
- Fixed looping animations for modded StrumlineNote sprites. ([bc546e8](https://github.com/FunkinCrew/Funkin/commit/bc546e86aa77ffc795b3f079de5f590289a9c583)) - by @DaWaterMalone in [#3577](https://github.com/FunkinCrew/Funkin/pull/3577)
- Stopped allowing inputs after selecting a character in Character Select. ([dbf66ac](https://github.com/FunkinCrew/Funkin/commit/dbf66ac250137262866d75f7c1387645b35d88d0)) - by @ACrazyTown in [#3398](https://github.com/FunkinCrew/Funkin/pull/3398)
- The player and girlfriend no longer disappear or overlap themselves in Character Select. ([9324359](https://github.com/FunkinCrew/Funkin/commit/9324359d2fce6a7097077d169a0efcd80e6fefa1)) - by @gamerbross in [#3457](https://github.com/FunkinCrew/Funkin/pull/3457)
- The player no longer enters twice after entering Character Select or when spamming buttons. ([30a9887](https://github.com/FunkinCrew/Funkin/commit/30a98871367b494c85934cd3fcfa91eeb774a7d5)) - by @gamerbross in [#3457](https://github.com/FunkinCrew/Funkin/pull/3457)
- The wrong girlfriend no longer appears in Character Select. ([9324359](https://github.com/FunkinCrew/Funkin/commit/9324359d2fce6a7097077d169a0efcd80e6fefa1)) - by @gamerbross in [#3457](https://github.com/FunkinCrew/Funkin/pull/3457)
- Cursor now updates properly when moving and selecting in Character Select. ([9324359](https://github.com/FunkinCrew/Funkin/commit/9324359d2fce6a7097077d169a0efcd80e6fefa1)) - by @gamerbross in [#3457](https://github.com/FunkinCrew/Funkin/pull/3457)
- Cursor now moves properly at lower framerates in Character Select. ([ab5bda3](https://github.com/FunkinCrew/Funkin/commit/ab5bda3ee573a6e03595ec6941e6de38df851889)) - by @ninjamuffin99 in [#3507](https://github.com/FunkinCrew/Funkin/pull/3507)
- Exiting the Chart Editor no longer crashes the game. ([f52472a](https://github.com/FunkinCrew/Funkin/commit/f52472a4767388b22cfbab0f5f7860f6e6762856)) - by @EliteMasterEric and @ianharrigan in [#3519](https://github.com/FunkinCrew/Funkin/pull/3519)
- The millisecond counter in the Chart Editor playbar is now properly formatted. ([f1b6e6c](https://github.com/FunkinCrew/Funkin/commit/f1b6e6c4e42455e0c2900d738ebc24893f2479a0)) - by @afreetoplaynoob in [#3537](https://github.com/FunkinCrew/Funkin/pull/3537)
- Pressing F1 multiple times no longer creates more than one help window in the Chart Editor. ([777978f](https://github.com/FunkinCrew/Funkin/commit/777978f5a544e1b7c89b47dcc365f734eb6d0df1)) - by @amyspark-ng in [#3552](https://github.com/FunkinCrew/Funkin/pull/3552)
- The dialog box now shows up in the Animation Editor. ([1fde59f](https://github.com/FunkinCrew/Funkin/commit/1fde59f999eac94eb10fc22094885de2f5310705)) - by @EliteMasterEric in [#3530](https://github.com/FunkinCrew/Funkin/pull/3530)
- (debug) No more fullscreening when typing "F" in the flixel debugger console. ([29b6763](https://github.com/FunkinCrew/Funkin/commit/29b6763290df05d42039806f3d142740568c80f0)) - by @ninjamuffin99
- Added additional classes to Polymod blacklist for security. ([b0b73c8](https://github.com/FunkinCrew/Funkin/commit/b0b73c83994f33118c6a69550da9ec8ec1c07adc)) - by @EliteMasterEric in [#3558](https://github.com/FunkinCrew/Funkin/pull/3558)
## New Contributors for 0.5.2
* @Kn1ghtNight made their first contribution in [#2853](https://github.com/FunkinCrew/Funkin/pull/2853)
* @Cartridge-Man made their first contribution in [#3082](https://github.com/FunkinCrew/Funkin/pull/3082)
* @afreetoplaynoob made their first contribution in [#3537](https://github.com/FunkinCrew/Funkin/pull/3537)
* @amyspark-ng made their first contribution in [#3552](https://github.com/FunkinCrew/Funkin/pull/3552)
* @DaWaterMalone made their first contribution in [#3577](https://github.com/FunkinCrew/Funkin/pull/3577)
## [0.5.1] - 2024-09-30
### Added
- Readded the Merch button to the main menu.
- Click it to check out our Makeship campaign!
- Added Discord Rich Presence support. People can now see what song you are playing from Discord!
- We'll get mod support working for this eventually.
- Added an FPS limit option to the Preferences menu.
- You can now change how high the game tries to push your frame rate, from as little as 30 to as high as 300.
- Added support for the Tracy instrumentation-based profiling tool in development environments. Enable it with the `-DFEATURE_DEBUG_TRACY` compilation flag.
- For the people who aren't nerds, this is a tool for tracking down performance issues!
- Playable Character data now defines an asset location for an Animate Atlas to display Girlfriend.
- This includes the option to display a visualizer, if configured correctly.
- Separated the Perfect and Perfect (Gold) animations in the Playable Character data.
- Base game just uses the same animation for both, but modders can split the animations up on their custom characters now.
- Added a bunch of Flash project files from the Weekend 1 and Playable Pico updates to the `funkin.art` repository.
- Added the `flipX` and `flipY` parameters to props in the Stage data. ([community feature by AbnormalPoof](https://github.com/FunkinCrew/Funkin/pull/3474))
### Changed
- Pico is no longer unlocked for all players automatically.
- You need to beat Weekend 1 in Story Mode in order to unlock him in Character Select.
- The game's mod API version check is now more dynamic.
- The update accepts mods with API version `0.5.0` as well as `0.5.1`.
- Removed some of the more spammy `trace()` calls to improve debugging a bit.
- The game now complains if you create a song variation with symbols in its name.
- Switched the force crash keybind from Ctrl-Shift-L to Ctrl-Alt-Shift-L.
- Added some additional functions to `funkin.Assets` after `openfl.utils.Assets` had to get blacklisted from scripts.
### Fixed
- Pico is no longer locked every time the game starts, so you no longer have to watch the unlock animation each game boot.
- The animation should now play only once per save file.
- The clear % now displays in Freeplay after switching characters.
- Character remixes no longer display the base song's highscore in Freeplay.
- Freeplay no longer displays the wrong text on capsules.
- Freeplay now displays custom songs when switching characters.
- Duplicate difficulties from custom variations now display properly in Freeplay.
- DadBattle (Pico Mix) now has charts for Normal and Easy difficulties.
- DadBattle (Pico Mix) is now properly credited to `TeraVex (ft. Saruky)`.
- Spookeez (Pico Mix) is now properly credited to `Six Impala (ft. Saster)`.
- The audio track now unmutes if you miss a note just before Pico burps.
- Pico now plays out his full burp animation in South (Pico Mix).
- Removed a tap note stacked on top of a hold note in Cocoa Erect (Erect difficulty).
- Pico Erect can no longer be played with different instrumentals.
- The curtains in Week 1 no longer display in front of larger characters.
- Boyfriend now plays his death animation properly on the Week 2 Remix stage.
- The game no longer stutters when playing on the Week 5 Remix stage.
- The "Shit!" judgement no longer displays with anti-aliasing in Week 6.
- Spirit's trail in Week 6 now displays correctly.
- Pico now plays his shooting animations in Stress.
- Characters with high offsets no longer shift over after the player dies or restarts.
- Custom note styles no longer sometimes use default values rather than the fallback note style.
- Custom note styles no longer randomly fail to fetch information about their fallback note style.
- Screenshots and Chart Editor binds no longer display in the controls menu on Web builds (where they are disabled).
- Stage Editor bind no longer displays in the controls menu even when the feature is disabled.
- Freeplay Character Select keybind no longer displays strangely in the controls menu.
- Audio tracks no longer get destroyed if they are flagged as persistent.
- Video cutscenes now scale their volume properly.
- Results screen audio no longer continues into Freeplay or gameplay.
- The Results screen now plays the percentage tick sound when the value changes instead of spamming the sound.
- The save data version number is now written to the save data properly.
- The example mod can now be loaded.
- Pressing F5 to force reload a song no longer occasionally causes the game to crash.
- Animations on Animate Atlas characters no longer throw a bunch of warnings in the console.
- Entering Blazin' no longer displays a script error.
- The Input Offsets menu no longer crashes when entering it before playing a song on web builds.
- Setting the input offset or visual offset to high values no longer causes the song to skip.
- Classic FocusCamera song events no longer cause the camera to snap in place. ([community fix by nebulazorua](https://github.com/FunkinCrew/Funkin/pull/2331))
- Pixel hold note trails in Week 6 are now scaled/positioned correctly. ([community fix by dombomb64](https://github.com/FunkinCrew/Funkin/pull/3351))
- Achieving the same rank on a song with a lower clear % no longer overwrites your clear %. ([community fix by lemz1](https://github.com/FunkinCrew/Funkin/pull/3019))
- The FPS counter no longer displays if Debug Display is turned off. ([community fix by Lethrial](https://github.com/FunkinCrew/Funkin/pull/3356))
- The Chart Editor can now be interacted with properly. ([community fix by Kade-github](https://github.com/FunkinCrew/Funkin/pull/3337))
- Selecting the area to the left of the Chart Editor no longer selects some of the player's notes. ([community fix by NotHyper-474](https://github.com/FunkinCrew/Funkin/pull/3093))
- Pixel icons now display correctly in the Chart Editor. ([community fix by TechnikTil](https://github.com/FunkinCrew/Funkin/pull/3339))
- Audio offsets now interact with the Chart Editor properly. ([community fix by Kade-github](https://github.com/FunkinCrew/Funkin/pull/3384))
- Players can no longer crash the game by interacting with Character Select during the unlock sequence. ([community fix by ActualMandM](https://github.com/FunkinCrew/Funkin/pull/3355))
- `Stage.addCharacter` now properly assigns the `characterType`. ([community fix by Kade-github](https://github.com/FunkinCrew/Funkin/pull/3357))
- Fetching Modules during the `onDestroy` event no longer fails at random. ([community fix by cyn0x8](https://github.com/FunkinCrew/Funkin/pull/3131))
- `onSubStateOpenEnd` and `onSubStateCloseEnd` script events are now called consistently. ([community fix by lemz1](https://github.com/FunkinCrew/Funkin/pull/3138))
## New Contributors for 0.5.1
* @dombomb64 made their first contribution in [#3351](https://github.com/FunkinCrew/Funkin/pull/3351)
* @Lethrial made their first contribution in [#3356](https://github.com/FunkinCrew/Funkin/pull/3356)
* @KoloInDaCrib made their first contribution in [#3371](https://github.com/FunkinCrew/Funkin/pull/3371)
## [0.5.0] - 2024-09-12
The Playable Pico Update!
### Added
- Added a new Character Select screen to switch between playable characters in Freeplay.
- Modding isn't 100% there but we're working on it!
- Added Pico as a playable character! Unlock him by completing Weekend 1 (if you haven't already done that)
- The songs from Weekend 1 have moved; you must now switch to Pico in Freeplay to access them
- Added 10 new Pico remixes! Access them by selecting Pico from in the Character Select screen
- Added Pico as a playable character! Unlock him by completing Weekend 1 (if you haven't already done that).
- The songs from Weekend 1 have moved; you must now switch to Pico via Character Select screen in Freeplay to access them.
- Added 11 new Pico remixes! Access them by selecting Pico in the Character Select screen.
- Bopeebo (Pico Mix)
- Fresh (Pico Mix)
- DadBattle (Pico Mix)
- Spookeez (Pico Mix)
- South (Pico Mix)
- Pico (Pico Mix)
- Philly Nice (Pico Mix)
- Blammed (Pico Mix)
- Blammed (Pico Mix)
- Eggnog (Pico Mix)
- Ugh (Pico Mix)
- Guns (Pico Mix)
- Added 1 new Boyfriend remix! Access it by selecting Pico from in the Character Select screen
- Added 1 new Boyfriend remix! Access it by completing Weekend 1 as Pico and then selecting Boyfriend in the Character Select screen.
- Darnell (BF Mix)
- Added 2 new Erect remixes! Access them by switching difficulty on the song
- Added 2 new Erect remixes! Access them by switching difficulties on the songs.
- Cocoa Erect
- Ugh Erect
- Implemented support for a new Instrumental Selector in Freeplay
- Beating a Pico remix lets you use that instrumental when playing as Boyfriend
- Added the first batch of Erect Stages! These graphical overhauls of the original stages will be used when playing Erect remixes and Pico remixes
- Implemented support for a new Instrumental Selector in Freeplay.
- Beating a Pico remix lets you use that instrumental when playing as Boyfriend.
- Added the first batch of Erect Stages! These graphical overhauls of the original stages will be used when playing Erect remixes and Pico remixes:
- Week 1 Erect Stage
- Week 2 Erect Stage
- Week 3 Erect Stage
- Week 4 Erect Stage
- Week 5 Erect Stage
- Weekend 1 Erect Stage
- Implemented alternate animations and music for Pico in the results screen.
- Implemented alternate animations and music for Pico in the Results screen.
- These display on Pico remixes, as well as when playing Weekend 1.
- Implemented support for scripted Note Kinds. You can use HScript define a different note style to display for these notes as well as custom behavior. (community feature by lemz1)
- Implemented support for Numeric and Selector options in the Options menu. (community feature by FlooferLand)
- Implemented support for Numeric and Selector options in the Options menu. ([community feature by FlooferLand](https://github.com/FunkinCrew/Funkin/pull/2942))
- Implemented new animations for Tankman and Pico.
## Changed
- Girlfriend and Nene now perform previously unused animations when you achieve a large combo, or drop a large combo.
- The pixel character icons in the Freeplay menu now display an animation!
- Altered how Week 6 displays sprites to make things look more retro.
- Character offsets are now independent of the character's scale.
- This should resolve issues with offsets when porting characters from older mods.
- Pixel character offsets have been modified to compensate.
- Note style data can now specify custom combo count graphics, judgement graphics, countdown graphics, and countdown audio. (community feature by anysad)
- These were previously using hardcoded values based on whether the stage was `school` or `schoolEvil`.
- The `danceEvery` property of characters and stage props can now use values with a precision of `0.25`, to play their idle animation up to four times per beat.
- Reworked the JSON merging system in Polymod; you can now include JSONPatch files under `_merge` in your mod folder to add, modify, or remove values in a JSON without replacing it entirely!
- Cutscenes now automatically pause when tabbing out (community fix by AbnormalPoof)
- Characters will now respect the `danceEvery` property (community fix by gamerbross)
- The F5 function now reloads the current song's chart data from disc (community feature by gamerbross)
- Refactored the compilation guide and added common troubleshooting steps (community fix by Hundrec)
- Made several layout improvements and fixes to the Animation Offsets editor in the Debug menu (community fix by gamerbross)
- Fixed a bug where the Back sound would be not played when leaving the Story menu and Options menu (community fix by AppleHair)
- Animation offsets no longer directly modify the `x` and `y` position of props, which makes props work better with tweens (community fix by Sword352)
- The YEAH! events in Tutorial now use chart events rather than being hard-coded (community fix by anysad)
- The player's Score now displays commas in it (community fix by loggo)
- The `danceEvery` property of characters and stage props can now use values with a precision of `0.25`, to play their idle animation up to four times per beat.
- Characters now respect the `danceEvery` property. ([community fix by gamerbross](https://github.com/FunkinCrew/Funkin/pull/2925))
- Note style data can now specify custom combo count graphics, judgement graphics, countdown graphics, and countdown audio. ([community feature by anysad](https://github.com/FunkinCrew/Funkin/pull/3020))
- These were previously using hardcoded values based on whether the stage was `school` or `schoolEvil`.
- The YEAH! events in Tutorial now use chart events rather than being hard-coded. ([community fix by anysad](https://github.com/FunkinCrew/Funkin/pull/3007))
- Cutscenes now automatically pause when tabbing out. ([community fix by AbnormalPoof](https://github.com/FunkinCrew/Funkin/pull/2903))
- The F5 function now reloads the current song's chart data from disk. ([community feature by gamerbross](https://github.com/FunkinCrew/Funkin/pull/2990))
- Made several layout improvements and fixes to the Animation Offsets editor in the Debug menu. ([community fix by gamerbross](https://github.com/FunkinCrew/Funkin/pull/2820))
- Animation offsets no longer directly modify the `x` and `y` position of props, making props work better with tweens. ([community fix by Sword352](https://github.com/FunkinCrew/Funkin/pull/2310))
- Fixed a bug where the Back sound would be not played when leaving the Story menu and Options menu. ([community fix by AppleHair](https://github.com/FunkinCrew/Funkin/pull/2986))
- The player's Score now displays commas in it. (community fix by loggo)
## Fixed
- Fixed an issue where songs with no notes would crash on the Results screen.
- Fixed an issue where the old icon easter egg would not work properly on pixel levels.
- Fixed an issue where you could play notes during the Thorns cutscene.
- Fixed an issue where the Heart icon when favoriting a song in Freeplay would be malformed.
- Fixed an issue where Pico's death animation displays a faint blue background (community fix by doggogit)
- Fixed an issue where mod songs would not play a preview in the Freeplay menu (community fix by KarimAkra)
- Fixed an issue where the Memory Usage counter could overflow and display a negative number (community fix by KarimAkra)
- Fixed an issue where pressing the Chart Editor keybind while playtesting a chart would reset the chart editor (community fix by gamerbross)
- Fixed a crash bug when pressing F5 after seeing the sticker transition (community fix by gamerbross)
- Fixed an issue where the Story Mode menu couldn't be scrolled with a mouse (community fix by JVNpixels)
- Fixed an issue causing the song to majorly desync sometimes (community fix by Burgerballs)
- Fixed an issue where the Freeplay song preview would not respect the instrumental ID specified in the song metadata (community fix by AppleHair)
- Fixed an issue where Tankman's icon wouldn't display in the Chart Editor (community fix by hundrec)
- Fixed an issue where pausing the game during a camera zoom would zoom the pause menu. (community fix by gamerbros)
- Fixed an issue where certain UI elements would not flash at a consistent rate (community fix by cyn0x8)
- Fixed an issue where the game would not use the placeholder health icon as a fallback (community fix by gamerbross)
- Fixed an issue where the chart editor could get stuck creating a hold note when using Live Inputs (community fix by gamerbross)
- Fixed an issue where character graphics could not be placed in week folders (community fix by 7oltan)
- Fixed a crash issue when a Freeplay song has no `Normal` difficulty (community fix by Applehair and gamerbross)
- Fixed an issue in Story Mode where a song that isn't valid for the current variation could be selected (community fix by Applehair)
- Songs with no notes no longer crash on the Results screen.
- Note inputs are no longer accepted during the Thorns cutscene.
- The old icon easter egg now works properly on pixel levels.
- The Heart icon is no longer malformed when favoriting a song in Freeplay.
- Freeplay songs with no `Normal` difficulty no longer crash the game. ([community fix by AppleHair](https://github.com/FunkinCrew/Funkin/pull/3036) and [gamerbross](https://github.com/FunkinCrew/Funkin/pull/2712))
- Songs that aren't valid for the current variation can no longer be selected. ([community fix by AppleHair](https://github.com/FunkinCrew/Funkin/pull/3037))
- The Freeplay song preview now respects the instrumental ID specified in the song metadata. ([community fix by AppleHair](https://github.com/FunkinCrew/Funkin/pull/2742))
- Modded songs now play previews in the Freeplay menu. ([community fix by KarimAkra](https://github.com/FunkinCrew/Funkin/pull/2724))
- The Story Mode menu can now be scrolled using the mouse wheel. ([community fix by JVNpixels](https://github.com/FunkinCrew/Funkin/pull/2873))
- Pressing F5 after seeing the sticker transition no longer crashes the game. ([community fix by gamerbross](https://github.com/FunkinCrew/Funkin/pull/2863))
- Pausing the game during a camera zoom no longer zooms the pause menu as well. ([community fix by gamerbross](https://github.com/FunkinCrew/Funkin/pull/2567))
- The song no longer majorly desyncs at times. ([community fix by Burgerballs](https://github.com/FunkinCrew/Funkin/pull/3058))
- Pico's death animation no longer displays a faint blue background. ([community fix by doggogit](https://github.com/FunkinCrew/funkin.assets/pull/1))
- The game now uses the placeholder health icon as a fallback. ([community fix by gamerbross](https://github.com/FunkinCrew/Funkin/pull/3005))
- Pressing the Chart Editor keybind while playtesting a chart no longer resets the Chart Editor. ([community fix by gamerbross](https://github.com/FunkinCrew/Funkin/pull/2739))
- The Chart Editor no longer gets stuck creating a hold note when using Live Inputs. ([community fix by gamerbross](https://github.com/FunkinCrew/Funkin/pull/2992))
- Tankman's icon now displays in the Chart Editor. ([community fix by Hundrec](https://github.com/FunkinCrew/Funkin/pull/2912))
- The Memory Usage counter no longer overflows and displays a negative number. ([community fix by KarimAkra](https://github.com/FunkinCrew/Funkin/pull/2713))
- Certain UI elements now flash at a consistent rate. ([community fix by cyn0x8](https://github.com/FunkinCrew/Funkin/pull/2494))
- Character graphics can now be placed in week folders. ([community fix by 7oltan](https://github.com/FunkinCrew/Funkin/pull/3035))
## New Contributors for 0.5.0
* @Sword352 made their first contribution in [#2310](https://github.com/FunkinCrew/Funkin/pull/2310)
* @cyn0x8 made their first contribution in [#2494](https://github.com/FunkinCrew/Funkin/pull/2494)
* @KarimAkra made their first contribution in [#2713](https://github.com/FunkinCrew/Funkin/pull/2713)
* @tposejank made their first contribution in [#2717](https://github.com/FunkinCrew/Funkin/pull/2717)
* @AppleHair made their first contribution in [#2742](https://github.com/FunkinCrew/Funkin/pull/2742)
* @JVNpixels made their first contribution in [#2873](https://github.com/FunkinCrew/Funkin/pull/2873)
* @Flooferland made their first contribution in [#2942](https://github.com/FunkinCrew/Funkin/pull/2942)
* @Punkinator7 made their first contribution in [#2962](https://github.com/FunkinCrew/Funkin/pull/2962)
* @anysad made their first contribution in [#3007](https://github.com/FunkinCrew/Funkin/pull/3007)
* @7oltan made their first contribution in [#3035](https://github.com/FunkinCrew/Funkin/pull/3035)
## [0.4.1] - 2024-06-12
### Added
- Pressing ESCAPE on the title screen on desktop now exits the game, allowing you to exit the game while in fullscreen on desktop
- Pressing ESCAPE on the title screen on desktop now exits the game, allowing you to exit the game while in fullscreen on desktop.
- Freeplay menu controls (favoriting and switching categories) are now rebindable from the Options menu, and now have default binds on controllers.
### Changed
- Highscores and ranks are now saved separately, which fixes the issue where people would overwrite their saves with higher scores,
which would remove their rank if they had a lower one.
- A-Bot speaker now reacts to the user's volume preference on desktop (thanks to [M7theguy for the issue report/suggestion](https://github.com/FunkinCrew/Funkin/issues/2744)!)
- On Freeplay, heart icons are shifted to the right when you favorite a song that has no rank on it.
- Only play `scrollMenu` sound effect when there's a real change on the freeplay menu ([thanks gamerbross for the PR!](https://github.com/FunkinCrew/Funkin/pull/2741))
- Gave antialiasing to the edge of the dad graphic on Freeplay
- Rearranged some controls in the controls menu
- Made several chart revisions
- Highscores and ranks are now saved separately, fixing an issue where lower ranks would overwrite higher ranks if the player achieved a new highscore.
- A-Bot speaker now reacts to the user's volume preference on desktop. ([thanks to M7theguy for the issue report/suggestion](https://github.com/FunkinCrew/Funkin/issues/2744)!)
- Freeplay heart icons are now shifted to the right when favoriting a song with no rank.
- The `scrollMenu` sound effect now only plays when there's a real change on the Freeplay menu. ([thanks gamerbross for the PR!](https://github.com/FunkinCrew/Funkin/pull/2741))
- Applied anti-aliasing to the edge of the Freeplay Dad graphic.
- Rearranged some controls in the controls menu.
- Made several chart revisions:
- Re-enabled custom camera events in Roses (Erect/Nightmare)
- Tweaked the chart for Lit Up (Hard)
- Corrected the difficulty ratings for M.I.L.F. (Easy/Normal/Hard)
- Tweaked chart for Lit Up (Hard)
- Corrected difficulty ratings for M.I.L.F (Easy/Normal/Hard)
### Fixed
- Fixed an issue in the controls menu where some control binds would overlap their names
- Fixed crash when attempting to exit the gameover screen when also attempting to retry the song ([thanks DMMaster636 for the PR!](https://github.com/FunkinCrew/Funkin/pull/2709))
- Fix botplay sustain release bug ([thanks Hundrec!](Fix botplay sustain release bug #2683))
- Fix for the camera not pausing during a gameplay pause ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2684))
- Fixed issue where Pico's gameplay sprite would unintentionally appear on the gameover screen when dying on 2Hot from an explosion
- Freeplay previews properly fade volume during the BF idle animation
- Fixed bug where Dadbattle incorrectly appeared as Dadbattle Erect when returning to freeplay on Hard
- Fixed 2Hot not appearing under the "#" category in Freeplay menu
- Fixed a bug where the Chart Editor would crash when attempting to select an event with the Event toolbox open
- Control binds in the controls menu no longer overlap their names.
- Attempting to exit the gameover screen and retry the song at the same time no longer crashes the game. ([thanks DMMaster636 for the PR!](https://github.com/FunkinCrew/Funkin/pull/2709))
- 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.
- 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.
- Improved offsets for Pico and Tankman opponents so they don't slide around as much.
- Fixed the black "temp" graphic on freeplay from being incorrectly sized / masked, now it's identical to the dad freeplay graphic
- The black "temp" graphic in Freeplay is now correctly sized/masked, now it's identical to the Dad Freeplay graphic.
## New Contributors for 0.4.1
* @Hundrec made their first contribution in [#2661](https://github.com/FunkinCrew/Funkin/pull/2661)
* @DMMaster636 made their first contribution in [#2709](https://github.com/FunkinCrew/Funkin/pull/2709)
* @eltociear made their first contribution in [#2730](https://github.com/FunkinCrew/Funkin/pull/2730)
## [0.4.0] - 2024-06-06
The Pit Stop 1 update!
### Added
- 2 new Erect remixes, Eggnog and Satin Panties. Check them out from the Freeplay menu!
- Major visual improvements to the Results screen, with additional animations and audio based on your performance.
- Major visual improvements to the Freeplay screen, with song difficulty ratings and player rank displays.
- Freeplay now plays a preview of songs when you hover over them.
- Added a Charter field to the chart format, to allow for crediting the creator of a level's chart.
- You can see who charted a song from the Pause menu.
- Added a new Scroll Speed chart event to change the note speed mid-song (thanks burgerballs!)
- Added a new Scroll Speed chart event to change the note speed mid-song. ([thanks Burgerballs!](https://github.com/FunkinCrew/Funkin/pull/2409))
### Changed
- Tweaked the charts for several songs:
- Tweaked charts for several songs:
- Tutorial (increased the note speed slightly)
- Spookeez
- Monster
- Winter Horrorland
- M.I.L.F.
- M.I.L.F
- Senpai (increased the note speed)
- Roses
- Thorns (increased the note speed slightly)
@@ -135,104 +418,157 @@ which would remove their rank if they had a lower one.
- Favorite songs marked in Freeplay are now stored between sessions.
- The Freeplay easter eggs are now easier to see.
- In the event that the game cannot load your save data, it will now perform a backup before clearing it, so that we can try to repair it in the future.
- Custom note styles are now properly supported for songs; add new notestyles via JSON, then select it for use from the Chart Editor Metadata toolbox. (thanks Keoiki!)
- Health icons now support a Winning frame without requiring a spritesheet, simply include a third frame in the icon file. (thanks gamerbross!)
- Custom note styles are now properly supported for songs; add new notestyles via JSON, then select it for use from the Chart Editor Metadata toolbox. ([thanks Keoiki!](https://github.com/FunkinCrew/Funkin/pull/2581))
- Health icons now support a Winning frame without requiring a spritesheet, simply include a third frame in the icon file. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2593))
- Remember that for more complex behaviors such as animations or transitions, you should use an XML file to define each frame.
- Improved the Event Toolbox in the Chart Editor; dropdowns are now bigger, include search field, and display elements in alphabetical order rather than a random order.
### Fixed
- Fixed an issue where Nene's visualizer would not play on Desktop builds
- Fixed a bug where the game would silently fail to load saves on HTML5
- Fixed some bugs with the props on the Story Menu not bopping properly
- Additional fixes to the Loading bar on HTML5 (thanks lemz1!)
- Fixed several bugs with the TitleState, including missing music when returning from the Main Menu (thanks gamerbross!)
- Fixed a camera bug in the Main Menu (thanks richTrash21!)
- Fixed a bug where changing difficulties in Story mode wouldn't update the score (thanks sectorA!)
- Fixed a crash in Freeplay caused by a level referencing an invalid song (thanks gamerbross!)
- Fixed a bug where pressing the volume keys would stop the Toy commercial (thanks gamerbross!)
- Fixed a bug where the Chart Editor Playtest would crash when losing (thanks gamerbross!)
- Fixed a bug where hold notes would display improperly in the Chart Editor when downscroll was enabled for gameplay (thanks gamerbross!)
- Fixed a bug where hold notes would be positioned wrong on downscroll (thanks MaybeMaru!)
- Removed a large number of unused imports to optimize builds (thanks Ethan-makes-music!)
- Improved debug logging for unscripted stages (thanks gamerbross!)
- Made improvements to compiling documentation (thanks gedehari!)
- Fixed a crash on Linux caused by an old version of hxCodec (thanks Noobz4Life!)
- Optimized animation handling for characters (thanks richTrash21!)
- Made improvements to compiling documentation (thanks gedehari!)
- Fixed an issue where the Chart Editor would use an incorrect instrumental on imported Legacy songs (thanks gamerbross!)
- Fixed a camera bug in the Main Menu (thanks richTrash21!)
- Fixed a bug where opening the game from the command line would crash the preloader (thanks NotHyper474!)
- Fixed a bug where characters would sometimes use the wrong scale value (thanks PurSnake!)
- Nene's visualizer now plays on Desktop builds.
- The game no longer silently fails to load saves on HTML5.
- Props on the Story Menu now bop properly.
- Additional fixes for the loading bar on HTML5. ([thanks lemz1!](https://github.com/FunkinCrew/Funkin/pull/2553))
- Fixed several bugs with the TitleState, including missing music when returning from the Main Menu. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2539))
- The Main Menu camera now properly follows the selected item. ([thanks richTrash21!](https://github.com/FunkinCrew/Funkin/pull/2576))
- Changing difficulties in Story Mode now updates the score text. ([thanks sector-a!](https://github.com/FunkinCrew/Funkin/pull/2585))
- Fixed a crash in Freeplay caused by a level referencing an invalid song. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2457))
- Pressing the volume keys no longer stops the Toy commercial. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2540))
- Playtesting in the Chart Editor no longer crashes when losing. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2518))
- Hold notes now display properly in the Chart Editor when downscroll is enabled for gameplay. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2565))
- Hold notes are now positioned correctly with downscroll enabled. ([thanks MaybeMaru!](https://github.com/FunkinCrew/Funkin/pull/2488))
- Removed a large number of unused imports to optimize builds. ([thanks Ethan-makes-music!](https://github.com/FunkinCrew/Funkin/pull/2624))
- Improved debug logging for unscripted stages. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2603))
- Fixed a crash on Linux caused by an old version of hxCodec. ([thanks Noobz4Life!](https://github.com/FunkinCrew/Funkin/pull/2472))
- Optimized animation handling for characters. ([thanks richTrash21!](https://github.com/FunkinCrew/Funkin/pull/2493))
- The Chart Editor no longer uses an incorrect instrumental on imported Legacy songs. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2604))
- Opening the game from the command line no longer crashes the preloader. ([thanks NotHyper-474!](https://github.com/FunkinCrew/Funkin/pull/2629))
- Characters no longer use the wrong scale value sometimes. ([thanks PurSnake!](https://github.com/FunkinCrew/Funkin/pull/2610))
- Additional bug fixes and optimizations.
## New Contributors for 0.4.0
* @Noobz4Life made their first contribution in [#2472](https://github.com/FunkinCrew/Funkin/pull/2472)
* @MaybeMaru made their first contribution in [#2488](https://github.com/FunkinCrew/Funkin/pull/2488)
* @NotHyper-474 made their first contribution in [#2490](https://github.com/FunkinCrew/Funkin/pull/2490)
* @richTrash21 made their first contribution in [#2493](https://github.com/FunkinCrew/Funkin/pull/2493)
* @TechnikTil made their first contribution in [#2508](https://github.com/FunkinCrew/Funkin/pull/2508)
* @SanicBTW made their first contribution in [#2544](https://github.com/FunkinCrew/Funkin/pull/2544)
* @EnterTheVoid-x86 made their first contribution in [#2573](https://github.com/FunkinCrew/Funkin/pull/2573)
* @Keoiki made their first contribution in [#2581](https://github.com/FunkinCrew/Funkin/pull/2581)
* @sector-a made their first contribution in [#2585](https://github.com/FunkinCrew/Funkin/pull/2585)
* @PurSnake made their first contribution in [#2610](https://github.com/FunkinCrew/Funkin/pull/2610)
* @Ethan-makes-music made their first contribution in [#2624](https://github.com/FunkinCrew/Funkin/pull/2624)
* @An-enderman made their first contribution in [#2662](https://github.com/FunkinCrew/Funkin/pull/2662)
* @moondroidcoder made their first contribution in [#2701](https://github.com/FunkinCrew/Funkin/pull/2701)
## [0.3.3] - 2024-05-14
### Changed
- Cleaned up some code in `PlayAnimationSongEvent.hx` (thanks BurgerBalls!)
- Cleaned up some code in `PlayAnimationSongEvent.hx`. ([thanks Burgerballs!](https://github.com/FunkinCrew/Funkin/pull/2308))
### Fixed
- Fixes to the Loading bar on HTML5 (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 a crash when querying FlxG.state in the crash handler
- Fix for a game over easter egg so you don't accidentally exit it when viewing
- Fix an issue where the Freeplay menu never displays 100% clear
- Fix an issue where Weekend 1 Pico attempted to retrieve a missing asset.
- Fix an issue where duplicate keybinds would be stoed, potentially causing a crash
- Chart debug key now properly returns you to the previous chart editor session if you were playtesting a chart (thanks nebulazorua!)
- Fix a crash on Freeplay found on AMD graphics cards
- Fixes for the Loading bar on HTML5. ([thanks lemz1!](https://github.com/FunkinCrew/Funkin/pull/2499))
- Don't allow inputs when exiting Freeplay. ([thanks gamerbross!](https://github.com/FunkinCrew/Funkin/pull/2470))
- Fixed mouse wheel scrolling in Freeplay. ([thanks JugieNoob!](https://github.com/FunkinCrew/Funkin/pull/2466))
- Health icons, score, and notes now reset properly when re-entering gameplay from gameover. ([thanks ImCodist!](https://github.com/FunkinCrew/Funkin/pull/2390))
- Fixed the character selector's hitbox width in the Chart Editor. ([thanks MadBear422!](https://github.com/FunkinCrew/Funkin/pull/2370))
- Fixed camera stutter once a wipe transition to the Main Menu completes. ([thanks ImCodist!](https://github.com/FunkinCrew/Funkin/pull/2315))
- Hold notes no longer become invisible for a single frame. ([thanks ImCodist!](https://github.com/FunkinCrew/Funkin/pull/2309))
- Tweens no longer accumulate on the Title screen when pressing Y multiple times. ([thanks TheGaloXx!](https://github.com/FunkinCrew/Funkin/pull/2300))
- Fixed a crash when querying FlxG.state in the crash handler.
- Fixed a game over easter egg so you don't accidentally exit it when viewing.
- The Freeplay menu can now display 100% clear.
- Weekend 1 Pico no longer attempts to retrieve a missing asset.
- Fixed an issue where duplicate keybinds would be stored, potentially causing a crash.
- Chart debug key now properly returns you to the previous chart editor session if you were playtesting a chart. ([thanks nebulazorua!](https://github.com/FunkinCrew/Funkin/pull/2323))
- Fixed a crash on Freeplay found on AMD graphics cards.
## New Contributors for 0.3.3
* @Chubercik made their first contribution in [#2297](https://github.com/FunkinCrew/Funkin/pull/2297)
* @TheGaloXx made their first contribution in [#2300](https://github.com/FunkinCrew/Funkin/pull/2300)
* @Burgerballs made their first contribution in [#2308](https://github.com/FunkinCrew/Funkin/pull/2308)
* @ImCodist made their first contribution in [#2309](https://github.com/FunkinCrew/Funkin/pull/2309)
* @nebulazorua made their first contribution in [#2323](https://github.com/FunkinCrew/Funkin/pull/2323)
* @MadBear422 made their first contribution in [#2370](https://github.com/FunkinCrew/Funkin/pull/2370)
* @JugieNoob made their first contribution in [#2466](https://github.com/FunkinCrew/Funkin/pull/2466)
* @gamerbross made their first contribution in [#2470](https://github.com/FunkinCrew/Funkin/pull/2470)
* @lemz1 made their first contribution in [#2499](https://github.com/FunkinCrew/Funkin/pull/2499)
## [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.
- Implemented a blacklist to prevent mods from calling system functions.
- Added a couple utility functions to call useful stuff that got blacklisted.
- Added an `onSongLoad` script event which allows for mutation of notes and events.
- Added the current loaded modlist to crash logs.
- Added the currently loaded modlist to crash logs.
- Added the `visible` attribute to Level JSON data.
- Enabled ZIP file system support for Polymod (make sure the metadata is in the root of the ZIP).
### Changed
- Songs in the mod folders will display in Freeplay without any extra scripting.
- Story levels in the mod folders will display in Story without any extra scripting.
- All audio should sound better in HTML5, less muddy
- All audio should sound better in HTML5, less muddy.
### Fixed
- Fixed a typo in the credits folder (`Custcene` -> `Cutscene`)
- Fixed an issue where health icon transition animations would loop and never finish properly.
- Fixed an issue where video cutscenes flagged as mid-song would crash the game when they finish.
- Fixed an issue where some substate lifecycle events were not being dispatched.
- Fixed a crash when trying to load into the Animation Offsets menu with an invalid character.
- Fixed an issue where the preloader would spam the logs when it was complete and waiting for user input.
- Should definitely have the fix for freeplay where it stops taking control of the main menu below it
- Changed the code for the story menu difficulties so that "normal" doesn't overlap the arrows after leaving Weekend 1
- Health icon transition animations now finish properly instead of looping forever.
- Video cutscenes flagged as mid-song no longer crash the game when they finish.
- Substate lifecycle events are now dispatched consistently.
- Trying to load into the Animation Offsets menu with an invalid character no longer crashes the game.
- The preloader no longer spams the logs when it is complete and waiting for user input.
- Should definitely have the fix for Freeplay where it stops taking control of the main menu below it.
- Changed the code for the Story Mode menu difficulties so that "normal" doesn't overlap the arrows after leaving Weekend 1.
### Removed
- Removed some unused `.txt` files in the `assets/data` folder.
## [0.3.1] - 2024-05-01
### Changed
- Ensure the Git commit hash always displays in the log files.
- Added whether the local Git repo was modified to the log files.
- Removed "PROTOTYPE" text on release builds only (it still shows on debug builds).
- Added additional credits and special thanks.
- Updated peepo in creds to peepo173
- Updated peepo in creds to peepo173.
### Fixed
- Fix a crash when retrieving system specs while handing a crash.
- Fix a crash triggered when pausing before the song started.
- Fix a crash triggered when dying before the song started.
- Fix a crash triggered when unloading certain graphics.
- Pico game over confirm plays correctly
- When exiting from a song into freeplay, main menu no longer takes inputs unintentionally (aka issues with merch links opening up when selecting songs)
- Fix for arrow keys causing web browser page scroll
- Fixed a crash when retrieving system specs while handing a crash.
- Fixed a crash triggered when pausing before the song starts.
- Fixed a crash triggered when dying before the song starts.
- Fixed a crash triggered when unloading certain graphics.
- Pico game over confirm now plays correctly.
- When exiting from a song into Freeplay, main menu no longer takes inputs unintentionally (aka issues with merch links opening up when selecting songs).
- Arrow keys no longer cause the web browser page to scroll.
## [0.3.0] - 2024-04-30
The Weekend 1 update!
### Added
- New Story Level: Weekend 1, starting Pico, Darnell, and Nene.
- New Story Level: Weekend 1, starring Pico, Darnell, and Nene.
- Beat the level in Story Mode to unlock the songs for Freeplay!
- 12 new Erect remixes, featuring Kawai Sprite, Saruky, Kohta Takahashi, and Saster
- 12 new Erect remixes, featuring Kawai Sprite, Saruky, Kohta Takahashi, and Saster.
- Unlocked instantly in Freeplay
- New visually enhanced Freeplay menu.
- Sorting, favorites, and more.
- Sorting, favorites, and more
- New Results screen upon completing any song or story level.
- New refactored Chart Editor prototype (accessible via `~` in the main menu or `7` in the Play State, rebindable). (VERY EARLY PROTOTYPE. EXPECT BUGS AND CRASHES)
- Implemented a new scripting system using HScript (an interpreted language with Haxe-like syntax) for incredible flexibility.
@@ -240,7 +576,9 @@ which would remove their rank if they had a lower one.
- New song events system allows for simple customization of camera behavior.
- Mods can implement custom song events via HScript, and new built-in song events will come in the future.
- New credits menu to list all the dozens of people who contributed.
### Changed
- Completely refactored the game's input system for higher reliability and accuracy.
- Reworked note rendering to massively reduce lag on larger charts.
- Reworks to scoring and health gain.
@@ -248,82 +586,122 @@ which would remove their rank if they had a lower one.
- Improvements to video cutscenes and dialogue, allowing them to be easily skipped or restarted.
- Updated Polymod by several major versions, allowing for fully dynamic asset replacement and support for scripted classes.
- Completely refactored almost every part of the game's code for performance, stability, and extensibility.
- This is not the Ludem Dare game held together with sticks and glue you played three years ago.
- This is not the Ludum Dare game held together with sticks and glue you played three years ago.
- Characters, stages, songs, story levels, and dialogue are now built from JSON data registries rather than being hardcoded.
- All of these also support attaching scripts for custom behavior, more documentation on this soon.
- You can forcibly reload the game's JSON data and scripts by pressing F5.
- Fully refactored the game's chart file format for extensibility and readability.
- You can migrate old charts using the Import FNF Legacy option in the chart editor.
- Various visual tweaks and improvements.
### Fixed
- 17 quadrillion bugs across hundreds of PRs.
## [0.2.8] - 2021-04-18 (note, this one is iffy cuz we slacked wit it lol!)
### Added
- TANKMAN! 3 NEW SONGS BY KAWAISPRITE (UGH, GUNS, STRESS)! Charting help by MtH!
- Monster added into week 2, FINALLY (Charting help by MtH and ChaoticGamer!)
- Can now change song difficulty mid-game.
- Shows some song info on pause screen.
- Cute little icons onto freeplay menu
- Offset files for easier modification of characters
### Changed
- ASSET LOADING OVERHAUL, WAY FASTER LOAD TIMES ON WEB!!! (THANKS TO GEOKURELI WOKE KING)
- Made difficulty selector on freeplay menu more apparent
### Fixed
- That one random note on Bopeebo
## [0.2.7.1] - 2021-02-14
### Added
- Easter eggs
- readme's in desktop versions of the game
### Changed
- New icons, old one was placeholder since October woops!
- Made the transitions between the story mode levels more seamless.
- Offset of the Newgrounds logo on boot screen.
- Made the changelog txt so it can be opened easier by normal people who don't have a markdown reader (most normal people);
### Fixed
- Fixed crashes on Week 6 story mode dialogue if spam too fast ([Thanks to Lotusotho for the Pull Request!](https://github.com/ninjamuffin99/Funkin/pull/357))
- Fixed crashes on Week 6 story mode dialogue if spam too fast ([Thanks to Lotusotho for the Pull Request!](https://github.com/FunkinCrew/Funkin/pull/357))
- Should show intro credits on desktop versions of the game more consistently
- Layering on Week 4 songs with GF and the LIMO LOL HOW TF I MISS THIS
- Chart's and chart editor now support changeBPM, GOD BLESS MTH FOR THIS ONE I BEEN STRUGGLIN WIT THAT SINCE OCTOBER LMAO ([GOD BLESS MTH](https://github.com/ninjamuffin99/Funkin/pull/382))
- Fixed sustain note trails ALSO THANKS TO MTH U A REAL ONE ([MTH VERY POWERFUL](https://github.com/ninjamuffin99/Funkin/pull/415))
- Chart's and chart editor now support changeBPM, GOD BLESS MTH FOR THIS ONE I BEEN STRUGGLIN WIT THAT SINCE OCTOBER LMAO ([GOD BLESS MTH](https://github.com/FunkinCrew/Funkin/pull/382))
- Fixed sustain note trails ALSO THANKS TO MTH U A REAL ONE ([MTH VERY POWERFUL](https://github.com/FunkinCrew/Funkin/pull/415))
- Antialiasing on the skyscraper lights
## [0.2.7] - 2021-02-02
### Added
- PIXEL DAY UPDATE LOL 1 WEEK LATER
- 3 New songs by Kawaisprite!
- COOL CUTSCENES
- WEEK 6 YOYOYOYOY
- Swaggy pixel art by Moawling!
### Changed
- Made it so you lose sliiiightly more health when you miss a note.
- Removed the default HaxeFlixel pause screen when the game window loses focus, can get screenshots of the game easier hehehe
### Fixed
- Idle animation bug with BF christmas and BF hair blow sprites ([Thanks to Injourn for the Pull Request!](https://github.com/ninjamuffin99/Funkin/pull/237))
- Idle animation bug with BF christmas and BF hair blow sprites ([Thanks to Injourn for the Pull Request!](https://github.com/FunkinCrew/Funkin/pull/237))
## [0.2.6] - 2021-01-20
### Added
- 3 NEW CHRISTMAS SONGS. 2 BY KAWAISPRITE, 1 BY BASSETFILMS!!!!! BF WITH DRIP! SANTA HANGIN OUT!
- Enemy icons change when they you are winning a lot ([Thanks to pahaze for the Pull Request!](https://github.com/ninjamuffin99/Funkin/pull/138))
- Enemy icons change when they you are winning a lot ([Thanks to pahaze for the Pull Request!](https://github.com/FunkinCrew/Funkin/pull/138))
- Holding CTRL in charting editor places notes on both sides
- Q and E changes sustain lengths in note editor
- Other charting editor workflow improvements
- More hair physics
- Heads appear at top of chart editor to help show which side ur charting for
### Changed
- Tweaked code relating to inputs, hopefully making notes that are close together more fair to hit
### Removed
- Removed APE
### Fixed
- Maybe fixed double notes / jump notes. Need to tweak it for balance, but should open things up for cooler charts in the future.
- Old Verison popup screen weirdness ([Thanks to gedehari for the Pull Request!](https://github.com/ninjamuffin99/Funkin/pull/155))
- Song no longer loops when finishing the song. ([Thanks Injourn for the Pull Request!](https://github.com/ninjamuffin99/Funkin/pull/132))
- Old Verison popup screen weirdness ([Thanks to gedehari for the Pull Request!](https://github.com/FunkinCrew/Funkin/pull/155))
- Song no longer loops when finishing the song. ([Thanks Injourn for the Pull Request!](https://github.com/FunkinCrew/Funkin/pull/132))
- Screen wipe being cut off in the limo/mom stage. Should fill the whole screen now.
- Boyfriend animations on hold notes, and pressing on repeating notes should behave differently
## [0.2.5] - 2020-12-27
### Added
- MOMMY GF, 3 NEW ASS SONGS BY KAWAISPRITE, NEW ART BY PHANTOMARCADE,WOOOOOOAH!!!!
- Different icons depending on which character you are against, art by EVILSK8R!!
- Autosave to chart editor
@@ -331,36 +709,58 @@ which would remove their rank if they had a lower one.
- Swap button in note editor
- a new boot text or two
- automatic check for when you're on an old version of the game!
### Changed
- Made Spookeez on Normal easier.
- Mouse is now visible in note editor
### Fixed
- Crash when playing Week 3 and then playing a non-week 3 song
- When pausing music at the start, it doesn't continue the song anyways. ([shoutouts gedehari for the Pull Request!](https://github.com/ninjamuffin99/Funkin/pull/48))
- IDK i think backing out of song menu should play main menu songs again hehe ([shoutouts gedehari for the Pull Request!](https://github.com/ninjamuffin99/Funkin/pull/48))
- When pausing music at the start, it doesn't continue the song anyways. ([shoutouts gedehari for the Pull Request!](https://github.com/FunkinCrew/Funkin/pull/48))
- IDK i think backing out of song menu should play main menu songs again hehe ([shoutouts gedehari for the Pull Request!](https://github.com/FunkinCrew/Funkin/pull/48))
## [0.2.4] - 2020-12-11
### Added
- 3 NEW SONGS BY KAWAISPRITE. Pico, Philly, and Blammed.
- NEW CHARACTER, PICO. Based off the classic Flash game "Pico's School" by Tom Fulp
- NEW LEVEL WOW! PHILLY BABEEEE
### Changed
- Made it less punishing to ATTEMPT to hit a note and miss, rather than let it pass you
### Fixed
- Song desync of you paused and unpaused frequently ([shoutouts SonicBlam](https://github.com/ninjamuffin99/Funkin/issues/37))
- Song desync of you paused and unpaused frequently ([shoutouts SonicBlam](https://github.com/FunkinCrew/Funkin/issues/37))
- Animation offsets when GF is scared
## [0.2.3] - 2020-12-04
### Added
- More intro texts
### Fixed
- Exploit where you could potentially give yourself a high score via the debug menu
- Issue/bug where you could spam the confirm button on the story menu ([shoutouts lotusotho for the CODE contribution/pull request!](https://github.com/ninjamuffin99/Funkin/pull/19))
- Glitch where if you never would lose health if you missed a note on a fast song (shoutouts [MrDulfin](https://github.com/ninjamuffin99/Funkin/issues/10), [HotSauceBurritos](https://github.com/ninjamuffin99/Funkin/issues/13) and [LobsterMango](https://lobstermango.newgrounds.com))
- Fixed tiny note bleed over thingies (shoutouts [lotusotho](https://github.com/ninjamuffin99/Funkin/pull/24))
- Issue/bug where you could spam the confirm button on the story menu ([shoutouts lotusotho for the CODE contribution/pull request!](https://github.com/FunkinCrew/Funkin/pull/19))
- Glitch where if you never would lose health if you missed a note on a fast song (shoutouts [MrDulfin](https://github.com/FunkinCrew/Funkin/issues/10), [HotSauceBurritos](https://github.com/FunkinCrew/Funkin/issues/13) and [LobsterMango](https://lobstermango.newgrounds.com))
- Fixed tiny note bleed over thingies (shoutouts [lotusotho](https://github.com/FunkinCrew/Funkin/pull/24))
## [0.2.2] - 2020-11-20
### Added
- Music playing on the freeplay menu.
- UI sounds on freeplay menu
- Score now shows mid-song.
@@ -368,27 +768,42 @@ which would remove their rank if they had a lower one.
- New music made for pause menu!
### Changed
- Moved all the intro texts to its own txt file instead of being hardcoded, this allows for much easier customization. File is in the data folder, called "introText.txt", follow the format in there and you're probably good to go!
### Fixed
- Fixed soft lock when pausing on song finish ([shoutouts gedehari](https://github.com/ninjamuffin99/Funkin/issues/15))
- Think I fixed issue that led to in-game scores being off by 2 ([shoutouts Mike](https://github.com/ninjamuffin99/Funkin/issues/4))
- Should have fixed the 1 frame note appearance thing. ([shoutouts Mike](https://github.com/ninjamuffin99/Funkin/issues/6))
- Fixed soft lock when pausing on song finish ([shoutouts gedehari](https://github.com/FunkinCrew/Funkin/issues/15))
- Think I fixed issue that led to in-game scores being off by 2 ([shoutouts Mike](https://github.com/FunkinCrew/Funkin/issues/4))
- Should have fixed the 1 frame note appearance thing. ([shoutouts Mike](https://github.com/FunkinCrew/Funkin/issues/6))
- Cleaned up some charting on South on hard mode
- Fixed some animation timings, should feel both better to play, and watch. (shoutouts Dave/Ivan lol)
- Animation issue where GF would freak out on the title screen if you returned to it([shoutouts MultiXIII](https://github.com/ninjamuffin99/Funkin/issues/12)).
- Animation issue where GF would freak out on the title screen if you returned to it([shoutouts MultiXIII](https://github.com/FunkinCrew/Funkin/issues/12)).
## [0.2.1.2] - 2020-11-06
### Fixed
- Story mode scores not properly resetting, leading to VERY inflated highscores on the leaderboards. This also requires me to clear the scores that are on the leaderboard right now, sorry!
- Difficulty on storymode and in freeplay scores
- Hard mode difficulty on campaign levels have been fixed
## [0.2.1.1] - 2020-11-06
### Fixed
- Week 2 not unlocking properly
## [0.2.1] - 2020-11-06
### Added
- Scores to the freeplay menu
- A few new intro boot messages.
- Lightning effect in Spooky stages
@@ -396,16 +811,26 @@ which would remove their rank if they had a lower one.
- Can now change difficulties in Freeplay mode
### Changed
- Balanced out Normal mode for the harder songs(Dadbattle and Spookeez, not South yet). Should be much easier all around.
- Balanced out Normal mode for the harder songs(DadBattle and Spookeez, not South yet). Should be much easier all around.
- Put tutorial in it's own 'week', so that if you want to play week 1, you don't have to play the tutorial.
### Fixed
- One of the charting bits on South and Spookeez during the intro.
## [0.2.0] - 2020-11-01
### Added
- Uhh Newgrounds release lolol I always lose track of shit.
## [0.1.0] - 2020-10-05
### Added
- Uh, everything. This the game's initial gamejam release. We put it out
+3 -3
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@@ -4,14 +4,14 @@ Code style is enforced using Visual Studio Code extensions.
## .hx
Formatting is handled by the `nadako.vshaxe` extension, which includes Haxe Formatter.
Haxe Formatter automatically resolves issues such as intentation style and line breaks, and can be configured in `hxformat.json`.
Haxe Formatter automatically resolves issues such as indentation style and line breaks, and can be configured in `hxformat.json`.
Code Quality is handled by the `vshaxe.haxe-checkstyle` extension, which includes Haxe Checkstyle.
### Haxe Checkstyle Notes
* Checks can be escalated to display as different serverities in the Problems window.
* Checks can be escalated to display as different severities in the Problems window.
* Checks can be disabled by setting the severity to `IGNORE`.
* `IndentationCharacter` checks what is used to indent, `Indentation` checks how deep the intentation is.
* `IndentationCharacter` checks what is used to indent, `Indentation` checks how deep the indentation is.
* `CommentedOutCode` check is in place because old code should be retrieved via Git history.
* TODO items: Enable these one-by-one and fix them to improve the overall code quality.
- Reconfigure `MethodLength`
+2 -1
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@@ -8,7 +8,7 @@ All Rights Reserved. "Friday Night Funkin'" and the "Friday Night Funkin'" logo
You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md)
## Apache 2.0 License
```
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
@@ -210,3 +210,4 @@ You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/fu
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
```
-13
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@@ -1,13 +0,0 @@
# RIGHT NOW THE MODS FOLDER DOES NOT WORK ENTIRELY JUST YET!!!
## THIS IS WORK IN PROGRESS!!!
# QUICK AND DIRTY MOD GUIDE
With the 0.2.6 update, I added a bit of a slightly nicer mod support backend.
It's POLYMOD, which is made by Lars Doucet: https://github.com/larsiusprime/polymod
You may have noticed that there's a new folder in the assets. MODS. Within it you will see 2 files. modList.txt, and a folder called introMod.
modList.txt will load any folder into the game. Put the folder you want to load into a new line in modList.txt, and reboot the game.
Now you may be wondering, what do I put in the folder? Well later down it'll get a bit more complicated, especially as I'll make the IN-GAME mod loader nicer.
+7 -3
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@@ -11,15 +11,19 @@ This game was made with love to Newgrounds and its community. Extra love to Tom
**PLEASE USE THE LINKS ABOVE IF YOU JUST WANT TO PLAY THE GAME**
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game](/docs/COMPILING.md) guide.
To learn how to install the necessary dependencies and compile the game from source, please follow our [Compiling Guide](/docs/COMPILING.md).
# Contributing
Please check out our [Contributor's guide](./CONTRIBUTORS.md) on how you can actively participate in the development of Friday Night Funkin'.
Check out our [Contributing Guide](/docs/CONTRIBUTING.md) to learn how you can actively contribute to the development of Friday Night Funkin'!
# Modding
Feel free to start learning to mod the game by reading our [documentation](https://funkincrew.github.io/funkin-modding-docs/) and guide to modding.
# Credits and Special Thanks
Full credits can be found in-game, or wherever the credits.json file is.
Full credits can be found in-game, or in the `credits.json` file which is located [here](https://github.com/FunkinCrew/funkin.assets/blob/main/exclude/data/credits.json).
## Programming
- [ninjamuffin99](https://twitter.com/ninja_muffin99) - Lead Programmer
+1 -1
Submodule art updated: 0dee03f11a...4efa0536a3
+1 -1
Submodule assets updated: bc7009b424...24eb271f3b
+15 -13
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@@ -1,8 +1,8 @@
FROM ubuntu:mantic
FROM ubuntu:noble
ARG haxe_version=4.3.4
ARG haxe_version=4.3.6
ARG haxelib_version=4.1.0
ARG neko_version=2.3.0
ARG neko_version=2.4.0
# prepare runner
ENV GITHUB_HOME="/github/home"
@@ -98,11 +98,12 @@ EOF
# neko
# https://github.com/HaxeFoundation/neko/releases/download/v2-3-0/neko-2.3.0-linux64.tar.gz
RUN <<EOF
neko_url=$(curl https://api.github.com/repos/HaxeFoundation/neko/releases -sfL \
| jq '.[] | select(.name == "'"$neko_version"'")' \
| jq '.assets[] | select(.name | endswith("linux64.tar.gz"))' \
| jq -r '.browser_download_url')
curl -sfL "$neko_url" | tar -xz -C /usr/local
#neko_url=$(curl https://api.github.com/repos/HaxeFoundation/neko/releases -fL \
# | jq '.[] | select(.name == "'"$neko_version"'")' \
# | jq '.assets[] | select(.name | endswith("linux64.tar.gz"))' \
# | jq -r '.browser_download_url')
neko_url="https://geo.thei.rs/funkin/neko-2.4.0-linux64.tar.gz"
curl -fL "$neko_url" | tar -xz -C /usr/local
EOF
RUN <<EOF
@@ -117,11 +118,12 @@ ENV PATH="$NEKOPATH:$PATH"
# haxe
# https://github.com/HaxeFoundation/haxe/releases/download/4.0.5/haxe-4.0.5-linux64.tar.gz
RUN <<EOF
haxe_url=$(curl https://api.github.com/repos/HaxeFoundation/haxe/releases -sfL \
| jq '.[] | select(.name == "'"$haxe_version"'")' \
| jq '.assets[] | select(.name | endswith("linux64.tar.gz"))' \
| jq -r '.browser_download_url')
curl -sfL "$haxe_url" | tar -xz -C /usr/local
#haxe_url=$(curl https://api.github.com/repos/HaxeFoundation/haxe/releases -fL \
# | jq '.[] | select(.name == "'"$haxe_version"'")' \
# | jq '.assets[] | select(.name | endswith("linux64.tar.gz"))' \
# | jq -r '.browser_download_url')
haxe_url="https://geo.thei.rs/funkin/haxe-4.3.6-linux64.tar.gz"
curl -fL "$haxe_url" | tar -xz -C /usr/local
EOF
RUN <<EOF
+90
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@@ -0,0 +1,90 @@
# git-cliff ~ configuration file
# https://git-cliff.org/docs/configuration
[remote.github]
owner = "FunkinCrew"
repo = "Funkin"
# To bypass "you have reached your rate limit!", you can input a github token either as an environment variable
# or alongside the `git cliff` command like so `git cliff --github-token TOKEN_HERE`
# Personally I like to use the github cli `gh` tool to get a token
# `git cliff --github-token $(gh auth token)`
[changelog]
# template for the changelog body
# https://keats.github.io/tera/docs/#introduction
body = """
{%- macro remote_url() -%}
https://github.com/{{ remote.github.owner }}/{{ remote.github.repo }}
{%- endmacro -%}
{% if version -%}
## [{{ version | trim_start_matches(pat="v") }}] - {{ timestamp | date(format="%Y-%m-%d") }}
{% else -%}
## [Unreleased]
{% endif -%}
{% for group, commits in commits | group_by(attribute="group") %}
### {{ group | upper_first }}
{%- for commit in commits %}
- {% if commit.scope %}({{commit.scope}}) {% endif %}{{ commit.message | split(pat="\n") | first | upper_first | trim }} \
([{{ commit.id | truncate(length=7, end="") }}]({{self::remote_url()}}/commit/{{ commit.id }})) -\
{% if commit.remote.username %} by @{{ commit.remote.username }}
{%- elif commit.author.name %} by {{ commit.author.name }}
{%- endif -%}
{% if commit.remote.pr_number %} in \
[#{{ commit.remote.pr_number }}]({{ self::remote_url() }}/pull/{{ commit.remote.pr_number }}) \
{%- endif -%}
{% if commit.links | length != 0 %}\
[#{{ commit.links }}]({{ self::remote_url() }}/pull/{{ commit.remote.pr_number }}) \
{%- endif -%}
{% endfor %}
{% endfor %}
{%- if github.contributors | filter(attribute="is_first_time", value=true) | length != 0 %}
## New Contributors
{%- endif -%}
{% for contributor in github.contributors | filter(attribute="is_first_time", value=true) %}
* @{{ contributor.username }} made their first contribution
{%- if contributor.pr_number %} in \
[#{{ contributor.pr_number }}]({{ self::remote_url() }}/pull/{{ contributor.pr_number }}) \
{%- endif %}
{%- endfor %}\n
"""
# remove the leading and trailing whitespace from the templates
trim = true
[git]
# parse the commits based on https://www.conventionalcommits.org
conventional_commits = true
# filter out the commits that are not conventional
filter_unconventional = true
# regex for preprocessing the commit messages
commit_preprocessors = [
# remove issue numbers from commits
{ pattern = '\((\w+\s)?#([0-9]+)\)', replace = "" },
]
# regex for parsing and grouping commits
commit_parsers = [
{ message = "^docs", group = "Changed", scope="docs" },
{ message = "^[a|A]dd", group = "Added" },
{ message = "^[s|S]upport", group = "Added" },
{ message = "^[r|R]emove", group = "Removed" },
{ message = "^.*: add", group = "Added" },
{ message = "^.*: support", group = "Added" },
{ message = "^.*: remove", group = "Removed" },
{ message = "^.*: delete", group = "Removed" },
{ message = "^test", group = "Fixed" },
{ message = "^fix", group = "Fixed" },
{ message = "^.*: fix", group = "Fixed" },
{ message = "^.*", group = "Changed" },
]
# filter out the commits that are not matched by commit parsers
filter_commits = false
# sort the tags topologically
topo_order = false
# sort the commits inside sections by oldest/newest order
sort_commits = "newest"
+7 -7
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@@ -13,7 +13,7 @@
- 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
7. Run `haxelib run lime setup` to set up Lime
8. 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:
@@ -21,6 +21,8 @@
- 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`
- 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`)
@@ -34,16 +36,14 @@ There are several useful build flags you can add to a build to affect how it wor
- `-DGITHUB_BUILD` will enable in-game debug functions (such as the ability to time travel in a song by pressing `PgUp`/`PgDn`), without enabling the other stuff
- `-DFEATURE_POLYMOD_MODS` or `-DNO_FEATURE_POLYMOD_MODS` to forcibly enable or disable modding support.
- `-DREDIRECT_ASSETS_FOLDER` or `-DNO_REDIRECT_ASSETS_FOLDER` to forcibly enable or disable asset redirection.
- This feature causes the game to load exported assets from the project's assets folder rather than the exported one. Great for fast iteration, but the game
- This feature causes the game to load exported assets from the project's assets folder rather than the exported one. Great for fast iteration, but the game will break if you try to zip it up and send it to someone, so it's disabled for release builds.
- `-DFEATURE_DISCORD_RPC` or `-DNO_FEATURE_DISCORD_RPC` to forcibly enable or disable support for Discord Rich Presence.
- `-DFEATURE_VIDEO_PLAYBACK` or `-DNO_FEATURE_VIDEO_PLAYBACK` to forcibly enable or disable video cutscene support.
- `-DFEATURE_CHART_EDITOR` or `-DNO_FEATURE_CHART_EDITOR` to forcibly enable or disable the chart editor in the Debug menu.
- `-DFEATURE_SCREENSHOTS` or `-DNO_FEATURE_SCREENSHOTS` to forcibly enable or disable the screenshots feature.
- `-DFEATURE_STAGE_EDITOR` to forcibly enable the experimental stage editor.
- `-DFEATURE_GHOST_TAPPING` to forcibly enable an experimental gameplay change to the anti-mash system.
# Troubleshooting - GO THROUGH THESE STEPS BEFORE OPENING ISSUES ON GITHUB!
# Troubleshooting
- During the cloning process, you may experience an error along the lines of `error: RPC failed; curl 92 HTTP/2 stream 0 was not closed cleanly: PROTOCOL_ERROR (err 1)` due to poor connectivity. A common fix is to run ` git config --global http.postBuffer 4096M`.
- Make sure your game directory has an `assets` folder! If it's missing, copy the path to your `funkin` folder and run `cd the\path\you\copied`. Then follow the guide starting from **Step 4**.
- Check that your `assets` folder is not empty! If it is, go back to **Step 4** and follow the guide from there.
- The compilation process often fails due to having the wrong versions of the required libraries. Many errors can be resolved by deleting the `.haxelib` folder and following the guide starting from **Step 5**.
If you experience any issues during the compilation process, DO NOT open an issue on GitHub. Instead, check the [Troubleshooting Guide](TROUBLESHOOTING.md) for steps on how to resolve common problems.
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@@ -0,0 +1,303 @@
# Contributing
Welcome to the Contributing Guide!
You can contribute to the Funkin' repository by opening issues or pull requests.
This guide will cover best practices for each type of contribution.
# Table of Contents
<details open>
<summary><b>Contents</b></summary>
[Part 1: Etiquette](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#part-1-etiquette)
<details>
<summary><a href="https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#part-2-issues">Part 2: Issues</a></summary>
* [Requirements](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#requirements)
* [Rejected Features](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#rejected-features)
* [Issue Types](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#issue-types)
* [Before You Submit...](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#before-you-submit)
</details>
<details>
<summary><a href="https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#part-3-pull-requests">Part 3: Pull Requests</a></summary>
* [Choosing a base branch](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#choosing-a-base-branch)
* [Merge conflicts and rebasing](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#merge-conflicts-and-rebasing)
* [Code PRs](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#code-prs)
* [Documentation PRs](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#documentation-prs)
* [GitHub PRs](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#github-prs)
* [funkin.assets PRs](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#funkinassets-prs)
</details>
[Closing](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#closing)
</details>
# Part 1: Etiquette
- Be respectful to one another. We're here to help each other out!
- Keep your titles clear and concise. Do not type the whole description into the title.
- Do not spam by creating unnecessary issues and pull requests.
- Use common sense!
# Part 2: Issues
Issues serve many purposes, from reporting bugs to suggesting new features.
This section provides guidelines to follow when [opening an issue](https://github.com/FunkinCrew/Funkin/issues).
## Requirements
Make sure you're playing:
- the latest version of the game (currently v0.5.3)
- without any mods
- on [Newgrounds](https://www.newgrounds.com/portal/view/770371) or downloaded from [itch.io](https://ninja-muffin24.itch.io/funkin)
## Rejected Features
If you want to **suggest a feature**, make sure it hasn't already been rejected.
Here's a list of commonly suggested features and the reasons why they won't be added:
| Feature | Reason |
| ------- | ------- |
| Combo Break + Accuracy Displays | https://github.com/FunkinCrew/Funkin/pull/2681#issuecomment-2156308982 |
| 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 |
| 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 |
| Adjusted Difficulty Ratings | https://github.com/FunkinCrew/Funkin/issues/2781#issuecomment-2172053144 |
| Difficulty Ratings above 20 | https://github.com/FunkinCrew/Funkin/issues/3075#issuecomment-2368984497 |
| Ability to Reset a Song's Score | https://github.com/FunkinCrew/Funkin/issues/3916#issuecomment-2525408261 |
| Quick Restart Keybind (not R) | https://github.com/FunkinCrew/Funkin/issues/3268#issuecomment-2351095232 |
| Countdown after Unpausing Song | https://github.com/FunkinCrew/Funkin/issues/2721#issuecomment-2159330106 |
| 4:3 Aspect Ratio for Week 6 | https://github.com/FunkinCrew/Funkin/issues/3840#issuecomment-2689158438 |
| "Philly Glow" Effect from Psych Engine | https://github.com/FunkinCrew/Funkin/issues/3788#issuecomment-2688966982 |
| Importing Charts from Psych Engine (and other mod content) | https://github.com/FunkinCrew/Funkin/issues/2586#issuecomment-2125733327 |
| Backwards Compatibility for Modding | https://github.com/FunkinCrew/Funkin/issues/3949#issuecomment-2608391329 |
| Lua Support | https://github.com/FunkinCrew/Funkin/issues/2643#issuecomment-2143718093 |
## Issue Types
Choose the issue template that best suits your needs!
Here's what each template is designed for:
### Bug Report ([view list](https://github.com/FunkinCrew/Funkin/issues?q=is%3Aissue%20state%3Aopen%20label%3A%22type%3A%20minor%20bug%22))
For minor bugs and general issues with the game. Choose this one if none of the others fit your needs.
### Crash Report ([view list](https://github.com/FunkinCrew/Funkin/issues?q=is%3Aissue%20state%3Aopen%20label%3A%22type%3A%20major%20bug%22))
For crashes and freezes like the [Null Object Reference](https://github.com/FunkinCrew/Funkin/issues/2209) problem from v0.3.0.
### Charting Issue ([view list](https://github.com/FunkinCrew/Funkin/issues?q=is%3Aissue%20state%3Aopen%20label%3A%22type%3A%20charting%20issue%22))
For misplaced notes, wonky camera movements, broken song events, and everything related to the game's charts.
### Enhancement ([view list](https://github.com/FunkinCrew/Funkin/issues?q=is%3Aissue%20state%3Aopen%20label%3A%22type%3A%20enhancement%22))
For suggestions to add new features or improve existing ones. We'd love to hear your ideas!
### Compiling Help (only after reading the [Troubleshooting Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/TROUBLESHOOTING.md))
For issues with compiling the game. Legacy versions (before v0.3.0) are not supported.
> [!TIP]
> If none of the above Issue templates suit your inquiry (e.g. Questions or Coding Help), please [open a discussion](https://github.com/FunkinCrew/Funkin/discussions).
## Before You Submit...
Complete the Issue Checklist at the top of your template!
> [!IMPORTANT]
> If you do not complete each step of the Issue Checklist, **your issue may be closed.**
Be sure to use the search bar on the Issues page to check that your issue hasn't already been reported by someone else.
Duplicate issues make it harder to keep track of important issues with the game.
Also only report one issue or enhancement at a time! If you have multiple bug reports or suggestions, split them up into separate submissions so they can be checked off one by one.
Once you're sure your issue is unique and specific, feel free to submit it.
**Thank you for opening issues!**
# Part 3: Pull Requests
Community members are welcome to contribute their changes by [opening pull requests](https://github.com/FunkinCrew/Funkin/pulls).
This section covers guidelines for opening and managing pull requests (PRs).
## Choosing a base branch
When creating a branch in your fork, base your branch on either the `main` or `develop` branch depending on the types of changes you want to make.
> [!CAUTION]
> Avoid using your fork's default branch (`main` in this case) for your PR. This is considered an [anti-pattern](https://jmeridth.com/posts/do-not-issue-pull-requests-from-your-master-branch/) by GitHub themselves!
Choose the `main` branch if you modify:
- Documentation (`.md` files)
- GitHub files (`.yml` files or anything in the `.github` folder)
Choose the `develop` branch if you modify:
- Game code (`.hx` files)
- Any other type of file
> [!TIP]
> When in doubt, base your branch on the `develop` branch.
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
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!
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.
> [!TIP]
> If your commit history becomes too long, you can use rebase to `squash` your PR's commits into a single commit.
## Code PRs
> [!IMPORTANT]
> This guide does not cover compiling. If you have trouble compiling the game, refer to the [Compilation Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/COMPILING.md).
Code-based PRs make changes such as **fixing bugs** or **implementing new features** in the game.
This involves modifying one or several of the repository’s `.hx` files, found within the `source/` folder.
### Codestyle
Before submitting your PR, check that your code follows the [Style Guide](https://github.com/FunkinCrew/Funkin/blob/main/docs/style-guide.md).
Here are some guidelines for writing comments in your code:
- Leave comments only when you believe a piece of code warrants explanation.
- Ensure that your comments provide meaningful insight into the function or purpose of the code.
- Write your comments in a clear and concise manner.
- Only sign your comments with your name when your changes are complex and may require further explanation.
### Example Comments
#### DO NOT:
```haxe
/**
* jumps around the song
* works with bpm changes but skipped notes still hurt
* @param sections how many sections to jump, negative = backwards
*/
function changeSection(sections:Int):Void
{
// Pause the music, as you probably guessed
// FlxG.sound.music.pause();
// Set the target time in steps, I don’t really get how this works though lol - [GitHub username]
var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.stepsPerMeasure * sections);
var targetTimeMs:Float = Conductor.instance.getStepTimeInMs(targetTimeSteps);
// Don't go back in time to before the song started, that would probably break a lot of things and cause a whole bunch of problems!
targetTimeMs = Math.max(0, targetTimeMs);
if (FlxG.sound.music != null) // If the music is not null, set the time to the target time
{
FlxG.sound.music.time = targetTimeMs;
}
// Handle skipped notes and events and all that jazz
handleSkippedNotes();
SongEventRegistry.handleSkippedEvents(songEvents, Conductor.instance.songPosition);
// regenNoteData(FlxG.sound.music.time);
Conductor.instance.update(FlxG.sound?.music?.time ?? 0.0);
// I hate this function - [GitHub username]
resyncVocals();
}
```
#### DO:
```haxe
/**
* Jumps forward or backward a number of sections in the song.
* Accounts for BPM changes, does not prevent death from skipped notes.
* @param sections The number of sections to jump, negative to go backwards.
*/
function changeSection(sections:Int):Void
{
var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.stepsPerMeasure * sections);
var targetTimeMs:Float = Conductor.instance.getStepTimeInMs(targetTimeSteps);
// Don't go back in time to before the song started.
targetTimeMs = Math.max(0, targetTimeMs);
if (FlxG.sound.music != null)
{
FlxG.sound.music.time = targetTimeMs;
}
handleSkippedNotes();
SongEventRegistry.handleSkippedEvents(songEvents, Conductor.instance.songPosition);
Conductor.instance.update(FlxG.sound?.music?.time ?? 0.0);
resyncVocals();
}
```
## Documentation PRs
Documentation-based PRs make changes such as **fixing typos** or **adding new information** in documentation files.
This involves modifying one or several of the repository’s `.md` files, found throughout the repository.
Make sure your changes are easy to understand and formatted consistently to maximize clarity and readability.
> [!CAUTION]
> DO NOT TOUCH THE `LICENSE.md` FILE, EVEN TO MAKE SMALL CHANGES!
### Example Documentation PR
#### DO NOT:
```
// The original documentation
- `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.
// The new PR additions
- `ctrl alt shift e`: No idea what this does
- `alt-f4`: closes the game
```
#### DO:
```
// The original documentation
- `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.
// The new PR additions
- `CTRL-ALT-SHIFT-E`: ***DUMP SAVE DATA***: Prompts the user to save their save data as a JSON file, so its contents can be viewed. Only available on debug builds.
- `ALT-F4`: ***CLOSE GAME***: Closes the game forcibly on Windows.
```
## GitHub PRs
GitHub-related PRs make changes such as **tweaking Issue Templates** or **updating the repository’s workflows**.
This involves modifying one or several of the repository’s `.yml` files, or any other file in the `.github` folder.
Please test these changes on your fork’s main branch to avoid breaking anything in this repository (e.g. GitHub Actions, issue templates, etc.)!
## funkin.assets PRs
The `assets` submodule has its own repository called [funkin.assets](https://github.com/FunkinCrew/funkin.assets).
If you only modify files in the `assets` folder, open a PR in the `funkin.assets` repository instead of the main repository.
If you simultaneously modify files from both repositories, then open two separate PRs and explain the connection in your PR descriptions.
Be sure to choose `main` as the base branch for `funkin.assets` PRs, as no `develop` branch exists for that repository.
# Closing
Thank you for reading the Contributing Guide.
We look forward to seeing your contributions to the game!
+10 -3
View File
@@ -7,6 +7,8 @@ Most of this functionality is only available on debug builds of the game!
- `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-ALT-SHIFT-L`: ***FORCE CRASH***: Immediately crash the game with a detailed crash log and a stack trace. (Only works in the Main Menu on debug builds).
- `CTRL-SHIFT-L`: ***FORCE CRASH***: Immediately crash the game with a detailed crash log and a stack trace.
## **Play State**
@@ -15,8 +17,8 @@ Most of this functionality is only available on debug builds of the game!
- `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.
- `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.
## **Freeplay State**
- `F` (Freeplay Menu) - Move to Favorites
@@ -27,5 +29,10 @@ Most of this functionality is only available on debug builds of the game!
- `Y` - WOAH
## **Main Menu**
- `~`: ***DEBUG****: Opens a menu to access the Chart Editor and other work-in-progress editors. Rebindable in the options 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.
- `CTRL-ALT-SHIFT-M`: ***NO MORE ACCESS***: Re-locks all songs in Freeplay except those unlocked by default. Only available on debug builds.
- `CTRL-ALT-SHIFT-R`: ***GREAT SCORE?***: Give the user a hypothetical overridden score, and see if we can maintain that golden P rank. Only available on debug builds.
- `CTRL-ALT-SHIFT-P`: ***CHARACTER UNLOCK SCREEN***: Forces the Character Select screen to play Pico's unlocking animation. Only available on debug builds.
- `CTRL-ALT-SHIFT-N`: ***CHARACTER NOT SEEN***: Marks all characters as not seen and enables BF's new character unlocked animation in Freeplay. Only available on debug builds.
- `CTRL-ALT-SHIFT-E`: ***DUMP SAVE DATA***: Prompts the user to save their save data as a JSON file, so its contents can be viewed. Only available on debug builds.
+50
View File
@@ -0,0 +1,50 @@
# Troubleshooting Common Compilation Issues
- Any output containing `WARNING` or `(WDeprecated)`
- Will not disrupt compilation and can be safely ignored.
- `This version of hxcpp` ... `Would you like to do this now [y/n]`
- Type "y" into the console and press Enter.
- Weird macro error with a very tall call stack: Restart Visual Studio Code
- NOTE: This is caused by Polymod somewhere, and seems to only occur when there is another compile error somewhere in the program. There is a bounty up for it.
- `Get Thread Context Failed`
- Turn off other expensive applications while building.
- `Type not found: T1`
- This is thrown by `json2object`, make sure the data type of `@:default` is correct.
- NOTE: `flixel.util.typeLimit.OneOfTwo` isn't supported.
- `Class lists not properly generated. Try cleaning out your export folder, restarting your IDE, and rebuilding your project.`
- This is a bug specific to HTML5. Simply perform the steps listed (don't forget to restart the IDE too).
- `LINK : fatal error LNK1201: error writing to program database ''; check for insufficient disk space, invalid path, or insufficient privilege`
- This error occurs if the PDB file located in your `export` folder is in use or exceeds 4 GB. Try deleting the `export` folder and building again from scratch.
- `error: RPC failed; curl 92 HTTP/2 stream 0 was not closed cleanly: PROTOCOL_ERROR (err 1)`
- This error can happen during cloning as a result of poor network connectivity. A common fix is to run `git config --global http.postBuffer 4096M` in your terminal.
- Repository is missing an `assets` folder, or `assets` folder is empty.
- You did not clone the repository correctly! Copy the path to your `funkin` folder and run `cd the\path\you\copied`. Then follow the compilation guide starting from **Step 4**.
- Other compilation issues may be caused by installing bad library versions. Try deleting the `.haxelib` folder and following the guide starting from **Step 5**.
## Lime Related Issues
- Segmentation fault and/or crash after `Done mapping time changes: [SongTimeChange(0ms,102bpm)]`
- Caused by using official Lime instead of Funkin's fork. Reinstalling Lime should fix it.
(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.
```
cd .haxelib/lime/git
git submodule init
git submodule sync
git submodule update
cd ../../..
# Note: The command and packages here might be different depending on your distro.
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).
-15
View File
@@ -1,15 +0,0 @@
# Troubleshooting Common Issues
- Weird macro error with a very tall call stack: Restart Visual Studio Code
- NOTE: This is caused by Polymod somewhere, and seems to only occur when there is another compile error somewhere in the program. There is a bounty up for it.
- `Get Thread Context Failed`: Turn off other expensive applications while building
- `Type not found: T1`: This is thrown by `json2object`, make sure the data type of `@:default` is correct.
- NOTE: `flixel.util.typeLimit.OneOfTwo` isn't supported.
- `Class lists not properly generated. Try cleaning out your export folder, restarting your IDE, and rebuilding your project.`
- This is a bug specific to HTML5. Simply perform the steps listed (don't forget to restart the IDE too).
- `LINK : fatal error LNK1201: error writing to program database ''; check for insufficient disk space, invalid path, or insufficient privilege`
- This error occurs if the PDB file located in your `export` folder is in use or exceeds 4 GB. Try deleting the `export` folder and building again from scratch.
+1 -1
View File
@@ -6,7 +6,7 @@
"name": "EliteMasterEric"
}
],
"api_version": "0.1.0",
"api_version": "0.5.0",
"mod_version": "1.0.0",
"license": "Apache-2.0"
}
+1 -1
View File
@@ -6,7 +6,7 @@
"name": "EliteMasterEric"
}
],
"api_version": "0.1.0",
"api_version": "0.5.0",
"mod_version": "1.0.0",
"license": "Apache-2.0"
}
+30 -32
View File
@@ -4,28 +4,21 @@
"name": "FlxPartialSound",
"type": "git",
"dir": null,
"ref": "a1eab7b9bf507b87200a3341719054fe427f3b15",
"ref": "41f35ddb1eb9d10bc742e6f8b5bcc62f9ef8ad84",
"url": "https://github.com/FunkinCrew/FlxPartialSound.git"
},
{
"name": "discord_rpc",
"type": "git",
"dir": null,
"ref": "2d83fa863ef0c1eace5f1cf67c3ac315d1a3a8a5",
"url": "https://github.com/FunkinCrew/linc_discord-rpc"
},
{
"name": "flixel",
"type": "git",
"dir": null,
"ref": "f2b090d6c608471e730b051c8ee22b8b378964b1",
"ref": "fffb1a74cf08f63dacc2ab09976340563f5b6e6d",
"url": "https://github.com/FunkinCrew/flixel"
},
{
"name": "flixel-addons",
"type": "git",
"dir": null,
"ref": "9c6fb47968e894eb36bf10e94725cd7640c49281",
"ref": "b9118f47f43a66bc0e5fbfcfd9903f0425e918ee",
"url": "https://github.com/FunkinCrew/flixel-addons"
},
{
@@ -35,18 +28,11 @@
"ref": "951a0103a17bfa55eed86703ce50b4fb0d7590bc",
"url": "https://github.com/FunkinCrew/flixel-text-input"
},
{
"name": "flixel-ui",
"type": "git",
"dir": null,
"ref": "27f1ba626f80a6282fa8a187115e79a4a2133dc2",
"url": "https://github.com/HaxeFlixel/flixel-ui"
},
{
"name": "flxanimate",
"type": "git",
"dir": null,
"ref": "0654797e5eb7cd7de0c1b2dbaa1efe5a1e1d9412",
"ref": "713d3de0e566d6cd54cde13711ab3e4f60f59f4b",
"url": "https://github.com/Dot-Stuff/flxanimate"
},
{
@@ -58,7 +44,7 @@
"name": "funkin.vis",
"type": "git",
"dir": null,
"ref": "22b1ce089dd924f15cdc4632397ef3504d464e90",
"ref": "1966f8fbbbc509ed90d4b520f3c49c084fc92fd6",
"url": "https://github.com/FunkinCrew/funkVis"
},
{
@@ -77,35 +63,28 @@
"name": "haxeui-core",
"type": "git",
"dir": null,
"ref": "22f7c5a8ffca90d4677cffd6e570f53761709fbc",
"ref": "74ba53387eab0c4c2d3825e103fe70df8e46d9b1",
"url": "https://github.com/haxeui/haxeui-core"
},
{
"name": "haxeui-flixel",
"type": "git",
"dir": null,
"ref": "28bb710d0ae5d94b5108787593052165be43b980",
"ref": "34fe148e45292439a9c3caf00890c93bcc6f9453",
"url": "https://github.com/haxeui/haxeui-flixel"
},
{
"name": "hscript",
"type": "git",
"dir": null,
"ref": "12785398e2f07082f05034cb580682e5671442a2",
"ref": "27c86f9a761c1d16d4433c4cf252eccb7b2e18de",
"url": "https://github.com/FunkinCrew/hscript"
},
{
"name": "hxCodec",
"type": "git",
"dir": null,
"ref": "61b98a7a353b7f529a8fec84ed9afc919a2dffdd",
"url": "https://github.com/FunkinCrew/hxCodec"
},
{
"name": "hxcpp",
"type": "git",
"dir": null,
"ref": "904ea40643b050a5a154c5e4c33a83fd2aec18b1",
"ref": "v4.3.75",
"url": "https://github.com/HaxeFoundation/hxcpp"
},
{
@@ -115,6 +94,13 @@
"ref": "147294123f983e35f50a966741474438069a7a8f",
"url": "https://github.com/FunkinCrew/hxcpp-debugger"
},
{
"name": "hxdiscord_rpc",
"type": "git",
"dir": null,
"ref": "82c47ecc1a454b7dd644e4fcac7e91155f176dec",
"url": "https://github.com/FunkinCrew/hxdiscord_rpc"
},
{
"name": "hxjsonast",
"type": "git",
@@ -127,6 +113,11 @@
"type": "haxelib",
"version": "1.3.0"
},
{
"name": "hxvlc",
"type": "haxelib",
"version": "2.0.1"
},
{
"name": "json2object",
"type": "git",
@@ -152,7 +143,7 @@
"name": "lime",
"type": "git",
"dir": null,
"ref": "fe3368f611a84a19afc03011353945ae4da8fffd",
"ref": "d1322e60f97b5c6e977f9e3e8a04f22b5190e7d9",
"url": "https://github.com/FunkinCrew/lime"
},
{
@@ -183,11 +174,18 @@
"ref": "f61be7f7ba796595f45023ca65164a485aba0e7e",
"url": "https://github.com/FunkinCrew/MassiveUnit"
},
{
"name": "newgrounds",
"type": "git",
"dir": null,
"ref": "c8b30832027fa04f48fe6a45fa7903d5b265d56e",
"url": "https://github.com/Geokureli/Newgrounds/"
},
{
"name": "openfl",
"type": "git",
"dir": null,
"ref": "8306425c497766739510ab29e876059c96f77bd2",
"ref": "d061c936b462f040304ec2bd42d9f59d2e59e285",
"url": "https://github.com/FunkinCrew/openfl"
},
{
+106 -21
View File
@@ -25,7 +25,7 @@ class Project extends HXProject {
* REMEMBER TO CHANGE THIS WHEN THE GAME UPDATES!
* You only have to change it here, the rest of the game will query this value.
*/
static final VERSION:String = "0.5.0";
static final VERSION:String = "0.6.2";
/**
* The game's name. Used as the default window title.
@@ -149,6 +149,21 @@ class Project extends HXProject {
*/
static final FEATURE_DEBUG_FUNCTIONS:FeatureFlag = "FEATURE_DEBUG_FUNCTIONS";
/**
* `-DFEATURE_DEBUG_TRACY`
* If this flag is enabled, the game will have the necessary hooks for the Tracy profiler.
* Only enable this if you're using the correct fork of Haxe to support this.
* @see https://github.com/HaxeFoundation/hxcpp/pull/1153
*/
static final FEATURE_DEBUG_TRACY:FeatureFlag = "FEATURE_DEBUG_TRACY";
/**
* `-DFEATURE_LOG_TRACE`
* If this flag is enabled, the game will print debug traces to the console.
* Disable to improve performance a bunch.
*/
static final FEATURE_LOG_TRACE:FeatureFlag = "FEATURE_LOG_TRACE";
/**
* `-DFEATURE_DISCORD_RPC`
* If this flag is enabled, the game will enable the Discord Remote Procedure Call library.
@@ -163,6 +178,33 @@ class Project extends HXProject {
*/
static final FEATURE_NEWGROUNDS:FeatureFlag = "FEATURE_NEWGROUNDS";
/**
* `-DFEATURE_NEWGROUNDS_DEBUG`
* If this flag is enabled, the game will enable Newgrounds.io's debug functions.
* This provides additional information in requests, as well as "faking" medal and leaderboard submissions.
*/
static final FEATURE_NEWGROUNDS_DEBUG:FeatureFlag = "FEATURE_NEWGROUNDS_DEBUG";
/**
* `-DFEATURE_NEWGROUNDS_AUTOLOGIN`
* If this flag is enabled, the game will attempt to automatically login to Newgrounds on startup.
*/
static final FEATURE_NEWGROUNDS_AUTOLOGIN:FeatureFlag = "FEATURE_NEWGROUNDS_AUTOLOGIN";
/**
* `-DFEATURE_NEWGROUNDS_TESTING_MEDALS`
* If this flag is enabled, use the medal IDs from the debug test bench.
* If disabled, use the actual medal IDs from the release project on Newgrounds.
*/
static final FEATURE_NEWGROUNDS_TESTING_MEDALS:FeatureFlag = "FEATURE_NEWGROUNDS_TESTING_MEDALS";
/**
* `-DFEATURE_NEWGROUNDS_EVENTS`
* If this flag is enabled, the game will attempt to send events to Newgrounds when the user does stuff.
* This lets us see cool anonymized stats! It only works if the user is logged in.
*/
static final FEATURE_NEWGROUNDS_EVENTS:FeatureFlag = "FEATURE_NEWGROUNDS_EVENTS";
/**
* `-DFEATURE_FUNKVIS`
* If this flag is enabled, the game will enable the Funkin Visualizer library.
@@ -182,7 +224,7 @@ class Project extends HXProject {
/**
* `-DFEATURE_VIDEO_PLAYBACK`
* If this flag is enabled, the game will enable support for video playback.
* This requires the hxCodec library on desktop platforms.
* This requires the hxvlc library on desktop platforms.
*/
static final FEATURE_VIDEO_PLAYBACK:FeatureFlag = "FEATURE_VIDEO_PLAYBACK";
@@ -199,6 +241,12 @@ class Project extends HXProject {
*/
static final FEATURE_OPEN_URL:FeatureFlag = "FEATURE_OPEN_URL";
/**
* `-DFEATURE_SCREENSHOTS`
* If this flag is enabled, the game will support the screenshots feature.
*/
static final FEATURE_SCREENSHOTS:FeatureFlag = "FEATURE_SCREENSHOTS";
/**
* `-DFEATURE_CHART_EDITOR`
* If this flag is enabled, the Chart Editor will be accessible from the debug menu.
@@ -211,6 +259,12 @@ class Project extends HXProject {
*/
static final FEATURE_STAGE_EDITOR:FeatureFlag = "FEATURE_STAGE_EDITOR";
/**
* `-DFEATURE_RESULTS_DEBUG
* If this flag is enabled, a debug menu for Results screen will be accessible from the debug menu.
*/
static final FEATURE_RESULTS_DEBUG:FeatureFlag = "FEATURE_RESULTS_DEBUG";
/**
* `-DFEATURE_POLYMOD_MODS`
* If this flag is enabled, the game will enable the Polymod library's support for atomic mod loading from the `./mods` folder.
@@ -309,6 +363,8 @@ class Project extends HXProject {
this.window.hardware = true;
this.window.vsync = false;
// force / allow high DPI
this.window.allowHighDPI = true;
if (isWeb()) {
this.window.resizable = true;
@@ -439,8 +495,6 @@ class Project extends HXProject {
// Should be false unless explicitly requested.
GITHUB_BUILD.apply(this, false);
FEATURE_STAGE_EDITOR.apply(this, false);
FEATURE_NEWGROUNDS.apply(this, false);
FEATURE_GHOST_TAPPING.apply(this, false);
// Should be true unless explicitly requested.
@@ -450,17 +504,28 @@ class Project extends HXProject {
FEATURE_FUNKVIS.apply(this, true);
FEATURE_PARTIAL_SOUNDS.apply(this, true);
FEATURE_VIDEO_PLAYBACK.apply(this, true);
FEATURE_STAGE_EDITOR.apply(this, true);
// Should be true on debug builds or if GITHUB_BUILD is enabled.
FEATURE_DEBUG_FUNCTIONS.apply(this, isDebug() || GITHUB_BUILD.isEnabled(this));
FEATURE_RESULTS_DEBUG.apply(this, isDebug() || GITHUB_BUILD.isEnabled(this));
// Got a lot of complains about this being turned off by default on some builds.
// TODO: Look into ways to optimize logging (maybe by using a thread pool?)
FEATURE_LOG_TRACE.apply(this, true);
FEATURE_NEWGROUNDS.apply(this, true);
FEATURE_NEWGROUNDS_DEBUG.apply(this, false);
FEATURE_NEWGROUNDS_TESTING_MEDALS.apply(this, FEATURE_NEWGROUNDS.isEnabled(this) && FEATURE_DEBUG_FUNCTIONS.isEnabled(this));
FEATURE_NEWGROUNDS_AUTOLOGIN.apply(this, FEATURE_NEWGROUNDS.isEnabled(this) && isWeb());
FEATURE_NEWGROUNDS_EVENTS.apply(this, FEATURE_NEWGROUNDS.isEnabled(this));
// Should default to true on workspace builds and false on release builds.
REDIRECT_ASSETS_FOLDER.apply(this, isDebug() && isDesktop());
// Should be true on release, non-tester builds.
// Should be true on desktop, release, non-tester builds.
// We don't want testers to accidentally leak songs to their Discord friends!
// TODO: Re-enable this.
FEATURE_DISCORD_RPC.apply(this, false && !FEATURE_DEBUG_FUNCTIONS.isEnabled(this));
FEATURE_DISCORD_RPC.apply(this, isDesktop() && !FEATURE_DEBUG_FUNCTIONS.isEnabled(this));
// Should be true only on web builds.
// Audio context issues only exist there.
@@ -478,6 +543,10 @@ class Project extends HXProject {
// Should be true except on web builds.
// Chart editor doesn't work there.
FEATURE_CHART_EDITOR.apply(this, !isWeb());
// Should be true except on web builds.
// Screenshots doesn't work there.
FEATURE_SCREENSHOTS.apply(this, !isWeb());
}
/**
@@ -516,6 +585,16 @@ class Project extends HXProject {
// Cleaner looking compiler errors.
setHaxedef("message.reporting", "pretty");
if (FEATURE_DEBUG_TRACY.isEnabled(this)) {
setHaxedef("HXCPP_TELEMETRY"); // Enable telemetry
setHaxedef("HXCPP_TRACY"); // Enable Tracy telemetry
setHaxedef("HXCPP_TRACY_MEMORY"); // Track memory allocations
setHaxedef("HXCPP_TRACY_ON_DEMAND"); // Only collect telemetry when Tracy is open and reachable
// setHaxedef("HXCPP_TRACY_INCLUDE_CALLSTACKS"); // Inspect callstacks per zone, inflating telemetry data
setHaxedef("absolute-paths"); // Fix source locations so Tracy can see them
}
}
/**
@@ -541,7 +620,7 @@ class Project extends HXProject {
// Ensure all Flixel classes are available at runtime.
// Explicitly ignore packages which require additional dependencies.
addHaxeMacro("include('flixel', true, [ 'flixel.addons.editors.spine.*', 'flixel.addons.nape.*', 'flixel.system.macros.*' ])");
addHaxeMacro("include('flixel', true, [ 'flixel.addons.editors.spine.*', 'flixel.addons.nape.*', 'flixel.system.macros.*', 'flixel.addons.tile.FlxRayCastTilemap' ])");
}
/**
@@ -555,7 +634,15 @@ class Project extends HXProject {
function configureOutputDir() {
// Set the output directory. Depends on the target platform and build type.
var buildDir = 'export/${isDebug() ? 'debug' : 'release'}/';
var buildDir = 'export/${isDebug() ? 'debug' : 'release'}';
// we use a dedicated 'tracy' folder, since it generally needs a recompile when in use
if (FEATURE_DEBUG_TRACY.isEnabled(this))
buildDir += "-tracy";
// trailing slash might not be needed, works fine on macOS without it, but I haven't tested on Windows!
buildDir += "/";
info('Output directory: $buildDir');
// setenv('BUILD_DIR', buildDir);
@@ -612,13 +699,13 @@ class Project extends HXProject {
}
if (isDesktop() && !isHashLink() && FEATURE_VIDEO_PLAYBACK.isEnabled(this)) {
// hxCodec doesn't function on HashLink or non-desktop platforms
// hxvlc doesn't function on HashLink or non-desktop platforms
// It's also unnecessary if video playback is disabled
addHaxelib('hxCodec'); // Video playback
addHaxelib('hxvlc'); // Video playback
}
if (FEATURE_DISCORD_RPC.isEnabled(this)) {
addHaxelib('discord_rpc'); // Discord API
addHaxelib('hxdiscord_rpc'); // Discord API
}
if (FEATURE_NEWGROUNDS.isEnabled(this)) {
@@ -941,6 +1028,8 @@ class Project extends HXProject {
var commitHash:String = process.stdout.readLine();
var commitHashSplice:String = commitHash.substr(0, 7);
process.close();
return commitHashSplice;
}
@@ -955,6 +1044,8 @@ class Project extends HXProject {
var branchName:String = branchProcess.stdout.readLine();
branchProcess.close();
return branchName;
}
@@ -979,6 +1070,8 @@ class Project extends HXProject {
}
}
branchProcess.close();
return output.length > 0;
}
@@ -997,15 +1090,7 @@ class Project extends HXProject {
* Display an info message. This should not interfere with the build process.
*/
public function info(message:String):Void {
// CURSED: We have to disable info() log calls because of a bug.
// https://github.com/haxelime/lime-vscode-extension/issues/88
// Log.info('[INFO] ${message}');
// trace(message);
// Sys.println(message);
// Sys.stdout().writeString(message);
// Sys.stderr().writeString(message);
if(command != "display") { Log.info('[INFO] ${message}'); }
}
}
+3 -10
View File
@@ -2,6 +2,7 @@ package;
import flixel.FlxGame;
import flixel.FlxState;
import funkin.Preferences;
import funkin.util.logging.CrashHandler;
import funkin.ui.debug.MemoryCounter;
import funkin.save.Save;
@@ -22,12 +23,6 @@ class Main extends Sprite
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = funkin.InitState; // The FlxState the game starts with.
var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
#if (web || CHEEMS)
var framerate:Int = 60; // How many frames per second the game should run at.
#else
// TODO: This should probably be in the options menu?
var framerate:Int = 144; // How many frames per second the game should run at.
#end
var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode.
var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
@@ -109,10 +104,10 @@ class Main extends Sprite
// George recommends binding the save before FlxGame is created.
Save.load();
var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen);
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
// create() in there, which gets called when it's added to stage
// create() in there, which gets called when it's added to the stage
// which is why it needs to be added before addChild(game) here
@:privateAccess
game._customSoundTray = funkin.ui.options.FunkinSoundTray;
@@ -123,8 +118,6 @@ class Main extends Sprite
game.debugger.interaction.addTool(new funkin.util.TrackerToolButtonUtil());
#end
addChild(fpsCounter);
#if hxcpp_debug_server
trace('hxcpp_debug_server is enabled! You can now connect to the game with a debugger.');
#else
+32 -1
View File
@@ -9,10 +9,23 @@ class Prebuild
{
static inline final BUILD_TIME_FILE:String = '.build_time';
static final NG_CREDS_PATH:String = './source/funkin/api/newgrounds/NewgroundsCredentials.hx';
static final NG_CREDS_TEMPLATE:String = "package funkin.api.newgrounds;
class NewgroundsCredentials
{
public static final APP_ID:String = #if API_NG_APP_ID haxe.macro.Compiler.getDefine(\"API_NG_APP_ID\") #else 'INSERT APP ID HERE' #end;
public static final ENCRYPTION_KEY:String = #if API_NG_ENC_KEY haxe.macro.Compiler.getDefine(\"API_NG_ENC_KEY\") #else 'INSERT ENCRYPTION KEY HERE' #end;
}";
static function main():Void
{
saveBuildTime();
trace('Building...');
saveBuildTime();
buildCredsFile();
}
static function saveBuildTime():Void
@@ -22,4 +35,22 @@ class Prebuild
fo.writeDouble(now);
fo.close();
}
static function buildCredsFile():Void
{
#if sys
if (sys.FileSystem.exists(NG_CREDS_PATH))
{
trace('NewgroundsCredentials.hx already exists, skipping.');
}
else
{
trace('Creating NewgroundsCredentials.hx...');
var fileContents:String = NG_CREDS_TEMPLATE;
sys.io.File.saveContent(NG_CREDS_PATH, fileContents);
}
#end
}
}
+102
View File
@@ -0,0 +1,102 @@
/*
* Pulled from Tracey profiler PR
* @see https://github.com/HaxeFoundation/haxe/pull/11772
*/
package cpp.vm.tracy;
#if (!HXCPP_TRACY)
#error "This class cannot be used without -D HXCPP_TRACY"
#end
enum abstract PlotFormatType(cpp.UInt8) from cpp.UInt8 to cpp.UInt8
{
var Number = 0;
var Memory = 1;
var Percentage = 2;
}
@:include('hx/TelemetryTracy.h')
extern class Native_TracyProfiler
{
/**
Mark a frame. Call this at the end of each frame loop.
**/
@:native('::__hxcpp_tracy_framemark')
public static function frameMark():Void;
/**
Print a message into Tracy's log.
**/
@:native('::__hxcpp_tracy_message')
public static function message(_msg:String, ?_color:Int = 0x000000):Void;
/**
Tracy can collect additional information about the profiled application,
which will be available in the trace description.
This can include data such as the source repository revision,
the application’s environment (dev/prod), etc.
**/
@:native('::__hxcpp_tracy_message_app_info')
public static function messageAppInfo(_info:String):Void;
/**
Plot a named value to tracy. This will generate a graph in the profiler for you.
**/
@:native('::__hxcpp_tracy_plot')
public static function plot(_name:String, _val:cpp.Float32):Void;
/**
Configure how values are plotted and displayed.
**/
@:native('::__hxcpp_tracy_plot_config')
public static function plotConfig(_name:String, _format:PlotFormatType, ?_step:Bool = false, ?_fill:Bool = false, ?_color:Int = 0x000000):Void;
/**
Set a name for the current thread this function is called in. Supply an optional groupHint so threads become grouped in Tracy's UI.
**/
@:native('::__hxcpp_tracy_set_thread_name_and_group')
public static function setThreadName(_name:String, ?_groupHint:Int = 1):Void;
/**
Create a custom named scoped zone in your code.
**/
@:native('HXCPP_TRACY_ZONE')
public static function zoneScoped(_name:String):Void;
}
#if (scriptable || cppia)
class Cppia_TracyProfiler
{
@:inheritDoc(cpp.vm.tracy.Native_TracyProfiler.frameMark)
public static function frameMark()
Native_TracyProfiler.frameMark();
@:inheritDoc(cpp.vm.tracy.Native_TracyProfiler.message)
public static function message(_msg:String, ?_color:Int = 0x000000)
Native_TracyProfiler.message(_msg, _color);
@:inheritDoc(cpp.vm.tracy.Native_TracyProfiler.messageAppInfo)
public static function messageAppInfo(_info:String)
Native_TracyProfiler.messageAppInfo(_info);
@:inheritDoc(cpp.vm.tracy.Native_TracyProfiler.plot)
public static function plot(_name:String, _val:Float)
Native_TracyProfiler.plot(_name, _val);
@:inheritDoc(cpp.vm.tracy.Native_TracyProfiler.plotConfig)
public static function plotConfig(_name:String, _format:PlotFormatType, ?_step:Bool = false, ?_fill:Bool = false, ?_color:Int = 0x000000)
Native_TracyProfiler.plotConfig(_name, _format, _step, _fill, _color);
@:inheritDoc(cpp.vm.tracy.Native_TracyProfiler.setThreadName)
public static function setThreadName(_name:String, ?_groupHint:Int = 1)
Native_TracyProfiler.setThreadName(_name, _groupHint);
@:inheritDoc(cpp.vm.tracy.Native_TracyProfiler.zoneScoped)
public static function zoneScoped(_name:String)
Native_TracyProfiler.zoneScoped(_name);
}
typedef TracyProfiler = Cppia_TracyProfiler;
#else
typedef TracyProfiler = Native_TracyProfiler;
#end
+151 -13
View File
@@ -1,38 +1,176 @@
package funkin;
import openfl.utils.Future;
/**
* A wrapper around `openfl.utils.Assets` which disallows access to the harmful functions.
* Later we'll add Funkin-specific caching to this.
*/
class Assets
{
public static function getText(path:String):String
/**
* Get the file system path for an asset
* @param path The asset path to load from, relative to the assets folder
* @return The path to the asset on the file system
*/
public static function getPath(path:String):String
{
return openfl.utils.Assets.getText(path);
}
public static function getMusic(path:String):openfl.media.Sound
{
return openfl.utils.Assets.getMusic(path);
}
public static function getBitmapData(path:String):openfl.display.BitmapData
{
return openfl.utils.Assets.getBitmapData(path);
return openfl.utils.Assets.getPath(path);
}
/**
* Load bytes from an asset
* May cause stutters or throw an error if the asset is not cached
* @param path The asset path to load from
* @return The byte contents of the file
*/
public static function getBytes(path:String):haxe.io.Bytes
{
return openfl.utils.Assets.getBytes(path);
}
/**
* Load bytes from an asset asynchronously
* @param path The asset path to load from
* @return A future which promises to return the byte contents of the file
*/
public static function loadBytes(path:String):Future<openfl.utils.ByteArray>
{
return openfl.utils.Assets.loadBytes(path);
}
/**
* Load text from an asset.
* May cause stutters or throw an error if the asset is not cached
* @param path The asset path to load from
* @return The text contents of the file
*/
public static function getText(path:String):String
{
return openfl.utils.Assets.getText(path);
}
/**
* Load text from an asset asynchronously
* @param path The asset path to load from
* @return A future which promises to return the text contents of the file
*/
public static function loadText(path:String):Future<String>
{
return openfl.utils.Assets.loadText(path);
}
/**
* Load a Sound file from an asset
* May cause stutters or throw an error if the asset is not cached
* @param path The asset path to load from
* @return The loaded sound
*/
public static function getSound(path:String):openfl.media.Sound
{
return openfl.utils.Assets.getSound(path);
}
/**
* Load a Sound file from an asset asynchronously
* @param path The asset path to load from
* @return A future which promises to return the loaded sound
*/
public static function loadSound(path:String):Future<openfl.media.Sound>
{
return openfl.utils.Assets.loadSound(path);
}
/**
* Load a Sound file from an asset, with optimizations specific to long-duration music
* May cause stutters or throw an error if the asset is not cached
* @param path The asset path to load from
* @return The loaded sound
*/
public static function getMusic(path:String):openfl.media.Sound
{
return openfl.utils.Assets.getMusic(path);
}
/**
* Load a Sound file from an asset asynchronously, with optimizations specific to long-duration music
* @param path The asset path to load from
* @return A future which promises to return the loaded sound
*/
public static function loadMusic(path:String):Future<openfl.media.Sound>
{
return openfl.utils.Assets.loadMusic(path);
}
/**
* Load a Bitmap from an asset
* May cause stutters or throw an error if the asset is not cached
* @param path The asset path to load from
* @return The loaded Bitmap image
*/
public static function getBitmapData(path:String):openfl.display.BitmapData
{
return openfl.utils.Assets.getBitmapData(path);
}
/**
* Load a Bitmap from an asset asynchronously
* @param path The asset path to load from
* @return The future which promises to return the loaded Bitmap image
*/
public static function loadBitmapData(path:String):Future<openfl.display.BitmapData>
{
return openfl.utils.Assets.loadBitmapData(path);
}
/**
* Determines whether the given asset of the given type exists.
* @param path The asset path to check
* @param type The asset type to check
* @return Whether the asset exists
*/
public static function exists(path:String, ?type:openfl.utils.AssetType):Bool
{
return openfl.utils.Assets.exists(path, type);
}
public static function list(type:openfl.utils.AssetType):Array<String>
/**
* Retrieve a list of all assets of the given type
* @param type The asset type to check
* @return A list of asset paths
*/
public static function list(?type:openfl.utils.AssetType):Array<String>
{
return openfl.utils.Assets.list(type);
}
/**
* Checks if a library with the given name exists.
* @param name The name to check.
* @return Whether or not the library exists.
*/
public static function hasLibrary(name:String):Bool
{
return openfl.utils.Assets.hasLibrary(name);
}
/**
* Retrieves a library with the given name.
* @param name The name of the library to get.
* @return The library with the given name.
*/
public static function getLibrary(name:String):lime.utils.AssetLibrary
{
return openfl.utils.Assets.getLibrary(name);
}
/**
* Loads a library with the given name.
* @param name The name of the library to load.
* @return An `AssetLibary` object.
*/
public static function loadLibrary(name:String):Future<openfl.utils.AssetLibrary>
{
return openfl.utils.Assets.loadLibrary(name);
}
}
+24 -4
View File
@@ -275,6 +275,13 @@ class Conductor
return Save.instance.options.audioVisualOffset;
}
public var combinedOffset(get, never):Float;
function get_combinedOffset():Float
{
return instrumentalOffset + audioVisualOffset + inputOffset;
}
/**
* The number of beats in a measure. May be fractional depending on the time signature.
*/
@@ -397,20 +404,32 @@ class Conductor
*/
public function update(?songPos:Float, applyOffsets:Bool = true, forceDispatch:Bool = false)
{
var currentTime:Float = (FlxG.sound.music != null) ? FlxG.sound.music.time : 0.0;
var currentLength:Float = (FlxG.sound.music != null) ? FlxG.sound.music.length : 0.0;
if (songPos == null)
{
songPos = (FlxG.sound.music != null) ? FlxG.sound.music.time : 0.0;
songPos = currentTime;
}
// Take into account instrumental and file format song offsets.
songPos += applyOffsets ? (instrumentalOffset + formatOffset + audioVisualOffset) : 0;
songPos += applyOffsets ? (combinedOffset) : 0;
var oldMeasure:Float = this.currentMeasure;
var oldBeat:Float = this.currentBeat;
var oldStep:Float = this.currentStep;
// If the song is playing, limit the song position to the length of the song or beginning of the song.
if (FlxG.sound.music != null && FlxG.sound.music.playing)
{
this.songPosition = Math.min(currentLength, Math.max(0, songPos));
}
else
{
this.songPosition = songPos;
}
// Set the song position we are at (for purposes of calculating note positions, etc).
this.songPosition = songPos;
currentTimeChange = timeChanges[0];
if (this.songPosition > 0.0)
@@ -430,7 +449,8 @@ class Conductor
else if (currentTimeChange != null && this.songPosition > 0.0)
{
// roundDecimal prevents representing 8 as 7.9999999
this.currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * Constants.STEPS_PER_BEAT) + (this.songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
this.currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * Constants.STEPS_PER_BEAT)
+ (this.songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
this.currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
this.currentMeasureTime = currentStepTime / stepsPerMeasure;
this.currentStep = Math.floor(currentStepTime);
+37 -24
View File
@@ -1,42 +1,45 @@
package funkin;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.ui.debug.charting.ChartEditorState;
import funkin.ui.transition.LoadingState;
import flixel.FlxState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.FlxTransitionSprite.GraphicTransTileDiamond;
import flixel.addons.transition.TransitionData;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.graphics.FlxGraphic;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.FlxSprite;
import flixel.system.debug.log.LogStyle;
import flixel.util.FlxColor;
import funkin.util.macro.MacroUtil;
import funkin.util.WindowUtil;
import funkin.play.PlayStatePlaylist;
import openfl.display.BitmapData;
import funkin.data.story.level.LevelRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.freeplay.style.FreeplayStyleRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.dialogue.conversation.ConversationRegistry;
import funkin.data.dialogue.dialoguebox.DialogueBoxRegistry;
import funkin.data.dialogue.speaker.SpeakerRegistry;
import funkin.data.freeplay.album.AlbumRegistry;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.data.freeplay.style.FreeplayStyleRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.song.SongRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.story.level.LevelRegistry;
import funkin.modding.module.ModuleHandler;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.notes.notekind.NoteKindManager;
import funkin.modding.module.ModuleHandler;
import funkin.play.PlayStatePlaylist;
import funkin.ui.debug.charting.ChartEditorState;
import funkin.ui.title.TitleState;
import funkin.ui.transition.LoadingState;
import funkin.util.CLIUtil;
import funkin.util.CLIUtil.CLIParams;
import funkin.util.macro.MacroUtil;
import funkin.util.TimerUtil;
import funkin.util.TrackerUtil;
import funkin.util.WindowUtil;
import openfl.display.BitmapData;
#if FEATURE_DISCORD_RPC
import Discord.DiscordClient;
import funkin.api.discord.DiscordClient;
#end
#if FEATURE_NEWGROUNDS
import funkin.api.newgrounds.NewgroundsClient;
#end
/**
@@ -82,6 +85,10 @@ class InitState extends FlxState
// Disable the thing on Windows where it tries to send a bug report to Microsoft because why do they care?
WindowUtil.disableCrashHandler();
#if FEATURE_DEBUG_TRACY
funkin.util.WindowUtil.initTracy();
#end
// This ain't a pixel art game! (most of the time)
FlxSprite.defaultAntialiasing = true;
@@ -117,18 +124,18 @@ class InitState extends FlxState
//
// NEWGROUNDS API SETUP
//
#if newgrounds
NGio.init();
#if FEATURE_NEWGROUNDS
NewgroundsClient.instance.init();
#end
//
// DISCORD API SETUP
//
#if FEATURE_DISCORD_RPC
DiscordClient.initialize();
DiscordClient.instance.init();
Application.current.onExit.add(function(exitCode) {
DiscordClient.shutdown();
lime.app.Application.current.onExit.add(function(exitCode) {
DiscordClient.instance.shutdown();
});
#end
@@ -148,10 +155,13 @@ class InitState extends FlxState
#if FEATURE_DEBUG_FUNCTIONS
funkin.util.plugins.MemoryGCPlugin.initialize();
#end
#if FEATURE_SCREENSHOTS
funkin.util.plugins.ScreenshotPlugin.initialize();
#end
funkin.util.plugins.NewgroundsMedalPlugin.initialize();
funkin.util.plugins.EvacuateDebugPlugin.initialize();
funkin.util.plugins.ForceCrashPlugin.initialize();
funkin.util.plugins.ReloadAssetsDebugPlugin.initialize();
funkin.util.plugins.ScreenshotPlugin.initialize();
funkin.util.plugins.VolumePlugin.initialize();
funkin.util.plugins.WatchPlugin.initialize();
@@ -185,6 +195,8 @@ class InitState extends FlxState
ModuleHandler.loadModuleCache();
ModuleHandler.callOnCreate();
funkin.input.Cursor.hide();
trace('Parsing game data took: ${TimerUtil.ms(perfStart)}');
}
@@ -228,7 +240,7 @@ class InitState extends FlxState
storyMode: true,
title: "Cum Song Erect by Kawai Sprite",
songId: "cum",
characterId: "pico-playable",
characterId: "pico",
difficultyId: "nightmare",
isNewHighscore: true,
scoreData:
@@ -244,9 +256,10 @@ class InitState extends FlxState
combo: 69,
maxCombo: 69,
totalNotesHit: 140,
totalNotes: 190
totalNotes: 240
}
// 2400 total notes = 7% = LOSS
// 275 total notes = 69% = NICE
// 240 total notes = 79% = GOOD
// 230 total notes = 82% = GREAT
// 210 total notes = 91% = EXCELLENT
+2 -3
View File
@@ -2,7 +2,6 @@ package funkin;
import flixel.graphics.frames.FlxAtlasFrames;
import openfl.utils.AssetType;
import openfl.utils.Assets as OpenFlAssets;
/**
* A core class which handles determining asset paths.
@@ -44,11 +43,11 @@ class Paths
if (currentLevel != null)
{
var levelPath:String = getLibraryPathForce(file, currentLevel);
if (OpenFlAssets.exists(levelPath, type)) return levelPath;
if (Assets.exists(levelPath, type)) return levelPath;
}
var levelPath:String = getLibraryPathForce(file, 'shared');
if (OpenFlAssets.exists(levelPath, type)) return levelPath;
if (Assets.exists(levelPath, type)) return levelPath;
return getPreloadPath(file);
}
+1 -3
View File
@@ -2,11 +2,9 @@ package funkin;
import funkin.save.Save;
import funkin.input.Controls;
import flixel.FlxCamera;
import funkin.input.PreciseInputManager;
import flixel.input.actions.FlxActionInput;
import flixel.input.gamepad.FlxGamepad;
import flixel.util.FlxSignal;
import flixel.util.FlxSignal.FlxTypedSignal;
/**
* A core class which represents the current player(s) and their controls and other configuration.
+166 -1
View File
@@ -8,7 +8,36 @@ import funkin.save.Save;
class Preferences
{
/**
* Whether some particularly fowl language is displayed.
* FPS
* @default `60`
*/
public static var framerate(get, set):Int;
static function get_framerate():Int
{
#if web
return 60;
#else
return Save?.instance?.options?.framerate ?? 60;
#end
}
static function set_framerate(value:Int):Int
{
#if web
return 60;
#else
var save:Save = Save.instance;
save.options.framerate = value;
save.flush();
FlxG.updateFramerate = value;
FlxG.drawFramerate = value;
return value;
#end
}
/**
* Whether some particularly foul language is displayed.
* @default `true`
*/
public static var naughtyness(get, set):Bool;
@@ -128,6 +157,25 @@ class Preferences
return value;
}
/**
* If enabled, the game will automatically launch in fullscreen on startup.
* @default `true`
*/
public static var autoFullscreen(get, set):Bool;
static function get_autoFullscreen():Bool
{
return Save?.instance?.options?.autoFullscreen ?? true;
}
static function set_autoFullscreen(value:Bool):Bool
{
var save:Save = Save.instance;
save.options.autoFullscreen = value;
save.flush();
return value;
}
public static var unlockedFramerate(get, set):Bool;
static function get_unlockedFramerate():Bool
@@ -170,6 +218,121 @@ class Preferences
public static var lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
#end
/**
* If >0, the game will display a semi-opaque background under the notes.
* `0` for no background, `100` for solid black if you're freaky like that
* @default `0`
*/
public static var strumlineBackgroundOpacity(get, set):Int;
static function get_strumlineBackgroundOpacity():Int
{
return (Save?.instance?.options?.strumlineBackgroundOpacity ?? 0);
}
static function set_strumlineBackgroundOpacity(value:Int):Int
{
var save:Save = Save.instance;
save.options.strumlineBackgroundOpacity = value;
save.flush();
return value;
}
/**
* If enabled, the game will hide the mouse when taking a screenshot.
* @default `true`
*/
public static var shouldHideMouse(get, set):Bool;
static function get_shouldHideMouse():Bool
{
return Save?.instance?.options?.screenshot?.shouldHideMouse ?? true;
}
static function set_shouldHideMouse(value:Bool):Bool
{
var save:Save = Save.instance;
save.options.screenshot.shouldHideMouse = value;
save.flush();
return value;
}
/**
* If enabled, the game will show a preview after taking a screenshot.
* @default `true`
*/
public static var fancyPreview(get, set):Bool;
static function get_fancyPreview():Bool
{
return Save?.instance?.options?.screenshot?.fancyPreview ?? true;
}
static function set_fancyPreview(value:Bool):Bool
{
var save:Save = Save.instance;
save.options.screenshot.fancyPreview = value;
save.flush();
return value;
}
/**
* If enabled, the game will show the preview only after a screenshot is saved.
* @default `true`
*/
public static var previewOnSave(get, set):Bool;
static function get_previewOnSave():Bool
{
return Save?.instance?.options?.screenshot?.previewOnSave ?? true;
}
static function set_previewOnSave(value:Bool):Bool
{
var save:Save = Save.instance;
save.options.screenshot.previewOnSave = value;
save.flush();
return value;
}
/**
* The game will save any screenshots taken to this format.
* @default `PNG`
*/
public static var saveFormat(get, set):Any;
static function get_saveFormat():Any
{
return Save?.instance?.options?.screenshot?.saveFormat ?? 'PNG';
}
static function set_saveFormat(value):Any
{
var save:Save = Save.instance;
save.options.screenshot.saveFormat = value;
save.flush();
return value;
}
/**
* The game will save JPEG screenshots with this quality percentage.
* @default `80`
*/
public static var jpegQuality(get, set):Int;
static function get_jpegQuality():Int
{
return Save?.instance?.options?.screenshot?.jpegQuality ?? 80;
}
static function set_jpegQuality(value:Int):Int
{
var save:Save = Save.instance;
save.options.screenshot.jpegQuality = value;
save.flush();
return value;
}
/**
* Loads the user's preferences from the save data and apply them.
*/
@@ -182,6 +345,8 @@ class Preferences
#if web
toggleFramerateCap(Preferences.unlockedFramerate);
#end
// Apply the autoFullscreen setting (launches the game in fullscreen automatically)
FlxG.fullscreen = Preferences.autoFullscreen;
}
static function toggleFramerateCap(unlocked:Bool):Void
-91
View File
@@ -1,91 +0,0 @@
package funkin.api.discord;
import Sys.sleep;
#if FEATURE_DISCORD_RPC
import discord_rpc.DiscordRpc;
#end
class DiscordClient
{
#if FEATURE_DISCORD_RPC
public function new()
{
trace("Discord Client starting...");
DiscordRpc.start(
{
clientID: "814588678700924999",
onReady: onReady,
onError: onError,
onDisconnected: onDisconnected
});
trace("Discord Client started.");
while (true)
{
DiscordRpc.process();
sleep(2);
// trace("Discord Client Update");
}
DiscordRpc.shutdown();
}
public static function shutdown()
{
DiscordRpc.shutdown();
}
static function onReady()
{
DiscordRpc.presence(
{
details: "In the Menus",
state: null,
largeImageKey: 'icon',
largeImageText: "Friday Night Funkin'"
});
}
static function onError(_code:Int, _message:String)
{
trace('Error! $_code : $_message');
}
static function onDisconnected(_code:Int, _message:String)
{
trace('Disconnected! $_code : $_message');
}
public static function initialize()
{
var DiscordDaemon = sys.thread.Thread.create(() -> {
new DiscordClient();
});
trace("Discord Client initialized");
}
public static function changePresence(details:String, ?state:String, ?smallImageKey:String, ?hasStartTimestamp:Bool, ?endTimestamp:Float)
{
var startTimestamp:Float = if (hasStartTimestamp) Date.now().getTime() else 0;
if (endTimestamp > 0)
{
endTimestamp = startTimestamp + endTimestamp;
}
DiscordRpc.presence(
{
details: details,
state: state,
largeImageKey: 'icon',
largeImageText: "Friday Night Funkin'",
smallImageKey: smallImageKey,
// Obtained times are in milliseconds so they are divided so Discord can use it
startTimestamp: Std.int(startTimestamp / 1000),
endTimestamp: Std.int(endTimestamp / 1000)
});
// trace('Discord RPC Updated. Arguments: $details, $state, $smallImageKey, $hasStartTimestamp, $endTimestamp');
}
#end
}
+207
View File
@@ -0,0 +1,207 @@
package funkin.api.discord;
#if FEATURE_DISCORD_RPC
import hxdiscord_rpc.Discord;
import hxdiscord_rpc.Types.DiscordButton;
import hxdiscord_rpc.Types.DiscordEventHandlers;
import hxdiscord_rpc.Types.DiscordRichPresence;
import hxdiscord_rpc.Types.DiscordUser;
import sys.thread.Thread;
class DiscordClient
{
static final CLIENT_ID:String = "816168432860790794";
public static var instance(get, never):DiscordClient;
static var _instance:Null<DiscordClient> = null;
static function get_instance():DiscordClient
{
if (DiscordClient._instance == null) _instance = new DiscordClient();
if (DiscordClient._instance == null) throw "Could not initialize singleton DiscordClient!";
return DiscordClient._instance;
}
var handlers:DiscordEventHandlers;
private function new()
{
trace('[DISCORD] Initializing event handlers...');
handlers = DiscordEventHandlers.create();
handlers.ready = cpp.Function.fromStaticFunction(onReady);
handlers.disconnected = cpp.Function.fromStaticFunction(onDisconnected);
handlers.errored = cpp.Function.fromStaticFunction(onError);
}
public function init():Void
{
trace('[DISCORD] Initializing connection...');
// Discord.initialize(CLIENT_ID, handlers, true, null);
Discord.Initialize(CLIENT_ID, cpp.RawPointer.addressOf(handlers), 1, null);
createDaemon();
}
var daemon:Thread = null;
function createDaemon():Void
{
daemon = Thread.create(doDaemonWork);
}
function doDaemonWork():Void
{
while (true)
{
trace('[DISCORD] Performing client update...');
#if DISCORD_DISABLE_IO_THREAD
Discord.updateConnection();
#end
Discord.runCallbacks();
Sys.sleep(2);
}
}
public function shutdown():Void
{
trace('[DISCORD] Shutting down...');
Discord.shutdown();
}
public function setPresence(params:DiscordClientPresenceParams):Void
{
trace('[DISCORD] Updating presence... (${params})');
Discord.updatePresence(buildPresence(params));
}
function buildPresence(params:DiscordClientPresenceParams):DiscordRichPresence
{
var presence = DiscordRichPresence.create();
// Presence should always be playing the game.
presence.type = DiscordActivityType_Playing;
// Text when hovering over the large image. We just leave this as the game name.
presence.largeImageText = "Friday Night Funkin'";
// State should be generally what the person is doing, like "In the Menus" or "Pico (Pico Mix) [Freeplay Hard]"
presence.state = cast(params.state, Null<String>);
// Details should be what the person is specifically doing, including stuff like timestamps (maybe something like "03:24 elapsed").
presence.details = cast(params.details, Null<String>);
// The large image displaying what the user is doing.
// This should probably be album art.
// IMPORTANT NOTE: This can be an asset key uploaded to Discord's developer panel OR any URL you like.
presence.largeImageKey = cast(params.largeImageKey, Null<String>) ?? "album-volume1";
trace('[DISCORD] largeImageKey: ${presence.largeImageKey}');
// TODO: Make this use the song's album art.
// presence.largeImageKey = "icon";
// presence.largeImageKey = "https://f4.bcbits.com/img/a0746694746_16.jpg";
// The small inset image for what the user is doing.
// This can be the opponent's health icon?
// NOTE: Like largeImageKey, this can be a URL, or an asset key.
presence.smallImageKey = cast(params.smallImageKey, Null<String>);
// NOTE: In previous versions, this showed as "Elapsed", but now shows as playtime and doesn't look good
// presence.startTimestamp = time - 10;
// presence.endTimestamp = time + 30;
final button1:DiscordButton = DiscordButton.create();
button1.label = "Play on Web";
button1.url = Constants.URL_NEWGROUNDS;
presence.buttons[0] = button1;
final button2:DiscordButton = DiscordButton.create();
button2.label = "Download";
button2.url = Constants.URL_ITCH;
presence.buttons[1] = button2;
return presence;
}
// TODO: WHAT THE FUCK get this pointer bullfuckery out of here
private static function onReady(request:cpp.RawConstPointer<DiscordUser>):Void
{
trace('[DISCORD] Client has connected!');
final username:String = request[0].username;
final globalName:String = request[0].username;
final discriminator:Int = Std.parseInt(request[0].discriminator);
if (discriminator != 0)
{
trace('[DISCORD] User: ${username}#${discriminator} (${globalName})');
}
else
{
trace('[DISCORD] User: @${username} (${globalName})');
}
}
private static function onDisconnected(errorCode:Int, message:cpp.ConstCharStar):Void
{
trace('[DISCORD] Client has disconnected! ($errorCode) "${cast (message, String)}"');
}
private static function onError(errorCode:Int, message:cpp.ConstCharStar):Void
{
trace('[DISCORD] Client has received an error! ($errorCode) "${cast (message, String)}"');
}
// public var type(get, set):DiscordActivityType;
// public var state(get, set):String;
// public var details(get, set):String;
// public var startTimestamp(get, set):Int;
// public var endTimestamp(get, set):Int;
// public var largeImageKey(get, set):String;
// public var largeImageText(get, set):String;
// public var smallImageKey(get, set):String;
// public var smallImageText(get, set):String;
//
//
// public var partyId(get, set)
// public var partySize(get, set)
// public var partyMax(get, set)
// public var partyPrivacy(get, set)
//
// public var buttons(get, set)
//
// public var matchSecret(get, set)
// public var joinSecret(get, set)
// public var spectateSecret(get, set)
}
typedef DiscordClientPresenceParams =
{
/**
* The first row of text below the game title.
*/
var state:String;
/**
* The second row of text below the game title.
* Use `null` to display no text.
*/
var details:Null<String>;
/**
* A large, 4-row high image to the left of the content.
*/
var ?largeImageKey:String;
/**
* A small, inset image to the bottom right of `largeImageKey`.
*/
var ?smallImageKey:String;
}
#end
+105
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@@ -0,0 +1,105 @@
package funkin.api.newgrounds;
import io.newgrounds.Call.CallOutcome;
import io.newgrounds.NG;
import io.newgrounds.objects.events.Outcome;
import io.newgrounds.objects.events.Result;
/**
* Use Newgrounds to perform basic telemetry. Ignore if not logged in to Newgrounds.
*/
class Events
{
// Only allow letters, numbers, spaces, dashes, and underscores.
static final EVENT_NAME_REGEX:EReg = ~/[^a-zA-Z0-9 -_]/g;
public static function logEvent(eventName:String):Void
{
#if (FEATURE_NEWGROUNDS && FEATURE_NEWGROUNDS_EVENTS)
if (NewgroundsClient.instance.isLoggedIn())
{
var eventHandler = NG.core.calls.event;
if (eventHandler != null)
{
var sanitizedEventName = EVENT_NAME_REGEX.replace(eventName, '');
var outcomeHandler = onEventLogged.bind(sanitizedEventName, _);
eventHandler.logEvent(sanitizedEventName).addOutcomeHandler(outcomeHandler).send();
}
}
#end
}
static function onEventLogged(eventName:String, outcome:CallOutcome<LogEventData>)
{
switch (outcome)
{
case SUCCESS(data):
trace('[NEWGROUNDS] Logged event: ${data.eventName}');
case FAIL(outcome):
switch (outcome)
{
case HTTP(error):
trace('[NEWGROUNDS] HTTP error while logging event: ${error}');
case RESPONSE(error):
trace('[NEWGROUNDS] Response error (${error.code}) while logging event: ${error.message}');
case RESULT(error):
switch (error.code)
{
case 103: // Invalid custom event name
trace('[NEWGROUNDS] Invalid custom event name: ${eventName}');
default:
trace('[NEWGROUNDS] Result error (${error.code}) while logging event: ${error.message}');
}
}
}
}
public static inline function logStartGame():Void
{
logEvent('start-game');
}
public static inline function logStartSong(songId:String, variation:String):Void
{
logEvent('start-song_${songId}-${variation}');
}
public static inline function logFailSong(songId:String, variation:String):Void
{
logEvent('blueballs_${songId}-${variation}');
}
public static inline function logCompleteSong(songId:String, variation:String):Void
{
logEvent('complete-song_${songId}-${variation}');
}
public static inline function logStartLevel(levelId:String):Void
{
logEvent('start-level_${levelId}');
}
public static inline function logCompleteLevel(levelId:String):Void
{
logEvent('complete-level_${levelId}');
}
public static inline function logEarnRank(rankName:String):Void
{
logEvent('earn-rank_${rankName}');
}
public static inline function logWatchCartoon():Void
{
logEvent('watch-cartoon');
}
// Note there is already a loadReferral call for the merch link
// and that gets logged as an event!
public static inline function logOpenCredits():Void
{
logEvent('open-credits');
}
}
@@ -0,0 +1,388 @@
package funkin.api.newgrounds;
#if FEATURE_NEWGROUNDS
import io.newgrounds.Call.CallError;
import io.newgrounds.objects.ScoreBoard as LeaderboardData;
import io.newgrounds.objects.events.Outcome;
class Leaderboards
{
public static function listLeaderboardData():Map<Leaderboard, LeaderboardData>
{
if (NewgroundsClient.instance.leaderboards == null)
{
trace('[NEWGROUNDS] Not logged in, cannot fetch medal data!');
return [];
}
var result:Map<Leaderboard, LeaderboardData> = [];
for (leaderboardId in NewgroundsClient.instance.leaderboards.keys())
{
var leaderboardData = NewgroundsClient.instance.leaderboards.get(leaderboardId);
if (leaderboardData == null) continue;
// A little hacky, but it works.
result.set(cast leaderboardId, leaderboardData);
}
return result;
}
/**
* Submit a score to Newgrounds.
* @param leaderboard The leaderboard to submit to.
* @param score The score to submit.
* @param tag An optional tag to attach to the score.
*/
public static function submitScore(leaderboard:Leaderboard, score:Int, ?tag:String):Void
{
// Silently reject submissions for unknown leaderboards.
if (leaderboard == Leaderboard.Unknown) return;
if (NewgroundsClient.instance.isLoggedIn())
{
var leaderboardData = NewgroundsClient.instance.leaderboards.get(leaderboard.getId());
if (leaderboardData != null)
{
leaderboardData.postScore(score, function(outcome:Outcome<CallError>):Void {
switch (outcome)
{
case SUCCESS:
trace('[NEWGROUNDS] Submitted score!');
case FAIL(error):
trace('[NEWGROUNDS] Failed to submit score!');
trace(error);
}
});
}
}
}
/**
* Submit a score for a Story Level to Newgrounds.
*/
public static function submitLevelScore(levelId:String, difficultyId:String, score:Int):Void
{
var tag = '${difficultyId}';
Leaderboards.submitScore(Leaderboard.getLeaderboardByLevel(levelId), score, tag);
}
/**
* Submit a score for a song to Newgrounds.
*/
public static function submitSongScore(songId:String, difficultyId:String, score:Int):Void
{
var tag = '${difficultyId}';
Leaderboards.submitScore(Leaderboard.getLeaderboardBySong(songId, difficultyId), score, tag);
}
}
#end
enum abstract Leaderboard(Int)
{
/**
* Represents an undefined or invalid leaderboard.
*/
var Unknown = -1;
//
// STORY LEVELS
//
var StoryWeek1 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14239 #else 9615 #end;
var StoryWeek2 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14240 #else 9616 #end;
var StoryWeek3 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14242 #else 9767 #end;
var StoryWeek4 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14241 #else 9866 #end;
var StoryWeek5 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14243 #else 9956 #end;
var StoryWeek6 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14244 #else 9957 #end;
var StoryWeek7 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14245 #else 14682 #end;
var StoryWeekend1 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14237 #else 14683 #end;
//
// SONGS
//
// Tutorial
var Tutorial = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14249 #else 14684 #end;
// Week 1
var Bopeebo = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14246 #else 9603 #end;
var BopeeboErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14685 #end;
var BopeeboPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14686 #end;
var Fresh = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14247 #else 9602 #end;
var FreshErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14687 #end;
var FreshPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14688 #end;
var DadBattle = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 14248 #else 9605 #end;
var DadBattleErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14689 #end;
var DadBattlePicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14690 #end;
// Week 2
var Spookeez = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9604 #end;
var SpookeezErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14691 #end;
var SpookeezPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14692 #end;
var South = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9606 #end;
var SouthErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14693 #end;
var SouthPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14694 #end;
var Monster = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14703 #end;
// Week 3
var Pico = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9766 #end;
var PicoErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14695 #end;
var PicoPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14696 #end;
var PhillyNice = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9769 #end;
var PhillyNiceErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14697 #end;
var PhillyNicePicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14698 #end;
var Blammed = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9768 #end;
var BlammedErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14704 #end;
var BlammedPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14705 #end;
// Week 4
var SatinPanties = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9869 #end;
var SatinPantiesErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14701 #end;
var High = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9867 #end;
var HighErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14699 #end;
var MILF = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9868 #end;
// Week 5
var Cocoa = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14706 #end;
var CocoaErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14707 #end;
var CocoaPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14708 #end;
var Eggnog = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14709 #end;
var EggnogErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14711 #end;
var EggnogPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14710 #end;
var WinterHorrorland = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14712 #end;
// Week 6
var Senpai = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9958 #end;
var SenpaiErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14713 #end;
var SenpaiPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14716 #end;
var Roses = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9959 #end;
var RosesErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14714 #end;
var RosesPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14717 #end;
var Thorns = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 9960 #end;
var ThornsErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14715 #end;
// Week 7
var Ugh = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14718 #end;
var UghErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14722 #end;
var UghPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14721 #end;
var Guns = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14719 #end;
var GunsPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14723 #end;
var Stress = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14720 #end;
var StressPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14724 #end;
// Weekend 1
var Darnell = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14725 #end;
var DarnellErect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14727 #end;
var DarnellBFMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14726 #end;
var LitUp = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14728 #end;
var LitUpBFMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14729 #end;
var TwoHot = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14730 #end; // Variable names can't start with a number!
var Blazin = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 1000000 #else 14731 #end;
public function getId():Int
{
return this;
}
/**
* Get the leaderboard for a given level and difficulty.
* @param levelId The ID for the story level.
* @param difficulty The current difficulty.
* @return The Leaderboard ID for the given level and difficulty.
*/
public static function getLeaderboardByLevel(levelId:String):Leaderboard
{
switch (levelId)
{
case "week1":
return StoryWeek1;
case "week2":
return StoryWeek2;
case "week3":
return StoryWeek3;
case "week4":
return StoryWeek4;
case "week5":
return StoryWeek5;
case "week6":
return StoryWeek6;
case "week7":
return StoryWeek7;
case "weekend1":
return StoryWeekend1;
default:
return Unknown;
}
}
/**
* Get the leaderboard for a given level and difficulty.
* @param levelId The ID for the story level.
* @param difficulty The current difficulty, suffixed with the variation, like `easy-pico` or `nightmare`.
* @return The Leaderboard ID for the given level and difficulty.
*/
public static function getLeaderboardBySong(songId:String, difficulty:String):Leaderboard
{
var variation = Constants.DEFAULT_VARIATION;
var difficultyParts = difficulty.split('-');
if (difficultyParts.length >= 2)
{
variation = difficultyParts[difficultyParts.length - 1];
}
else if (Constants.DEFAULT_DIFFICULTY_LIST_ERECT.contains(difficulty))
{
variation = "erect";
}
switch (variation)
{
case "pico":
switch (songId)
{
case "bopeebo":
return BopeeboPicoMix;
case "fresh":
return FreshPicoMix;
case "dadbattle":
return DadBattlePicoMix;
case "spookeez":
return SpookeezPicoMix;
case "south":
return SouthPicoMix;
case "pico":
return PicoPicoMix;
case "philly-nice":
return PhillyNicePicoMix;
case "blammed":
return BlammedPicoMix;
case "cocoa":
return CocoaPicoMix;
case "eggnog":
return EggnogPicoMix;
case "senpai":
return SenpaiPicoMix;
case "roses":
return RosesPicoMix;
case "ugh":
return UghPicoMix;
case "guns":
return GunsPicoMix;
case "stress":
return StressPicoMix;
default:
return Unknown;
}
case "bf":
switch (songId)
{
case "darnell":
return DarnellBFMix;
case "litup":
return LitUpBFMix;
default:
return Unknown;
}
case "erect":
switch (songId)
{
case "bopeebo":
return BopeeboErect;
case "fresh":
return FreshErect;
case "dadbattle":
return DadBattleErect;
case "spookeez":
return SpookeezErect;
case "south":
return SouthErect;
case "pico":
return PicoErect;
case "philly-nice":
return PhillyNiceErect;
case "blammed":
return BlammedErect;
case "satin-panties":
return SatinPantiesErect;
case "high":
return HighErect;
case "cocoa":
return CocoaErect;
case "eggnog":
return EggnogErect;
case "senpai":
return SenpaiErect;
case "roses":
return RosesErect;
case "thorns":
return ThornsErect;
case "ugh":
return UghErect;
case "darnell":
return DarnellErect;
default:
return Unknown;
}
case "default":
switch (songId)
{
case "tutorial":
return Tutorial;
case "bopeebo":
return Bopeebo;
case "fresh":
return Fresh;
case "dadbattle":
return DadBattle;
case "spookeez":
return Spookeez;
case "south":
return South;
case "monster":
return Monster;
case "pico":
return Pico;
case "philly-nice":
return PhillyNice;
case "blammed":
return Blammed;
case "satin-panties":
return SatinPanties;
case "high":
return High;
case "milf":
return MILF;
case "cocoa":
return Cocoa;
case "eggnog":
return Eggnog;
case "winter-horrorland":
return WinterHorrorland;
case "senpai":
return Senpai;
case "roses":
return Roses;
case "thorns":
return Thorns;
case "ugh":
return Ugh;
case "guns":
return Guns;
case "stress":
return Stress;
case "darnell":
return Darnell;
case "litup":
return LitUp;
case "2hot":
return TwoHot;
case "blazin":
return Blazin;
default:
return Unknown;
}
default:
return Unknown;
}
}
}
+343
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package funkin.api.newgrounds;
#if FEATURE_NEWGROUNDS
import io.newgrounds.objects.Medal as MedalData;
import funkin.util.plugins.NewgroundsMedalPlugin;
import flixel.graphics.FlxGraphic;
import openfl.display.BitmapData;
import haxe.Json;
class Medals
{
public static var medalJSON:Array<MedalJSON>;
public static function listMedalData():Map<Medal, MedalData>
{
if (NewgroundsClient.instance.medals == null)
{
trace('[NEWGROUNDS] Not logged in, cannot fetch medal data!');
return [];
}
var result:Map<Medal, MedalData> = [];
for (medalId in NewgroundsClient.instance.medals.keys())
{
var medalData = NewgroundsClient.instance.medals.get(medalId);
if (medalData == null) continue;
// A little hacky, but it works.
result.set(cast medalId, medalData);
}
return result;
}
static function isValid(medalData:MedalData):Bool
{
// IDK why medalData can exist but _data can be null...
// TODO: Move checks to the NG library.
@:privateAccess
return (medalData != null && medalData._data != null);
}
public static function award(medal:Medal):Void
{
if (NewgroundsClient.instance.isLoggedIn())
{
var medalData = NewgroundsClient.instance.medals.get(medal.getId());
if (!isValid(medalData))
{
trace('[NEWGROUNDS] Could not retrieve data for medal: ${medal}');
return;
}
if (!medalData.unlocked)
{
trace('[NEWGROUNDS] Awarding medal (${medal}).');
medalData.sendUnlock();
// Play the medal unlock animation, but only if the user has not already unlocked it.
#if html5
// Web builds support parsing the bitmap data from the URL directly.
BitmapData.loadFromFile("https:" + medalData.icon).onComplete(function(bmp:BitmapData) {
var medalGraphic = FlxGraphic.fromBitmapData(bmp);
medalGraphic.persist = true;
NewgroundsMedalPlugin.play(medalData.value, medalData.name, medalGraphic);
});
#else
if (medalJSON == null) 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?
var g:FlxGraphic = null;
var localMedalData:Null<MedalJSON> = medalJSON.filter(function(jsonMedal) {
#if FEATURE_NEWGROUNDS_TESTING_MEDALS
return medal == jsonMedal.idTest;
#else
return medal == jsonMedal.id;
#end
})[0];
if (localMedalData == null) throw "You forgot to encode a Base64 image for medal: " + medal;
var str:String = localMedalData.icon;
// Lime/OpenFL parses it without the included prefix stuff, so we remove it.
str = str.replace("data:image/png;base64,", "").trim();
var bitmapData = BitmapData.fromBase64(str, "image/png");
if (str != null) g = FlxGraphic.fromBitmapData(bitmapData);
g.persist = true;
NewgroundsMedalPlugin.play(medalData.value, medalData.name, g);
#end
}
else
{
trace('[NEWGROUNDS] User already has medal (${medal}).');
}
}
else
{
trace('[NEWGROUNDS] Attempted to award medal (${medal}), but not logged into Newgrounds.');
}
}
public static function loadMedalJSON():Void
{
var jsonPath = Paths.json('medals');
var jsonString = Assets.getText(jsonPath);
var parser = new json2object.JsonParser<Array<MedalJSON>>();
parser.ignoreUnknownVariables = false;
trace('[NEWGROUNDS] Parsing local medal data...');
parser.fromJson(jsonString, jsonPath);
if (parser.errors.length > 0)
{
trace('[NEWGROUNDS] Failed to parse local medal data!');
for (error in parser.errors)
funkin.data.DataError.printError(error);
medalJSON = null;
}
else
{
medalJSON = parser.value;
}
}
public static function awardStoryLevel(id:String):Void
{
switch (id)
{
case 'tutorial':
Medals.award(Medal.StoryTutorial);
case 'week1':
Medals.award(Medal.StoryWeek1);
case 'week2':
Medals.award(Medal.StoryWeek2);
case 'week3':
Medals.award(Medal.StoryWeek3);
case 'week4':
Medals.award(Medal.StoryWeek4);
case 'week5':
Medals.award(Medal.StoryWeek5);
case 'week6':
Medals.award(Medal.StoryWeek6);
case 'week7':
Medals.award(Medal.StoryWeek7);
case 'weekend1':
Medals.award(Medal.StoryWeekend1);
default:
trace('[NEWGROUNDS] Story level does not have a medal! (${id}).');
}
}
}
#end
/**
* Represents NG Medal data in a JSON format.
*/
typedef MedalJSON =
{
/**
* Medal ID to use for release builds
*/
var id:Int;
/**
* Medal ID to use for testing builds
*/
var idTest:Int;
/**
* The English name for the medal
*/
var name:String;
/**
* The English name for the medal
*/
var icon:String;
}
enum abstract Medal(Int) from Int to Int
{
/**
* Represents an undefined or invalid medal.
*/
var Unknown = -1;
/**
* I Said Funkin'!
* Start the game for the first time.
*/
var StartGame = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80894 #else 60960 #end;
/**
* That's How You Do It!
* Beat Tutoria l in Story Mode (on any difficulty).
*/
var StoryTutorial = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80906 #else 83647 #end;
/**
* More Like Daddy Queerest
* Beat Week 1 in Story Mode (on any difficulty).
*/
var StoryWeek1 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80899 #else 60961 #end;
/**
* IT IS THE SPOOKY MONTH
* Beat Week 2 in Story Mode (on any difficulty).
*/
var StoryWeek2 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80900 #else 83648 #end;
/**
* Pico Funny
* Beat Week 3 in Story Mode (on any difficulty).
*/
var StoryWeek3 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80901 #else 83649 #end;
/**
* Mommy Must Murder
* Beat Week 4 in Story Mode (on any difficulty).
*/
var StoryWeek4 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80902 #else 83650 #end;
/**
* Yule Tide Joy
* Beat Week 5 in Story Mode (on any difficulty).
*/
var StoryWeek5 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80903 #else 83651 #end;
/**
* A Visual Novelty
* Beat Week 6 in Story Mode (on any difficulty).
*/
var StoryWeek6 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80904 #else 83652 #end;
/**
* I <3 JohnnyUtah
* Beat Week 7 in Story Mode (on any difficulty).
*/
var StoryWeek7 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80905 #else 83653 #end;
/**
* Yo, Really Think So?
* Beat Weekend 1 in Story Mode (on any difficulty).
*/
var StoryWeekend1 = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80907 #else 83654 #end;
/**
* Stay Funky
* Press TAB in Freeplay and unlock your first character.
*/
var CharSelect = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 83633 #else 83655 #end;
/**
* A Challenger Appears
* Beat any Pico remix in Freeplay (on any difficulty).
*/
var FreeplayPicoMix = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80910 #else 83656 #end;
/**
* De-Stressing
* Beat Stress (Pico Mix) in Freeplay (on Normal difficulty or higher).
*/
var FreeplayStressPico = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 83629 #else 83657 #end;
/**
* L
* Earn a Loss rating on any song (on any difficulty).
*/
var LossRating = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80915 #else 83658 #end;
/**
* Getting Freaky
* Earn a Perfect rating on any song on Hard difficulty or higher.
* NOTE: Should also be awarded for a Gold Perfect because otherwise that would be annoying.
*/
var PerfectRatingHard = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80908 #else 83659 #end;
/**
* You Should Drink More Water
* Earn a Golden Perfect rating on any song on Hard difficulty or higher.
*/
var GoldPerfectRatingHard = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80909 #else 83660 #end;
/**
* Harder Than Hard
* Beat any Erect remix in Freeplay on Erect or Nightmare difficulty.
*/
var ErectDifficulty = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80911 #else 83661 #end;
/**
* The Rap God
* Earn a Gold Perfect rating on any song on Nightmare difficulty.
*/
var GoldPerfectRatingNightmare = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80912 #else 83662 #end;
/**
* Just like the game!
* Get freaky on a Friday.
* NOTE: You must beat at least one song on any difficulty.
*/
var FridayNight = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80913 #else 61034 #end;
/**
* Nice
* Earn a rating of EXACTLY 69% (good luck).
*/
var Nice = #if FEATURE_NEWGROUNDS_TESTING_MEDALS 80914 #else 83646 #end;
public function getId():Int
{
return this;
}
public static function getMedalByStoryLevel(levelId:String):Medal
{
switch (levelId)
{
case "week1":
return StoryWeek1;
case "week2":
return StoryWeek2;
case "week3":
return StoryWeek3;
case "week4":
return StoryWeek4;
case "week5":
return StoryWeek5;
case "week6":
return StoryWeek6;
case "week7":
return StoryWeek7;
case "weekend1":
return StoryWeekend1;
default:
return Unknown;
}
}
}
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package funkin.api.newgrounds;
#if newgrounds
import io.newgrounds.NG;
import io.newgrounds.NGLite;
import io.newgrounds.components.ScoreBoardComponent.Period;
import io.newgrounds.objects.Error;
import io.newgrounds.objects.Medal;
import io.newgrounds.objects.Score;
import io.newgrounds.objects.ScoreBoard;
import io.newgrounds.objects.events.Response;
import io.newgrounds.objects.events.Result.GetCurrentVersionResult;
import io.newgrounds.objects.events.Result.GetVersionResult;
#end
/**
* Contains any script functions which should be BLOCKED from use by modded scripts.
*/
class NGUnsafe
{
static public function logEvent(event:String)
{
#if newgrounds
NG.core.calls.event.logEvent(event).send();
trace('should have logged: ' + event);
#else
#if FEATURE_DEBUG_FUNCTIONS
trace('event:$event - not logged, missing NG.io lib');
#end
#end
}
static public function unlockMedal(id:Int)
{
#if newgrounds
if (isLoggedIn)
{
var medal = NG.core.medals.get(id);
if (!medal.unlocked) medal.sendUnlock();
}
#else
#if FEATURE_DEBUG_FUNCTIONS
trace('medal:$id - not unlocked, missing NG.io lib');
#end
#end
}
static public function postScore(score:Int = 0, song:String)
{
#if newgrounds
if (isLoggedIn)
{
for (id in NG.core.scoreBoards.keys())
{
var board = NG.core.scoreBoards.get(id);
if (song == board.name)
{
board.postScore(score, "Uhh meow?");
}
// trace('loaded scoreboard id:$id, name:${board.name}');
}
}
#else
#if FEATURE_DEBUG_FUNCTIONS
trace('Song:$song, Score:$score - not posted, missing NG.io lib');
#end
#end
}
}
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package funkin.api.newgrounds;
import flixel.util.FlxSignal;
import flixel.util.FlxTimer;
import lime.app.Application;
import openfl.display.Stage;
#if newgrounds
import io.newgrounds.NG;
import io.newgrounds.NGLite;
import io.newgrounds.components.ScoreBoardComponent.Period;
import io.newgrounds.objects.Error;
import io.newgrounds.objects.Medal;
import io.newgrounds.objects.Score;
import io.newgrounds.objects.ScoreBoard;
import io.newgrounds.objects.events.Response;
import io.newgrounds.objects.events.Result.GetCurrentVersionResult;
import io.newgrounds.objects.events.Result.GetVersionResult;
#end
/**
* Contains any script functions which should be ALLOWD for use by modded scripts.
*/
class NGUtil
{
#if newgrounds
/**
* True, if the saved sessionId was used in the initial login, and failed to connect.
* Used in MainMenuState to show a popup to establish a new connection
*/
public static var savedSessionFailed(default, null):Bool = false;
public static var scoreboardsLoaded:Bool = false;
public static var isLoggedIn(get, never):Bool;
inline static function get_isLoggedIn()
{
return NG.core != null && NG.core.loggedIn;
}
public static var scoreboardArray:Array<Score> = [];
public static var ngDataLoaded(default, null):FlxSignal = new FlxSignal();
public static var ngScoresLoaded(default, null):FlxSignal = new FlxSignal();
public static var GAME_VER:String = "";
static public function checkVersion(callback:String->Void)
{
trace('checking NG.io version');
GAME_VER = "v" + Application.current.meta.get('version');
NG.core.calls.app.getCurrentVersion(GAME_VER).addDataHandler(function(response) {
GAME_VER = response.result.data.currentVersion;
trace('CURRENT NG VERSION: ' + GAME_VER);
callback(GAME_VER);
}).send();
}
static public function init()
{
var api = APIStuff.API;
if (api == null || api.length == 0)
{
trace("Missing Newgrounds API key, aborting connection");
return;
}
trace("connecting to newgrounds");
#if NG_FORCE_EXPIRED_SESSION
var sessionId:String = "fake_session_id";
function onSessionFail(error:Error)
{
trace("Forcing an expired saved session. " + "To disable, comment out NG_FORCE_EXPIRED_SESSION in Project.xml");
savedSessionFailed = true;
}
#else
var sessionId:String = NGLite.getSessionId();
if (sessionId != null) trace("found web session id");
#if (debug)
if (sessionId == null && APIStuff.SESSION != null)
{
trace("using debug session id");
sessionId = APIStuff.SESSION;
}
#end
var onSessionFail:Error->Void = null;
if (sessionId == null && Save.instance.ngSessionId != null)
{
trace("using stored session id");
sessionId = Save.instance.ngSessionId;
onSessionFail = function(error) savedSessionFailed = true;
}
#end
NG.create(api, sessionId, #if NG_DEBUG true #else false #end, onSessionFail);
#if NG_VERBOSE
NG.core.verbose = true;
#end
// Set the encryption cipher/format to RC4/Base64. AES128 and Hex are not implemented yet
NG.core.initEncryption(APIStuff.EncKey); // Found in you NG project view
if (NG.core.attemptingLogin)
{
/* a session_id was found in the loadervars, this means the user is playing on newgrounds.com
* and we should login shortly. lets wait for that to happen
*/
trace("attempting login");
NG.core.onLogin.add(onNGLogin);
}
// GK: taking out auto login, adding a login button to the main menu
// else
// {
// /* They are NOT playing on newgrounds.com, no session id was found. We must start one manually, if we want to.
// * Note: This will cause a new browser window to pop up where they can log in to newgrounds
// */
// NG.core.requestLogin(onNGLogin);
// }
}
/**
* Attempts to log in to newgrounds by requesting a new session ID, only call if no session ID was found automatically
* @param popupLauncher The function to call to open the login url, must be inside
* a user input event or the popup blocker will block it.
* @param onComplete A callback with the result of the connection.
*/
static public function login(?popupLauncher:(Void->Void)->Void, onComplete:ConnectionResult->Void)
{
trace("Logging in manually");
var onPending:Void->Void = null;
if (popupLauncher != null)
{
onPending = function() popupLauncher(NG.core.openPassportUrl);
}
var onSuccess:Void->Void = onNGLogin;
var onFail:Error->Void = null;
var onCancel:Void->Void = null;
if (onComplete != null)
{
onSuccess = function() {
onNGLogin();
onComplete(Success);
}
onFail = function(e) onComplete(Fail(e.message));
onCancel = function() onComplete(Cancelled);
}
NG.core.requestLogin(onSuccess, onPending, onFail, onCancel);
}
inline static public function cancelLogin():Void
{
NG.core.cancelLoginRequest();
}
static function onNGLogin():Void
{
trace('logged in! user:${NG.core.user.name}');
Save.instance.ngSessionId = NG.core.sessionId;
Save.instance.flush();
// Load medals then call onNGMedalFetch()
NG.core.requestMedals(onNGMedalFetch);
// Load Scoreboards hten call onNGBoardsFetch()
NG.core.requestScoreBoards(onNGBoardsFetch);
ngDataLoaded.dispatch();
}
static public function logout()
{
NG.core.logOut();
Save.instance.ngSessionId = null;
Save.instance.flush();
}
// --- MEDALS
static function onNGMedalFetch():Void
{
/*
// Reading medal info
for (id in NG.core.medals.keys())
{
var medal = NG.core.medals.get(id);
trace('loaded medal id:$id, name:${medal.name}, description:${medal.description}');
}
// Unlocking medals
var unlockingMedal = NG.core.medals.get(54352);// medal ids are listed in your NG project viewer
if (!unlockingMedal.unlocked)
unlockingMedal.sendUnlock();
*/
}
// --- SCOREBOARDS
static function onNGBoardsFetch():Void
{
/*
// Reading medal info
for (id in NG.core.scoreBoards.keys())
{
var board = NG.core.scoreBoards.get(id);
trace('loaded scoreboard id:$id, name:${board.name}');
}
*/
// var board = NG.core.scoreBoards.get(8004);// ID found in NG project view
// Posting a score thats OVER 9000!
// board.postScore(FlxG.random.int(0, 1000));
// --- To view the scores you first need to select the range of scores you want to see ---
// add an update listener so we know when we get the new scores
// board.onUpdate.add(onNGScoresFetch);
trace("shoulda got score by NOW!");
// board.requestScores(20);// get the best 10 scores ever logged
// more info on scores --- http://www.newgrounds.io/help/components/#scoreboard-getscores
}
static function onNGScoresFetch():Void
{
scoreboardsLoaded = true;
ngScoresLoaded.dispatch();
/*
for (score in NG.core.scoreBoards.get(8737).scores)
{
trace('score loaded user:${score.user.name}, score:${score.formatted_value}');
}
*/
// var board = NG.core.scoreBoards.get(8004);// ID found in NG project view
// board.postScore(HighScore.score);
// NGUtil.scoreboardArray = NG.core.scoreBoards.get(8004).scores;
}
#end
}
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package funkin.api.newgrounds;
#if newgrounds
import flixel.util.FlxSignal;
import io.newgrounds.NG;
import io.newgrounds.NGLite;
import io.newgrounds.objects.Error;
import io.newgrounds.objects.Score;
import lime.app.Application;
#end
/**
* MADE BY GEOKURELI THE LEGENED GOD HERO MVP
*/
class NGio
{
#if newgrounds
/**
* True, if the saved sessionId was used in the initial login, and failed to connect.
* Used in MainMenuState to show a popup to establish a new connection
*/
public static var savedSessionFailed(default, null):Bool = false;
public static var scoreboardsLoaded:Bool = false;
public static var isLoggedIn(get, never):Bool;
inline static function get_isLoggedIn()
{
return NG.core != null && NG.core.loggedIn;
}
public static var scoreboardArray:Array<Score> = [];
public static var ngDataLoaded(default, null):FlxSignal = new FlxSignal();
public static var ngScoresLoaded(default, null):FlxSignal = new FlxSignal();
public static var GAME_VER:String = "";
static public function checkVersion(callback:String->Void)
{
trace('checking NG.io version');
GAME_VER = "v" + Application.current.meta.get('version');
NG.core.calls.app.getCurrentVersion(GAME_VER).addDataHandler(function(response) {
GAME_VER = response.result.data.currentVersion;
trace('CURRENT NG VERSION: ' + GAME_VER);
callback(GAME_VER);
}).send();
}
static public function init()
{
var api = APIStuff.API;
if (api == null || api.length == 0)
{
trace("Missing Newgrounds API key, aborting connection");
return;
}
trace("connecting to newgrounds");
#if NG_FORCE_EXPIRED_SESSION
var sessionId:String = "fake_session_id";
function onSessionFail(error:Error)
{
trace("Forcing an expired saved session. " + "To disable, comment out NG_FORCE_EXPIRED_SESSION in Project.xml");
savedSessionFailed = true;
}
#else
var sessionId:String = NGLite.getSessionId();
if (sessionId != null) trace("found web session id");
#if (debug)
if (sessionId == null && APIStuff.SESSION != null)
{
trace("using debug session id");
sessionId = APIStuff.SESSION;
}
#end
var onSessionFail:Error->Void = null;
if (sessionId == null && Save.instance.ngSessionId != null)
{
trace("using stored session id");
sessionId = Save.instance.ngSessionId;
onSessionFail = function(error) savedSessionFailed = true;
}
#end
NG.create(api, sessionId, #if NG_DEBUG true #else false #end, onSessionFail);
#if NG_VERBOSE
NG.core.verbose = true;
#end
// Set the encryption cipher/format to RC4/Base64. AES128 and Hex are not implemented yet
NG.core.initEncryption(APIStuff.EncKey); // Found in you NG project view
if (NG.core.attemptingLogin)
{
/* a session_id was found in the loadervars, this means the user is playing on newgrounds.com
* and we should login shortly. lets wait for that to happen
*/
trace("attempting login");
NG.core.onLogin.add(onNGLogin);
}
// GK: taking out auto login, adding a login button to the main menu
// else
// {
// /* They are NOT playing on newgrounds.com, no session id was found. We must start one manually, if we want to.
// * Note: This will cause a new browser window to pop up where they can log in to newgrounds
// */
// NG.core.requestLogin(onNGLogin);
// }
}
/**
* Attempts to log in to newgrounds by requesting a new session ID, only call if no session ID was found automatically
* @param popupLauncher The function to call to open the login url, must be inside
* a user input event or the popup blocker will block it.
* @param onComplete A callback with the result of the connection.
*/
static public function login(?popupLauncher:(Void->Void)->Void, onComplete:ConnectionResult->Void)
{
trace("Logging in manually");
var onPending:Void->Void = null;
if (popupLauncher != null)
{
onPending = function() popupLauncher(NG.core.openPassportUrl);
}
var onSuccess:Void->Void = onNGLogin;
var onFail:Error->Void = null;
var onCancel:Void->Void = null;
if (onComplete != null)
{
onSuccess = function() {
onNGLogin();
onComplete(Success);
}
onFail = function(e) onComplete(Fail(e.message));
onCancel = function() onComplete(Cancelled);
}
NG.core.requestLogin(onSuccess, onPending, onFail, onCancel);
}
inline static public function cancelLogin():Void
{
NG.core.cancelLoginRequest();
}
static function onNGLogin():Void
{
trace('logged in! user:${NG.core.user.name}');
Save.instance.ngSessionId = NG.core.sessionId;
Save.instance.flush();
// Load medals then call onNGMedalFetch()
NG.core.requestMedals(onNGMedalFetch);
// Load Scoreboards hten call onNGBoardsFetch()
NG.core.requestScoreBoards(onNGBoardsFetch);
ngDataLoaded.dispatch();
}
static public function logout()
{
NG.core.logOut();
Save.instance.ngSessionId = null;
Save.instance.flush();
}
// --- MEDALS
static function onNGMedalFetch():Void
{
/*
// Reading medal info
for (id in NG.core.medals.keys())
{
var medal = NG.core.medals.get(id);
trace('loaded medal id:$id, name:${medal.name}, description:${medal.description}');
}
// Unlocking medals
var unlockingMedal = NG.core.medals.get(54352);// medal ids are listed in your NG project viewer
if (!unlockingMedal.unlocked)
unlockingMedal.sendUnlock();
*/
}
// --- SCOREBOARDS
static function onNGBoardsFetch():Void
{
/*
// Reading medal info
for (id in NG.core.scoreBoards.keys())
{
var board = NG.core.scoreBoards.get(id);
trace('loaded scoreboard id:$id, name:${board.name}');
}
*/
// var board = NG.core.scoreBoards.get(8004);// ID found in NG project view
// Posting a score thats OVER 9000!
// board.postScore(FlxG.random.int(0, 1000));
// --- To view the scores you first need to select the range of scores you want to see ---
// add an update listener so we know when we get the new scores
// board.onUpdate.add(onNGScoresFetch);
trace("shoulda got score by NOW!");
// board.requestScores(20);// get the best 10 scores ever logged
// more info on scores --- http://www.newgrounds.io/help/components/#scoreboard-getscores
}
static function onNGScoresFetch():Void
{
scoreboardsLoaded = true;
ngScoresLoaded.dispatch();
/*
for (score in NG.core.scoreBoards.get(8737).scores)
{
trace('score loaded user:${score.user.name}, score:${score.formatted_value}');
}
*/
// var board = NG.core.scoreBoards.get(8004);// ID found in NG project view
// board.postScore(HighScore.score);
// NGio.scoreboardArray = NG.core.scoreBoards.get(8004).scores;
}
#end
static public function logEvent(event:String)
{
#if newgrounds
NG.core.calls.event.logEvent(event).send();
trace('should have logged: ' + event);
#else
#if FEATURE_DEBUG_FUNCTIONS
trace('event:$event - not logged, missing NG.io lib');
#end
#end
}
static public function unlockMedal(id:Int)
{
#if newgrounds
if (isLoggedIn)
{
var medal = NG.core.medals.get(id);
if (!medal.unlocked) medal.sendUnlock();
}
#else
#if FEATURE_DEBUG_FUNCTIONS
trace('medal:$id - not unlocked, missing NG.io lib');
#end
#end
}
static public function postScore(score:Int = 0, song:String)
{
#if newgrounds
if (isLoggedIn)
{
for (id in NG.core.scoreBoards.keys())
{
var board = NG.core.scoreBoards.get(id);
if (song == board.name)
{
board.postScore(score, "Uhh meow?");
}
// trace('loaded scoreboard id:$id, name:${board.name}');
}
}
#else
#if FEATURE_DEBUG_FUNCTIONS
trace('Song:$song, Score:$score - not posted, missing NG.io lib');
#end
#end
}
}
enum ConnectionResult
{
/** Log in successful */
Success;
/** Could not login */
Fail(msg:String);
/** User cancelled the login */
Cancelled;
}
@@ -0,0 +1,331 @@
package funkin.api.newgrounds;
import funkin.save.Save;
import funkin.api.newgrounds.Medals.Medal;
#if FEATURE_NEWGROUNDS
import io.newgrounds.Call.CallError;
import io.newgrounds.NG;
import io.newgrounds.NGLite;
import io.newgrounds.NGLite.LoginOutcome;
import io.newgrounds.NGLite.LoginFail;
import io.newgrounds.objects.events.Outcome;
import io.newgrounds.utils.MedalList;
import io.newgrounds.utils.ScoreBoardList;
import io.newgrounds.objects.User;
@:nullSafety
class NewgroundsClient
{
public static var instance(get, never):NewgroundsClient;
static var _instance:Null<NewgroundsClient> = null;
static function get_instance():NewgroundsClient
{
if (NewgroundsClient._instance == null) _instance = new NewgroundsClient();
if (NewgroundsClient._instance == null) throw "Could not initialize singleton NewgroundsClient!";
return NewgroundsClient._instance;
}
public var user(get, never):Null<User>;
public var medals(get, never):Null<MedalList>;
public var leaderboards(get, never):Null<ScoreBoardList>;
private function new()
{
trace('[NEWGROUNDS] Initializing client...');
#if FEATURE_NEWGROUNDS_DEBUG
trace('[NEWGROUNDS] App ID: ${NewgroundsCredentials.APP_ID}');
trace('[NEWGROUNDS] Encryption Key: ${NewgroundsCredentials.ENCRYPTION_KEY}');
#end
if (!hasValidCredentials())
{
FlxG.log.warn("Tried to initialize Newgrounds client, but credentials are invalid!");
return;
}
var debug = #if FEATURE_NEWGROUNDS_DEBUG true #else false #end;
NG.create(NewgroundsCredentials.APP_ID, getSessionId(), debug, onLoginResolved);
NG.core.setupEncryption(NewgroundsCredentials.ENCRYPTION_KEY);
}
public function init()
{
if (NG.core == null) return;
trace('[NEWGROUNDS] Setting up connection...');
#if FEATURE_NEWGROUNDS_DEBUG
NG.core.verbose = true;
#end
NG.core.onLogin.add(onLoginSuccessful);
if (NG.core.attemptingLogin)
{
// Session ID was valid and we should be logged in soon.
trace('[NEWGROUNDS] Waiting for existing login!');
}
else
{
#if FEATURE_NEWGROUNDS_AUTOLOGIN
// Attempt an automatic login.
trace('[NEWGROUNDS] Attempting new login immediately!');
this.autoLogin();
#else
trace('[NEWGROUNDS] Not logged in, you have to login manually!');
#end
}
}
/**
* Attempt to log into Newgrounds and create a session ID.
* @param onSuccess An optional callback for when the login is successful.
* @param onError An optional callback for when the login fails.
*/
public function login(?onSuccess:Void->Void, ?onError:Void->Void):Void
{
if (NG.core == null)
{
FlxG.log.warn("No Newgrounds client initialized! Are your credentials invalid?");
return;
}
if (onSuccess != null && onError != null)
{
NG.core.requestLogin(onLoginResolvedWithCallbacks.bind(_, onSuccess, onError));
}
else
{
NG.core.requestLogin(onLoginResolved);
}
}
public function autoLogin(?onSuccess:Void->Void, ?onError:Void->Void):Void
{
if (NG.core == null)
{
FlxG.log.warn("No Newgrounds client initialized! Are your credentials invalid?");
return;
}
var dummyPassport:String->Void = function(_) {
// just a dummy passport, so we don't create a popup
// otherwise `NG.core.requestLogin()` will automatically attempt to open a tab at the beginning of the game
// users should go to the Options Menu to login to NG
// we cancel the request, so we can call it later
NG.core.cancelLoginRequest();
};
if (onSuccess != null && onError != null)
{
NG.core.requestLogin(onLoginResolvedWithCallbacks.bind(_, onSuccess, onError), dummyPassport);
}
else
{
NG.core.requestLogin(onLoginResolved, dummyPassport);
}
}
/**
* Log out of Newgrounds and invalidate the current session.
* @param onSuccess An optional callback for when the logout is successful.
*/
public function logout(?onSuccess:Void->Void, ?onError:Void->Void):Void
{
if (NG.core != null)
{
if (onSuccess != null && onError != null)
{
NG.core.logOut(onLogoutResolvedWithCallbacks.bind(_, onSuccess, onError));
}
else
{
NG.core.logOut(onLogoutResolved);
}
}
Save.instance.ngSessionId = null;
}
public function isLoggedIn():Bool
{
#if FEATURE_NEWGROUNDS
return NG.core != null && NG.core.loggedIn;
#else
return false;
#end
}
/**
* @returns `false` if either the app ID or the encryption key is invalid.
*/
static function hasValidCredentials():Bool
{
return !(NewgroundsCredentials.APP_ID == null
|| NewgroundsCredentials.APP_ID == ""
|| NewgroundsCredentials.APP_ID.contains(" ")
|| NewgroundsCredentials.ENCRYPTION_KEY == null
|| NewgroundsCredentials.ENCRYPTION_KEY == ""
|| NewgroundsCredentials.ENCRYPTION_KEY.contains(" "));
}
function onLoginResolved(outcome:LoginOutcome):Void
{
switch (outcome)
{
case SUCCESS:
onLoginSuccessful();
case FAIL(result):
onLoginFailed(result);
}
}
function onLoginResolvedWithCallbacks(outcome:LoginOutcome, onSuccess:Void->Void, onError:Void->Void):Void
{
onLoginResolved(outcome);
switch (outcome)
{
case SUCCESS:
onSuccess();
case FAIL(result):
onError();
}
}
function onLogoutResolved(outcome:Outcome<CallError>):Void
{
switch (outcome)
{
case SUCCESS:
onLogoutSuccessful();
case FAIL(result):
onLogoutFailed(result);
}
}
function onLogoutResolvedWithCallbacks(outcome:Outcome<CallError>, onSuccess:Void->Void, onError:Void->Void):Void
{
onLogoutResolved(outcome);
switch (outcome)
{
case SUCCESS:
onSuccess();
case FAIL(result):
onError();
}
}
function onLoginSuccessful():Void
{
if (NG.core == null) return;
trace('[NEWGROUNDS] Login successful!');
// Persist the session ID.
Save.instance.ngSessionId = NG.core.sessionId;
trace('[NEWGROUNDS] Submitting medal request...');
NG.core.requestMedals(onFetchedMedals);
trace('[NEWGROUNDS] Submitting leaderboard request...');
NG.core.scoreBoards.loadList(onFetchedLeaderboards);
}
function onLoginFailed(result:LoginFail):Void
{
switch (result)
{
case CANCELLED(type):
switch (type)
{
case PASSPORT:
trace('[NEWGROUNDS] Login cancelled by passport website.');
case MANUAL:
trace('[NEWGROUNDS] Login cancelled by application.');
default:
trace('[NEWGROUNDS] Login cancelled by unknown source.');
}
case ERROR(error):
switch (error)
{
case HTTP(error):
trace('[NEWGROUNDS] Login failed due to HTTP error: ${error}');
case RESPONSE(error):
trace('[NEWGROUNDS] Login failed due to response error: ${error.message} (${error.code})');
case RESULT(error):
trace('[NEWGROUNDS] Login failed due to result error: ${error.message} (${error.code})');
default:
trace('[NEWGROUNDS] Login failed due to unknown error: ${error}');
}
default:
trace('[NEWGROUNDS] Login failed due to unknown reason.');
}
}
function onLogoutSuccessful():Void
{
trace('[NEWGROUNDS] Logout successful!');
}
function onLogoutFailed(result:CallError):Void
{
switch (result)
{
case HTTP(error):
trace('[NEWGROUNDS] Logout failed due to HTTP error: ${error}');
case RESPONSE(error):
trace('[NEWGROUNDS] Logout failed due to response error: ${error.message} (${error.code})');
case RESULT(error):
trace('[NEWGROUNDS] Logout failed due to result error: ${error.message} (${error.code})');
default:
trace('[NEWGROUNDS] Logout failed due to unknown error: ${result}');
}
}
function onFetchedMedals(outcome:Outcome<CallError>):Void
{
trace('[NEWGROUNDS] Fetched medals!');
}
function onFetchedLeaderboards(outcome:Outcome<CallError>):Void
{
trace('[NEWGROUNDS] Fetched leaderboards!');
// trace(funkin.api.newgrounds.Leaderboards.listLeaderboardData());
}
function get_user():Null<User>
{
if (NG.core == null || !this.isLoggedIn()) return null;
return NG.core.user;
}
function get_medals():Null<MedalList>
{
if (NG.core == null || !this.isLoggedIn()) return null;
return NG.core.medals;
}
function get_leaderboards():Null<ScoreBoardList>
{
if (NG.core == null || !this.isLoggedIn()) return null;
return NG.core.scoreBoards;
}
static function getSessionId():Null<String>
{
#if js
// We can fetch the session ID from the URL.
var result:Null<String> = NGLite.getSessionId();
if (result != null) return result;
#end
// We have to fetch the session ID from the save file.
return Save.instance.ngSessionId;
}
}
#end
-101
View File
@@ -1,101 +0,0 @@
package funkin.api.newgrounds;
#if newgrounds
import funkin.NGio;
import funkin.ui.Prompt;
class NgPrompt extends Prompt
{
public function new(text:String, style:ButtonStyle = Yes_No)
{
super(text, style);
}
static public function showLogin()
{
return showLoginPrompt(true);
}
static public function showSavedSessionFailed()
{
return showLoginPrompt(false);
}
static function showLoginPrompt(fromUi:Bool)
{
var prompt = new NgPrompt("Talking to server...", None);
prompt.openCallback = NGUtil.login.bind(function popupLauncher(openPassportUrl)
{
var choiceMsg = fromUi ? #if web "Log in to Newgrounds?" #else null #end // User-input needed to allow popups
: "Your session has expired.\n Please login again.";
if (choiceMsg != null)
{
prompt.setText(choiceMsg);
prompt.setButtons(Yes_No);
#if web
prompt.buttons.getItem("yes").fireInstantly = true;
#end
prompt.onYes = function() {
prompt.setText("Connecting..." #if web + "\n(check your popup blocker)" #end);
prompt.setButtons(None);
openPassportUrl();
};
prompt.onNo = function() {
prompt.close();
prompt = null;
NGio.cancelLogin();
};
}
else
{
prompt.setText("Connecting...");
openPassportUrl();
}
}, function onLoginComplete(result:ConnectionResult)
{
switch (result)
{
case Success:
{
prompt.setText("Login Successful");
prompt.setButtons(Ok);
prompt.onYes = prompt.close;
}
case Fail(msg):
{
trace("Login Error:" + msg);
prompt.setText("Login failed");
prompt.setButtons(Ok);
prompt.onYes = prompt.close;
}
case Cancelled:
{
if (prompt != null)
{
prompt.setText("Login cancelled by user");
prompt.setButtons(Ok);
prompt.onYes = prompt.close;
}
else
trace("Login cancelled via prompt");
}
}
});
return prompt;
}
static public function showLogout()
{
var user = io.newgrounds.NG.core.user.name;
var prompt = new NgPrompt('Log out of $user?', Yes_No);
prompt.onYes = function() {
NGio.logout();
prompt.close();
};
prompt.onNo = prompt.close;
return prompt;
}
}
#end
-9
View File
@@ -1,9 +0,0 @@
# funkin.api.newgrounds
This package contains two main classes:
- `NGUtil` contains utility functions for interacting with the Newgrounds API.
- This includes any functions which scripts should be able to use,
such as retrieving achievement status.
- `NGUnsafe` contains sensitive utility functions for interacting with the Newgrounds API.
- This includes any functions which scripts should not be able to use,
such as writing high scores or posting achievements.
-3
View File
@@ -1,9 +1,6 @@
package funkin.audio;
import flash.media.Sound;
#if flash11
import flash.utils.ByteArray;
#end
import flixel.sound.FlxSound;
import flixel.system.FlxAssets.FlxSoundAsset;
import openfl.Assets;
+13 -8
View File
@@ -13,8 +13,6 @@ import funkin.data.song.SongRegistry;
import funkin.util.tools.ICloneable;
import funkin.util.flixel.sound.FlxPartialSound;
import funkin.Paths.PathsFunction;
import openfl.Assets;
import lime.app.Future;
import lime.app.Promise;
import openfl.media.SoundMixer;
@@ -390,7 +388,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
}
else
{
var music = FunkinSound.load(pathToUse, params?.startingVolume ?? 1.0, params.loop ?? true, false, true, params.onComplete);
var music = FunkinSound.load(pathToUse, params?.startingVolume ?? 1.0, params.loop ?? true, false, true, params.persist ?? false, params.onComplete);
if (music != null)
{
FlxG.sound.music = music;
@@ -430,12 +428,13 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
* @param autoDestroy Whether to destroy this sound when it finishes playing.
* Leave this value set to `false` if you want to re-use this `FunkinSound` instance.
* @param autoPlay Whether to play the sound immediately or wait for a `play()` call.
* @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.
* @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,
?onComplete:Void->Void, ?onLoad:Void->Void):Null<FunkinSound>
persist:Bool = false, ?onComplete:Void->Void, ?onLoad:Void->Void):Null<FunkinSound>
{
@:privateAccess
if (SoundMixer.__soundChannels.length >= SoundMixer.MAX_ACTIVE_CHANNELS)
@@ -462,7 +461,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
if (autoPlay) sound.play();
sound.volume = volume;
sound.group = FlxG.sound.defaultSoundGroup;
sound.persist = true;
sound.persist = persist;
// Make sure to add the sound to the list.
// If it's already in, it won't get re-added.
@@ -513,7 +512,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
});
soundRequest.future.onComplete(function(partialSound) {
var snd = FunkinSound.load(partialSound, volume, looped, autoDestroy, autoPlay, onComplete, onLoad);
var snd = FunkinSound.load(partialSound, volume, looped, autoDestroy, autoPlay, false, onComplete, onLoad);
promise.complete(snd);
});
}
@@ -543,18 +542,19 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
*/
public static function playOnce(key:String, volume:Float = 1.0, ?onComplete:Void->Void, ?onLoad:Void->Void):Null<FunkinSound>
{
var result = FunkinSound.load(key, volume, false, true, true, onComplete, onLoad);
var result:Null<FunkinSound> = FunkinSound.load(key, volume, false, true, true, false, onComplete, onLoad);
return result;
}
/**
* Stop all sounds in the pool and allow them to be recycled.
*/
public static function stopAllAudio(musicToo:Bool = false):Void
public static function stopAllAudio(musicToo:Bool = false, persistToo:Bool = false):Void
{
for (sound in pool)
{
if (sound == null) continue;
if (!persistToo && sound.persist) continue;
if (!musicToo && sound == FlxG.sound.music) continue;
sound.destroy();
}
@@ -628,6 +628,11 @@ typedef FunkinSoundPlayMusicParams =
var ?partialParams:PartialSoundParams;
/**
* Whether the sound should be destroyed on state switches
*/
var ?persist:Bool;
var ?onComplete:Void->Void;
var ?onLoad:Void->Void;
}
-1
View File
@@ -1,7 +1,6 @@
package funkin.audio;
import flixel.group.FlxGroup.FlxTypedGroup;
import funkin.audio.FunkinSound;
import flixel.tweens.FlxTween;
/**
+33 -16
View File
@@ -1,11 +1,11 @@
package funkin.audio.visualize;
import funkin.graphics.FunkinSprite;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
import flixel.sound.FlxSound;
import funkin.vis.dsp.SpectralAnalyzer;
import funkin.vis.audioclip.frontends.LimeAudioClip;
using Lambda;
@@ -18,43 +18,54 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
public var snd:FlxSound;
public function new(snd:FlxSound)
// TODO: Make the sprites easier to soft code.
public function new(snd:FlxSound, pixel:Bool)
{
super();
this.snd = snd;
// vis = new VisShit(snd);
// vis.snd = snd;
var visCount = pixel ? (7 + 1) : (7 + 1);
var visScale = pixel ? 6 : 1;
var visFrms:FlxAtlasFrames = Paths.getSparrowAtlas('aBotViz');
var visFrms:FlxAtlasFrames = Paths.getSparrowAtlas(pixel ? 'characters/abotPixel/aBotVizPixel' : 'characters/abot/aBotViz');
// these are the differences in X position, from left to right
var positionX:Array<Float> = [0, 59, 56, 66, 54, 52, 51];
var positionY:Array<Float> = [0, -8, -3.5, -0.4, 0.5, 4.7, 7];
var positionX:Array<Float> = pixel ? [0, 7 * 6, 8 * 6, 9 * 6, 10 * 6, 6 * 6, 7 * 6] : [0, 59, 56, 66, 54, 52, 51];
var positionY:Array<Float> = pixel ? [0, -2 * 6, -1 * 6, 0, 0, 1 * 6, 2 * 6] : [0, -8, -3.5, -0.4, 0.5, 4.7, 7];
for (lol in 1...8)
for (index in 1...visCount)
{
// pushes initial value
volumes.push(0.0);
var sum = function(num:Float, total:Float) return total += num;
var posX:Float = positionX.slice(0, lol).fold(sum, 0);
var posY:Float = positionY.slice(0, lol).fold(sum, 0);
var viz:FlxSprite = new FlxSprite(posX, posY);
// Sum the offsets up to the current index
var sum = function(num:Float, total:Float) return total += num;
var posX:Float = positionX.slice(0, index).fold(sum, 0);
var posY:Float = positionY.slice(0, index).fold(sum, 0);
var viz:FunkinSprite = new FunkinSprite(posX, posY);
viz.frames = visFrms;
viz.antialiasing = pixel ? false : true;
viz.scale.set(visScale, visScale);
add(viz);
var visStr = 'viz';
viz.animation.addByPrefix('VIZ', visStr + lol, 0);
viz.animation.play('VIZ', false, false, 6);
viz.animation.addByPrefix('VIZ', '$visStr${index}0', 0);
viz.animation.play('VIZ', false, false, 1);
}
}
public function initAnalyzer()
public function initAnalyzer():Void
{
@:privateAccess
analyzer = new SpectralAnalyzer(snd._channel.__audioSource, 7, 0.1, 40);
// A-Bot tuning...
analyzer.minDb = -65;
analyzer.maxDb = -25;
analyzer.maxFreq = 22000;
// we use a very low minFreq since some songs use low low subbass like a boss
analyzer.minFreq = 10;
#if desktop
// On desktop it uses FFT stuff that isn't as optimized as the direct browser stuff we use on HTML5
@@ -99,7 +110,13 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
for (i in 0...min(group.members.length, levels.length))
{
var animFrame:Int = Math.round(levels[i].value * 5);
var animFrame:Int = Math.round(levels[i].value * 6);
// don't display if we're at 0 volume from the level
group.members[i].visible = animFrame > 0;
// decrement our animFrame, so we can get a value from 0-5 for animation frames
animFrame -= 1;
#if desktop
// Web version scales with the Flixel volume level.
@@ -4,7 +4,7 @@ import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.sound.FlxSound;
import flixel.util.FlxColor;
import funkin.audio.visualize.VisShit;
import funkin.audio.visualize.VisShit.CurAudioInfo;
import funkin.graphics.rendering.MeshRender;
import lime.utils.Int16Array;
@@ -17,6 +17,16 @@ class AnimationDataUtil
};
}
/**
* @param data
* @param name (adds index to name)
* @return Array<AnimationData>
*/
public static function toNamedArray(data:Array<UnnamedAnimationData>, ?name:String = ""):Array<AnimationData>
{
return data.mapi(function(animItem, ind) return toNamed(animItem, '$name$ind'));
}
public static function toUnnamed(data:AnimationData):UnnamedAnimationData
{
return {
@@ -30,6 +40,11 @@ class AnimationDataUtil
frameIndices: data.frameIndices
};
}
public static function toUnnamedArray(data:Array<AnimationData>):Array<UnnamedAnimationData>
{
return data.map(toUnnamed);
}
}
/**
@@ -13,7 +13,7 @@ class DialogueBoxRegistry extends BaseRegistry<DialogueBox, DialogueBoxData>
*/
public static final DIALOGUEBOX_DATA_VERSION:thx.semver.Version = "1.1.0";
public static final DIALOGUEBOX_DATA_VERSION_RULE:thx.semver.VersionRule = "1.1.x";
public static final DIALOGUEBOX_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <1.2.0";
public static var instance(get, never):DialogueBoxRegistry;
static var _instance:Null<DialogueBoxRegistry> = null;
@@ -1,7 +1,6 @@
package funkin.data.dialogue.speaker;
import funkin.play.cutscene.dialogue.Speaker;
import funkin.data.dialogue.speaker.SpeakerData;
import funkin.play.cutscene.dialogue.ScriptedSpeaker;
class SpeakerRegistry extends BaseRegistry<Speaker, SpeakerData>
@@ -1,7 +1,6 @@
package funkin.data.event;
import funkin.play.event.SongEvent;
import funkin.data.event.SongEventSchema;
import funkin.data.song.SongData.SongEventData;
import funkin.util.macro.ClassMacro;
import funkin.play.event.ScriptedSongEvent;
@@ -1,11 +1,5 @@
package funkin.data.event;
import funkin.play.event.SongEvent;
import funkin.data.event.SongEventSchema;
import funkin.data.song.SongData.SongEventData;
import funkin.util.macro.ClassMacro;
import funkin.play.event.ScriptedSongEvent;
@:forward(name, title, type, keys, min, max, step, units, defaultValue, iterator)
abstract SongEventSchema(SongEventSchemaRaw)
{
@@ -36,6 +36,13 @@ typedef AlbumData =
*/
public var albumTitleAsset:String;
/**
* Offsets for the album title.
*/
@:optional
@:default([0, 0])
public var albumTitleOffsets:Null<Array<Float>>;
/**
* An optional array of animations for the album title.
*/
@@ -264,12 +264,32 @@ class PlayerCharSelectData
*/
@:optional
public var position:Null<Int>;
/**
* The GF name to assign for this character.
*/
@:optional
public var gf:PlayerCharSelectGFData;
}
typedef PlayerCharSelectGFData =
{
@:optional
public var assetPath:String;
@:optional
public var animInfoPath:String;
@:optional
@:default(false)
public var visualizer:Bool;
}
typedef PlayerResultsData =
{
var music:PlayerResultsMusicData;
var perfectGold:Array<PlayerResultsAnimationData>;
var perfect:Array<PlayerResultsAnimationData>;
var excellent:Array<PlayerResultsAnimationData>;
var great:Array<PlayerResultsAnimationData>;
@@ -311,6 +331,10 @@ typedef PlayerResultsAnimationData =
@:default([0, 0])
var offsets:Array<Float>;
@:optional
@:default("both")
var filter:String;
@:optional
@:default(500)
var zIndex:Int;
@@ -327,6 +351,10 @@ typedef PlayerResultsAnimationData =
@:default('')
var startFrameLabel:Null<String>;
@:optional
@:default('')
var sound:Null<String>;
@:optional
@:default(true)
var looped:Bool;
@@ -5,6 +5,8 @@ All notable changes to this project 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).
<!-- TODO: Include NoteSplash and NoteStyle changes made to accomodate week 6 note splash/hold stuff -->
## [1.1.0]
### Added
- Added several new `assets`:
@@ -187,6 +187,10 @@ typedef NoteStyleAssetData<T> =
@:optional
var isPixel:Bool;
@:default(1.0)
@:optional
var alpha:Float;
/**
* If true, animations will be played on the graphic.
* @default `false` to save performance.
@@ -251,6 +255,30 @@ typedef NoteStyleData_NoteSplash =
@:optional
@:default(true)
var enabled:Bool;
@:optional
@:default(24)
var framerateDefault:Int;
@:optional
@:default(2)
var framerateVariance:Int;
@:optional
@:default("normal")
var blendMode:String;
@:optional
var leftSplashes:Array<UnnamedAnimationData>;
@:optional
var downSplashes:Array<UnnamedAnimationData>;
@:optional
var upSplashes:Array<UnnamedAnimationData>;
@:optional
var rightSplashes:Array<UnnamedAnimationData>;
};
typedef NoteStyleData_HoldNoteCover =
@@ -262,4 +290,33 @@ typedef NoteStyleData_HoldNoteCover =
@:optional
@:default(true)
var enabled:Bool;
@:optional
var left:NoteStyleData_HoldNoteCoverDirectionData;
@:optional
var down:NoteStyleData_HoldNoteCoverDirectionData;
@:optional
var up:NoteStyleData_HoldNoteCoverDirectionData;
@:optional
var right:NoteStyleData_HoldNoteCoverDirectionData;
};
typedef NoteStyleData_HoldNoteCoverDirectionData =
{
/**
* Optionally specify an asset path to use for this specific animation.
* @:default The assetPath of the main holdNoteCover asset
*/
@:optional
var assetPath:String;
@:optional
var start:UnnamedAnimationData;
@:optional
var hold:UnnamedAnimationData;
@:optional
var end:UnnamedAnimationData;
}
@@ -13,7 +13,7 @@ class NoteStyleRegistry extends BaseRegistry<NoteStyle, NoteStyleData>
*/
public static final NOTE_STYLE_DATA_VERSION:thx.semver.Version = "1.1.0";
public static final NOTE_STYLE_DATA_VERSION_RULE:thx.semver.VersionRule = "1.1.x";
public static final NOTE_STYLE_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <1.2.0";
public static var instance(get, never):NoteStyleRegistry;
static var _instance:Null<NoteStyleRegistry> = null;
+66 -5
View File
@@ -1,5 +1,6 @@
package funkin.data.song;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.data.song.SongData;
import funkin.data.song.migrator.SongData_v2_0_0.SongMetadata_v2_0_0;
import funkin.data.song.migrator.SongData_v2_1_0.SongMetadata_v2_1_0;
@@ -171,7 +172,7 @@ class SongRegistry extends BaseRegistry<Song, SongMetadata>
public function parseEntryMetadataWithMigration(id:String, variation:String, version:thx.semver.Version):Null<SongMetadata>
{
variation = variation == null ? Constants.DEFAULT_VARIATION : variation;
variation = variation ?? Constants.DEFAULT_VARIATION;
// If a version rule is not specified, do not check against it.
if (SONG_METADATA_VERSION_RULE == null || VersionUtil.validateVersion(version, SONG_METADATA_VERSION_RULE))
@@ -192,12 +193,13 @@ class SongRegistry extends BaseRegistry<Song, SongMetadata>
}
}
public function parseEntryMetadataRawWithMigration(contents:String, ?fileName:String = 'raw', version:thx.semver.Version):Null<SongMetadata>
public function parseEntryMetadataRawWithMigration(contents:String, ?fileName:String = 'raw', version:thx.semver.Version,
?variation:String):Null<SongMetadata>
{
// If a version rule is not specified, do not check against it.
if (SONG_METADATA_VERSION_RULE == null || VersionUtil.validateVersion(version, SONG_METADATA_VERSION_RULE))
{
return parseEntryMetadataRaw(contents, fileName);
return parseEntryMetadataRaw(contents, fileName, variation);
}
else if (VersionUtil.validateVersion(version, "2.1.x"))
{
@@ -508,8 +510,32 @@ class SongRegistry extends BaseRegistry<Song, SongMetadata>
public function listBaseGameSongIds():Array<String>
{
return [
"tutorial", "bopeebo", "fresh", "dadbattle", "spookeez", "south", "monster", "pico", "philly-nice", "blammed", "satin-panties", "high", "milf", "cocoa",
"eggnog", "winter-horrorland", "senpai", "roses", "thorns", "ugh", "guns", "stress", "darnell", "lit-up", "2hot", "blazin"
"tutorial",
"bopeebo",
"fresh",
"dadbattle",
"spookeez",
"south",
"monster",
"pico",
"philly-nice",
"blammed",
"satin-panties",
"high",
"milf",
"cocoa",
"eggnog",
"winter-horrorland",
"senpai",
"roses",
"thorns",
"ugh",
"guns",
"stress",
"darnell",
"lit-up",
"2hot",
"blazin"
];
}
@@ -522,4 +548,39 @@ class SongRegistry extends BaseRegistry<Song, SongMetadata>
return listBaseGameSongIds().indexOf(id) == -1;
});
}
/**
* A list of all difficulties for a specific character.
*/
public function listAllDifficulties(characterId:String):Array<String>
{
var allDifficulties:Array<String> = Constants.DEFAULT_DIFFICULTY_LIST.copy();
var character = PlayerRegistry.instance.fetchEntry(characterId);
if (character == null)
{
trace(' [WARN] Could not locate character $characterId');
return allDifficulties;
}
allDifficulties = [];
for (songId in listEntryIds())
{
var song = fetchEntry(songId);
if (song == null) continue;
for (diff in song.listDifficulties(null, song.getVariationsByCharacter(character)))
{
if (!allDifficulties.contains(diff)) allDifficulties.push(diff);
}
}
if (allDifficulties.length == 0)
{
trace(' [WARN] No difficulties found. Returning default difficulty list.');
allDifficulties = Constants.DEFAULT_DIFFICULTY_LIST.copy();
}
return allDifficulties;
}
}
+10
View File
@@ -5,6 +5,16 @@ All notable changes to this project 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).
## [1.0.3]
### Added
- Added the `color` attribute on stage props to tint them.
- Added the `blend` attribute on stage props to apply blend modes.
- Added the `angle` attribute on stage props to apply a rotation to them.
## [1.0.2]
### Added
- Added the ability to specify `flipX` and `flipY` on stage props to horizontally or vertically flip, respectively.
## [1.0.1]
### Added
- Added the ability to specify a hexadecimal color in the `assetPath` field instead of a texture key.
+77 -3
View File
@@ -20,6 +20,10 @@ class StageData
@:optional
public var cameraZoom:Null<Float>;
@:default("shared")
@:optional
public var directory:Null<String>;
public function new()
{
this.version = StageRegistry.STAGE_DATA_VERSION;
@@ -118,6 +122,22 @@ typedef StageDataProp =
@:default(false)
var isPixel:Bool;
/**
* If set to true, the prop will be flipped horizontally.
* @default false
*/
@:optional
@:default(false)
var flipX:Bool;
/**
* If set to true, the prop will be flipped vertically.
* @default false
*/
@:optional
@:default(false)
var flipY:Bool;
/**
* Either the scale of the prop as a float, or the [w, h] scale as an array of two floats.
* Pro tip: On pixel-art levels, save the sprite small and set this value to 6 or so to save memory.
@@ -151,12 +171,12 @@ typedef StageDataProp =
* How much the prop scrolls relative to the camera. Used to create a parallax effect.
* Represented as an [x, y] array of two floats.
* [1, 1] means the prop moves 1:1 with the camera.
* [0.5, 0.5] means the prop half as much as the camera.
* [0.5, 0.5] means the prop moves half as much as the camera.
* [0, 0] means the prop is not moved.
* @default [0, 0]
* @default [1, 1]
*/
@:optional
@:default([0, 0])
@:default([1, 1])
var scroll:Array<Float>;
/**
@@ -182,6 +202,32 @@ typedef StageDataProp =
@:default("sparrow")
@:optional
var animType:String;
/**
* The angle of the prop, as a float.
* @default 1.0
*/
@:optional
@:default(0.0)
var angle:Float;
/**
* The blend mode of the prop, as a string.
* Just like in photoshop.
* @default Nothing.
*/
@:default("")
@:optional
var blend:String;
/**
* The color of the prop overlay, as a hex string.
* White overlays, or the ones with the value #FFFFFF, do not appear.
* @default `#FFFFFF`
*/
@:default("#FFFFFF")
@:optional
var color:String;
};
typedef StageDataCharacter =
@@ -215,4 +261,32 @@ typedef StageDataCharacter =
*/
@:optional
var cameraOffsets:Array<Float>;
/**
* How much the character scrolls relative to the camera. Used to create a parallax effect.
* Represented as an [x, y] array of two floats.
* [1, 1] means the character moves 1:1 with the camera.
* [0.5, 0.5] means the character moves half as much as the camera.
* [0, 0] means the character is not moved.
* @default [1, 1]
*/
@:optional
@:default([1, 1])
var scroll:Array<Float>;
/**
* The alpha of the character, as a float.
* @default 1.0
*/
@:optional
@:default(1.0)
var alpha:Float;
/**
* The angle of the character, as a float.
* @default 1.0
*/
@:optional
@:default(0.0)
var angle:Float;
};
+18 -5
View File
@@ -1,6 +1,5 @@
package funkin.data.stage;
import funkin.data.stage.StageData;
import funkin.play.stage.Stage;
import funkin.play.stage.ScriptedStage;
@@ -11,9 +10,9 @@ class StageRegistry extends BaseRegistry<Stage, StageData>
* Handle breaking changes by incrementing this value
* and adding migration to the `migrateStageData()` function.
*/
public static final STAGE_DATA_VERSION:thx.semver.Version = "1.0.0";
public static final STAGE_DATA_VERSION:thx.semver.Version = "1.0.3";
public static final STAGE_DATA_VERSION_RULE:thx.semver.VersionRule = "1.0.x";
public static final STAGE_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <1.1.0";
public static var instance(get, never):StageRegistry;
static var _instance:Null<StageRegistry> = null;
@@ -93,8 +92,22 @@ class StageRegistry extends BaseRegistry<Stage, StageData>
public function listBaseGameStageIds():Array<String>
{
return [
"mainStage", "mainStageErect", "spookyMansion", "phillyTrain", "phillyTrainErect", "limoRide", "limoRideErect", "mallXmas", "mallXmasErect", "mallEvil",
"school", "schoolEvil", "tankmanBattlefield", "phillyStreets", "phillyStreetsErect", "phillyBlazin",
"mainStage",
"mainStageErect",
"spookyMansion",
"phillyTrain",
"phillyTrainErect",
"limoRide",
"limoRideErect",
"mallXmas",
"mallXmasErect",
"mallEvil",
"school",
"schoolEvil",
"tankmanBattlefield",
"phillyStreets",
"phillyStreetsErect",
"phillyBlazin",
];
}
+1 -1
View File
@@ -5,7 +5,7 @@ All notable changes to this project 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).
## [1.1.0]
## [1.0.1]
- Added `visible` attribute.
## [1.0.0]
@@ -2,7 +2,6 @@ package funkin.data.story.level;
import funkin.util.SortUtil;
import funkin.ui.story.Level;
import funkin.data.story.level.LevelData;
import funkin.ui.story.ScriptedLevel;
class LevelRegistry extends BaseRegistry<Level, LevelData>
@@ -14,7 +13,7 @@ class LevelRegistry extends BaseRegistry<Level, LevelData>
*/
public static final LEVEL_DATA_VERSION:thx.semver.Version = "1.0.1";
public static final LEVEL_DATA_VERSION_RULE:thx.semver.VersionRule = "1.0.x";
public static final LEVEL_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <1.1.0";
public static var instance(get, never):LevelRegistry;
static var _instance:Null<LevelRegistry> = null;
+55
View File
@@ -0,0 +1,55 @@
package funkin.effects;
import flixel.addons.effects.FlxTrail;
import funkin.play.stage.Bopper;
import flixel.FlxSprite;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.math.FlxPoint;
/**
* An offshoot of FlxTrail, but accomodates the way Funkin
* does offsets for characters. example, fixes Spirits trail
*/
class FunkTrail extends FlxTrail
{
/**
* Creates a new FunkTrail effect for a specific FlxSprite.
*
* @param target The FlxSprite the trail is attached to.
* @param graphic The image to use for the trailsprites. Optional, uses the sprite's graphic if null.
* @param length The amount of trailsprites to create.
* @param delay How often to update the trail. 0 updates every frame.
* @param alpha The alpha value for the very first trailsprite.
* @param diff How much lower the alpha of the next trailsprite is.
*/
public function new(target:FlxSprite, ?graphic:FlxGraphicAsset, length:Int = 10, delay:Int = 3, alpha:Float = 0.4, diff:Float = 0.05)
{
super(target, graphic, length, delay, alpha, diff);
}
/**
* An offset applied to the target position whenever a new frame is saved.
*/
public final frameOffset:FlxPoint = FlxPoint.get();
override function destroy():Void
{
super.destroy();
frameOffset.put();
}
override function addTrailFrame():Void
{
super.addTrailFrame();
if (target is Bopper)
{
var targ:Bopper = cast target;
@:privateAccess
frameOffset.set((targ.animOffsets[0] - targ.globalOffsets[0]) * targ.scale.x, (targ.animOffsets[1] - targ.globalOffsets[1]) * targ.scale.y);
_recentPositions[0]?.subtract(frameOffset.x, frameOffset.y);
}
}
}
@@ -7,23 +7,17 @@ import flixel.FlxSprite;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxMatrix;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.util.FlxColor;
import lime.graphics.cairo.Cairo;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.display.DisplayObjectRenderer;
import openfl.display.Graphics;
import openfl.display.OpenGLRenderer;
import openfl.display._internal.Context3DGraphics;
import openfl.display3D.Context3D;
import openfl.display3D.Context3DClearMask;
import openfl.filters.BitmapFilter;
import openfl.filters.BlurFilter;
import openfl.geom.ColorTransform;
import openfl.geom.Matrix;
import openfl.geom.Point;
import openfl.geom.Rectangle;
#if (js && html5)
import lime._internal.graphics.ImageCanvasUtil;
+59 -3
View File
@@ -9,7 +9,7 @@ import funkin.graphics.framebuffer.FixedBitmapData;
import openfl.display.BitmapData;
import flixel.math.FlxRect;
import flixel.math.FlxPoint;
import flixel.graphics.frames.FlxFrame;
import flixel.graphics.frames.FlxFrame.FlxFrameAngle;
import flixel.FlxCamera;
/**
@@ -97,14 +97,58 @@ class FunkinSprite extends FlxSprite
return this;
}
public function loadTextureAsync(key:String, fade:Bool = false):Void
{
var fadeTween:Null<FlxTween> = null;
if (fade)
{
fadeTween = FlxTween.tween(this, {alpha: 0}, 0.25);
}
trace('[ASYNC] Start loading image (${key})');
graphic.persist = true;
openfl.Assets.loadBitmapData(key)
.onComplete(function(bitmapData:openfl.display.BitmapData) {
trace('[ASYNC] Finished loading image');
var cache:Bool = false;
loadBitmapData(bitmapData, cache);
if (fadeTween != null)
{
fadeTween.cancel();
FlxTween.tween(this, {alpha: 1.0}, 0.25);
}
})
.onError(function(error:Dynamic) {
trace('[ASYNC] Failed to load image: ${error}');
if (fadeTween != null)
{
fadeTween.cancel();
this.alpha = 1.0;
}
})
.onProgress(function(progress:Int, total:Int) {
trace('[ASYNC] Loading image progress: ${progress}/${total}');
});
}
/**
* Apply an OpenFL `BitmapData` to this sprite.
* @param input The OpenFL `BitmapData` to apply
* @return This sprite, for chaining
*/
public function loadBitmapData(input:BitmapData):FunkinSprite
public function loadBitmapData(input:BitmapData, cache:Bool = true):FunkinSprite
{
loadGraphic(input);
if (cache)
{
loadGraphic(input);
}
else
{
var graphic:FlxGraphic = FlxGraphic.fromBitmapData(input, false, null, false);
this.graphic = graphic;
this.frames = this.graphic.imageFrame;
}
return this;
}
@@ -238,6 +282,18 @@ class FunkinSprite extends FlxSprite
return true;
}
/**
* @param id The animation ID to check.
* @return Whether the animation is dynamic (has multiple frames). `false` for static, one-frame animations.
*/
public function isAnimationDynamic(id:String):Bool
{
if (this.animation == null) return false;
var animData = this.animation.getByName(id);
if (animData == null) return false;
return animData.numFrames > 1;
}
/**
* Acts similarly to `makeGraphic`, but with improved memory usage,
* at the expense of not being able to paint onto the resulting sprite.
@@ -3,11 +3,8 @@ package funkin.graphics.adobeanimate;
import flixel.util.FlxSignal.FlxTypedSignal;
import flxanimate.FlxAnimate;
import flxanimate.FlxAnimate.Settings;
import flxanimate.frames.FlxAnimateFrames;
import flixel.graphics.frames.FlxFrame;
import flixel.system.FlxAssets.FlxGraphicAsset;
import openfl.display.BitmapData;
import openfl.utils.Assets;
import flixel.math.FlxPoint;
import flxanimate.animate.FlxKeyFrame;
@@ -64,8 +61,6 @@ class FlxAtlasSprite extends FlxAnimate
throw 'FlxAtlasSprite not initialized properly. Are you sure the path (${path}) exists?';
}
onAnimationComplete.add(cleanupAnimation);
// This defaults the sprite to play the first animation in the atlas,
// then pauses it. This ensures symbols are intialized properly.
this.anim.play('');
@@ -184,7 +179,7 @@ class FlxAtlasSprite extends FlxAnimate
// Move to the first frame of the animation.
// goToFrameLabel(id);
trace('Playing animation $id');
// trace('Playing animation $id');
if ((id == null || id == "") || this.anim.symbolDictionary.exists(id) || (this.anim.getByName(id) != null))
{
this.anim.play(id, restart, false, startFrame);
@@ -199,33 +194,44 @@ class FlxAtlasSprite extends FlxAnimate
goToFrameLabel(id);
fr = anim.getFrameLabel(id);
anim.curFrame += startFrame;
// Resume animation if it's paused.
anim.resume();
}
}
override public function update(elapsed:Float)
override public function update(elapsed:Float):Void
{
super.update(elapsed);
}
/**
* Returns true if the animation has finished playing.
* Never true if animation is configured to loop.
* @return Whether the animation has finished playing.
*/
public function isAnimationFinished():Bool
{
return this.anim.finished;
return isLoopComplete();
}
/**
* Returns true if the animation has reached the last frame.
* Can be true even if animation is configured to loop.
* @return Whether the animation has reached the last frame.
*/
public function isLoopComplete():Bool
{
if (this.anim == null) return false;
if (!this.anim.isPlaying) return false;
if (fr != null) return (anim.reversed && anim.curFrame < fr.index || !anim.reversed && anim.curFrame >= (fr.index + fr.duration));
if (fr != null)
{
var curFrame = anim.curFrame;
var startFrame = fr.index;
var endFrame = (fr.index + fr.duration);
return (anim.reversed) ? (curFrame < startFrame) : (curFrame >= endFrame);
}
return (anim.reversed && anim.curFrame == 0 || !(anim.reversed) && (anim.curFrame) >= (anim.length - 1));
}
@@ -253,7 +259,7 @@ class FlxAtlasSprite extends FlxAnimate
this.anim.goToFrameLabel(label);
}
function getFrameLabelNames(?layer:haxe.extern.EitherType<Int, String> = null)
function getFrameLabelNames(?layer:haxe.extern.EitherType<Int, String>):Array<String>
{
var labels = this.anim.getFrameLabels(layer);
var array = [];
@@ -296,16 +302,18 @@ class FlxAtlasSprite extends FlxAnimate
if (isLoopComplete())
{
anim.pause();
_onAnimationComplete();
if (looping)
{
anim.curFrame = (fr != null) ? fr.index : 0;
anim.resume();
// _onAnimationComplete not called since this is a loop.
}
else if (fr != null && anim.curFrame != anim.length - 1)
{
anim.curFrame--;
cleanupAnimation(currentAnimation ?? "");
_onAnimationComplete();
}
}
}
@@ -327,7 +335,16 @@ class FlxAtlasSprite extends FlxAnimate
public function replaceFrameGraphic(index:Int, ?graphic:FlxGraphicAsset):Void
{
if (graphic == null || !Assets.exists(graphic))
var cond = false;
if (graphic == null) cond = true;
else
{
if ((graphic is String)) cond = !Assets.exists(graphic)
else
cond = false;
}
if (cond)
{
var prevFrame:Null<FlxFrame> = prevFrames.get(index);
if (prevFrame == null) return;
@@ -1,8 +1,6 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import funkin.Paths;
import openfl.utils.Assets;
class AdjustColorShader extends FlxRuntimeShader
{
@@ -52,4 +50,9 @@ class AdjustColorShader extends FlxRuntimeShader
return this.contrast;
}
public override function toString():String
{
return 'AdjustColorShader(${this.hue}, ${this.saturation}, ${this.brightness}, ${this.contrast})';
}
}
@@ -1,8 +1,6 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import funkin.Paths;
import openfl.utils.Assets;
import openfl.display.BitmapData;
import openfl.display.ShaderInput;
@@ -1,7 +1,6 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
class BlueFade extends FlxShader
@@ -0,0 +1,227 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import flixel.util.FlxColor;
import flixel.FlxSprite;
import flixel.math.FlxAngle;
import flixel.graphics.frames.FlxFrame;
import openfl.display.BitmapData;
/*
A screenspace version of the DropShadowShader.. currently the only way to use this effect with
FlxAnimate :(
*/
class DropShadowScreenspace extends DropShadowShader
{
/*
The current zoom of the camera. Needed to figure out how much to multiply the drop shadow size.
*/
public var curZoom(default, set):Float;
function set_curZoom(val:Float):Float
{
curZoom = val;
zoom.value = [val];
return val;
}
@:glFragmentSource('
#pragma header
// This shader aims to mostly recreate how Adobe Animate/Flash handles drop shadows, but its main use here is for rim lighting.
// this shader also includes a recreation of the Animate/Flash "Adjust Color" filter,
// which was kindly provided and written by Rozebud https://github.com/ThatRozebudDude ( thank u rozebud :) )
// Adapted from Andrey-Postelzhuks shader found here: https://forum.unity.com/threads/hue-saturation-brightness-contrast-shader.260649/
// Hue rotation stuff is from here: https://www.w3.org/TR/filter-effects/#feColorMatrixElement
// equals (frame.left, frame.top, frame.right, frame.bottom)
uniform vec4 uFrameBounds;
uniform float ang;
uniform float dist;
uniform float str;
uniform float thr;
// need to account for rotated frames... oops
uniform float angOffset;
uniform sampler2D altMask;
uniform bool useMask;
uniform float thr2;
uniform vec3 dropColor;
uniform float hue;
uniform float saturation;
uniform float brightness;
uniform float contrast;
uniform float zoom;
uniform float AA_STAGES;
const vec3 grayscaleValues = vec3(0.3098039215686275, 0.607843137254902, 0.0823529411764706);
const float e = 2.718281828459045;
vec3 applyHueRotate(vec3 aColor, float aHue){
float angle = radians(aHue);
mat3 m1 = mat3(0.213, 0.213, 0.213, 0.715, 0.715, 0.715, 0.072, 0.072, 0.072);
mat3 m2 = mat3(0.787, -0.213, -0.213, -0.715, 0.285, -0.715, -0.072, -0.072, 0.928);
mat3 m3 = mat3(-0.213, 0.143, -0.787, -0.715, 0.140, 0.715, 0.928, -0.283, 0.072);
mat3 m = m1 + cos(angle) * m2 + sin(angle) * m3;
return m * aColor;
}
vec3 applySaturation(vec3 aColor, float value){
if(value > 0.0){ value = value * 3.0; }
value = (1.0 + (value / 100.0));
vec3 grayscale = vec3(dot(aColor, grayscaleValues));
return clamp(mix(grayscale, aColor, value), 0.0, 1.0);
}
vec3 applyContrast(vec3 aColor, float value){
value = (1.0 + (value / 100.0));
if(value > 1.0){
value = (((0.00852259 * pow(e, 4.76454 * (value - 1.0))) * 1.01) - 0.0086078159) * 10.0; //Just roll with it...
value += 1.0;
}
return clamp((aColor - 0.25) * value + 0.25, 0.0, 1.0);
}
vec3 applyHSBCEffect(vec3 color){
//Brightness
color = color + ((brightness) / 255.0);
//Hue
color = applyHueRotate(color, hue);
//Contrast
color = applyContrast(color, contrast);
//Saturation
color = applySaturation(color, saturation);
return color;
}
vec2 hash22(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
float intensityPass(vec2 fragCoord, float curThreshold, bool useMask) {
vec4 col = texture2D(bitmap, fragCoord);
float maskIntensity = 0.0;
if(useMask == true){
maskIntensity = mix(0.0, 1.0, texture2D(altMask, fragCoord).b);
}
if(col.a == 0.0){
return 0.0;
}
float intensity = dot(col.rgb, vec3(0.3098, 0.6078, 0.0823));
intensity = maskIntensity > 0.0 ? float(intensity > thr2) : float(intensity > thr);
return intensity;
}
// essentially just stole this from the AngleMask shader but repurposed it to smooth
// the threshold because without any sort of smoothing it produces horrible edges
float antialias(vec2 fragCoord, float curThreshold, bool useMask) {
// In GLSL 100, we need to use constant loop bounds
// Well assume a reasonable maximum for AA_STAGES and use a fixed loop
// The actual number of iterations will be controlled by a condition inside
const int MAX_AA = 8; // This should be large enough for most uses
float AA_TOTAL_PASSES = AA_STAGES * AA_STAGES + 1.0;
const float AA_JITTER = 0.5;
// Run the shader multiple times with a random subpixel offset each time and average the results
float color = intensityPass(fragCoord, curThreshold, useMask);
for (int i = 0; i < MAX_AA * MAX_AA; i++) {
// Calculate x and y from i
int x = i / MAX_AA;
int y = i - (MAX_AA * int(i/MAX_AA)); // poor mans modulus
// Skip iterations beyond our desired AA_STAGES
if (float(x) >= AA_STAGES || float(y) >= AA_STAGES) {
continue;
}
vec2 offset = AA_JITTER * (2.0 * hash22(vec2(float(x), float(y))) - 1.0) / openfl_TextureSize.xy;
color += intensityPass(fragCoord + offset, curThreshold, useMask);
}
return color / AA_TOTAL_PASSES;
}
vec3 createDropShadow(vec3 col, float curThreshold, bool useMask) {
// essentially a mask so that areas under the threshold dont show the rimlight (mainly the outlines)
float intensity = antialias(openfl_TextureCoordv, curThreshold, useMask);
// the distance the dropshadow moves needs to be correctly scaled based on the texture size
vec2 imageRatio = vec2(1.0/openfl_TextureSize.x, 1.0/openfl_TextureSize.y);
// check the pixel in the direction and distance specified
vec2 checkedPixel = vec2(openfl_TextureCoordv.x + ((dist*zoom) * cos(ang + angOffset) * imageRatio.x), openfl_TextureCoordv.y - ((dist*zoom) * sin(ang + angOffset) * imageRatio.y));
// multiplier for the intensity of the drop shadow
float dropShadowAmount = 0.0;
dropShadowAmount = texture2D(bitmap, checkedPixel).a;
// add the dropshadow color based on the amount, strength, and intensity
col.rgb += dropColor.rgb * ((1.0 - (dropShadowAmount * str))*intensity);
return col;
}
void main()
{
vec4 col = texture2D(bitmap, openfl_TextureCoordv);
vec3 unpremultipliedColor = col.a > 0.0 ? col.rgb / col.a : col.rgb;
vec3 outColor = applyHSBCEffect(unpremultipliedColor);
outColor = createDropShadow(outColor, thr, useMask);
gl_FragColor = vec4(outColor.rgb * col.a, col.a);
}
')
override public function new()
{
super();
angle = 90;
strength = 1;
distance = 15;
threshold = 0.1;
baseHue = 0;
baseSaturation = 0;
baseBrightness = 0;
baseContrast = 0;
useAltMask = false;
color = 0xFFDFEF3C;
antialiasAmt = 2;
curZoom = 1;
angOffset.value = [0];
}
}
@@ -0,0 +1,451 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import flixel.util.FlxColor;
import flixel.FlxSprite;
import flixel.math.FlxAngle;
import flixel.graphics.frames.FlxFrame;
import openfl.display.BitmapData;
/*
A shader that aims to *mostly recreate how Adobe Animate/Flash handles drop shadows, but its main use here is for rim lighting.
Has options for color, angle, distance, and a threshold to not cast the shadow on parts like outlines.
Can also be supplied a secondary mask which can then have an alternate threshold, for when sprites have too many conflicting colors
for the drop shadow to look right (e.g. the tankmen on GF's speakers).
Also has an Adjust Color shader in here so they can work together when needed.
*/
class DropShadowShader extends FlxShader
{
/*
The color of the drop shadow.
*/
public var color(default, set):FlxColor;
/*
The angle of the drop shadow.
for reference, depending on the angle, the affected side will be:
0 = RIGHT
90 = UP
180 = LEFT
270 = DOWN
*/
public var angle(default, set):Float;
/*
The distance or size of the drop shadow, in pixels,
relative to the texture itself... NOT the camera.
*/
public var distance(default, set):Float;
/*
The strength of the drop shadow.
Effectively just an alpha multiplier.
*/
public var strength(default, set):Float;
/*
The brightness threshold for the drop shadow.
Anything below this number will NOT be affected by the drop shadow shader.
A value of 0 effectively means theres no threshold, and vice versa.
*/
public var threshold(default, set):Float;
/*
The amount of antialias samples per-pixel,
used to smooth out any hard edges the brightness thresholding creates.
Defaults to 2, and 0 will remove any smoothing.
*/
public var antialiasAmt(default, set):Float;
/*
Whether the shader should try and use the alternate mask.
False by default.
*/
public var useAltMask(default, set):Bool;
/*
The image for the alternate mask.
At the moment, it uses the blue channel to specify what is or isnt going to use the alternate threshold.
(its kinda sloppy rn i need to make it work a little nicer)
TODO: maybe have a sort of "threshold intensity texture" as well? where higher/lower values indicate threshold strength..
*/
public var altMaskImage(default, set):BitmapData;
/*
An alternate brightness threshold for the drop shadow.
Anything below this number will NOT be affected by the drop shadow shader,
but ONLY when the pixel is within the mask.
*/
public var maskThreshold(default, set):Float;
/*
The FlxSprite that the shader should get the frame data from.
Needed to keep the drop shadow shader in the correct bounds and rotation.
*/
public var attachedSprite(default, set):FlxSprite;
/*
The hue component of the Adjust Color part of the shader.
*/
public var baseHue(default, set):Float;
/*
The saturation component of the Adjust Color part of the shader.
*/
public var baseSaturation(default, set):Float;
/*
The brightness component of the Adjust Color part of the shader.
*/
public var baseBrightness(default, set):Float;
/*
The contrast component of the Adjust Color part of the shader.
*/
public var baseContrast(default, set):Float;
/*
Sets all 4 adjust color values.
*/
public function setAdjustColor(b:Float, h:Float, c:Float, s:Float)
{
baseBrightness = b;
baseHue = h;
baseContrast = c;
baseSaturation = s;
}
function set_baseHue(val:Float):Float
{
baseHue = val;
hue.value = [val];
return val;
}
function set_baseSaturation(val:Float):Float
{
baseSaturation = val;
saturation.value = [val];
return val;
}
function set_baseBrightness(val:Float):Float
{
baseBrightness = val;
brightness.value = [val];
return val;
}
function set_baseContrast(val:Float):Float
{
baseContrast = val;
contrast.value = [val];
return val;
}
function set_threshold(val:Float):Float
{
threshold = val;
thr.value = [val];
return val;
}
function set_antialiasAmt(val:Float):Float
{
antialiasAmt = val;
AA_STAGES.value = [val];
return val;
}
function set_color(col:FlxColor):FlxColor
{
color = col;
dropColor.value = [color.red / 255, color.green / 255, color.blue / 255];
return color;
}
function set_angle(val:Float):Float
{
angle = val;
ang.value = [angle * FlxAngle.TO_RAD];
return angle;
}
function set_distance(val:Float):Float
{
distance = val;
dist.value = [val];
return val;
}
function set_strength(val:Float):Float
{
strength = val;
str.value = [val];
return val;
}
function set_attachedSprite(spr:FlxSprite):FlxSprite
{
attachedSprite = spr;
updateFrameInfo(attachedSprite.frame);
return spr;
}
/*
Loads an image for the mask.
While you *could* directly set the value of the mask, this function works for both HTML5 and desktop targets.
*/
public function loadAltMask(path:String)
{
#if html5
BitmapData.loadFromFile(path).onComplete(function(bmp:BitmapData) {
altMaskImage = bmp;
});
#else
altMaskImage = BitmapData.fromFile(path);
#end
}
/*
Should be called on the animation.callback of the attached sprite.
TODO: figure out why the reference to the attachedSprite breaks on web??
*/
public function onAttachedFrame(name, frameNum, frameIndex)
{
if (attachedSprite != null) updateFrameInfo(attachedSprite.frame);
}
/*
Updates the frame bounds and angle offset of the sprite for the shader.
*/
public function updateFrameInfo(frame:FlxFrame)
{
// NOTE: uv.width is actually the right pos and uv.height is the bottom pos
uFrameBounds.value = [frame.uv.x, frame.uv.y, frame.uv.width, frame.uv.height];
// if a frame is rotated the shader will look completely wrong lol
angOffset.value = [frame.angle * FlxAngle.TO_RAD];
}
function set_altMaskImage(_bitmapData:BitmapData):BitmapData
{
altMask.input = _bitmapData;
return _bitmapData;
}
function set_maskThreshold(val:Float):Float
{
maskThreshold = val;
thr2.value = [val];
return val;
}
function set_useAltMask(val:Bool):Bool
{
useAltMask = val;
useMask.value = [val];
return val;
}
@:glFragmentSource('
#pragma header
// This shader aims to mostly recreate how Adobe Animate/Flash handles drop shadows, but its main use here is for rim lighting.
// this shader also includes a recreation of the Animate/Flash "Adjust Color" filter,
// which was kindly provided and written by Rozebud https://github.com/ThatRozebudDude ( thank u rozebud :) )
// Adapted from Andrey-Postelzhuks shader found here: https://forum.unity.com/threads/hue-saturation-brightness-contrast-shader.260649/
// Hue rotation stuff is from here: https://www.w3.org/TR/filter-effects/#feColorMatrixElement
// equals (frame.left, frame.top, frame.right, frame.bottom)
uniform vec4 uFrameBounds;
uniform float ang;
uniform float dist;
uniform float str;
uniform float thr;
// need to account for rotated frames... oops
uniform float angOffset;
uniform sampler2D altMask;
uniform bool useMask;
uniform float thr2;
uniform vec3 dropColor;
uniform float hue;
uniform float saturation;
uniform float brightness;
uniform float contrast;
uniform float AA_STAGES;
const vec3 grayscaleValues = vec3(0.3098039215686275, 0.607843137254902, 0.0823529411764706);
const float e = 2.718281828459045;
vec3 applyHueRotate(vec3 aColor, float aHue){
float angle = radians(aHue);
mat3 m1 = mat3(0.213, 0.213, 0.213, 0.715, 0.715, 0.715, 0.072, 0.072, 0.072);
mat3 m2 = mat3(0.787, -0.213, -0.213, -0.715, 0.285, -0.715, -0.072, -0.072, 0.928);
mat3 m3 = mat3(-0.213, 0.143, -0.787, -0.715, 0.140, 0.715, 0.928, -0.283, 0.072);
mat3 m = m1 + cos(angle) * m2 + sin(angle) * m3;
return m * aColor;
}
vec3 applySaturation(vec3 aColor, float value){
if(value > 0.0){ value = value * 3.0; }
value = (1.0 + (value / 100.0));
vec3 grayscale = vec3(dot(aColor, grayscaleValues));
return clamp(mix(grayscale, aColor, value), 0.0, 1.0);
}
vec3 applyContrast(vec3 aColor, float value){
value = (1.0 + (value / 100.0));
if(value > 1.0){
value = (((0.00852259 * pow(e, 4.76454 * (value - 1.0))) * 1.01) - 0.0086078159) * 10.0; //Just roll with it...
value += 1.0;
}
return clamp((aColor - 0.25) * value + 0.25, 0.0, 1.0);
}
vec3 applyHSBCEffect(vec3 color){
//Brightness
color = color + ((brightness) / 255.0);
//Hue
color = applyHueRotate(color, hue);
//Contrast
color = applyContrast(color, contrast);
//Saturation
color = applySaturation(color, saturation);
return color;
}
vec2 hash22(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
float intensityPass(vec2 fragCoord, float curThreshold, bool useMask) {
vec4 col = texture2D(bitmap, fragCoord);
float maskIntensity = 0.0;
if(useMask == true){
maskIntensity = mix(0.0, 1.0, texture2D(altMask, fragCoord).b);
}
if(col.a == 0.0){
return 0.0;
}
float intensity = dot(col.rgb, vec3(0.3098, 0.6078, 0.0823));
intensity = maskIntensity > 0.0 ? float(intensity > thr2) : float(intensity > thr);
return intensity;
}
// essentially just stole this from the AngleMask shader but repurposed it to smooth
// the threshold because without any sort of smoothing it produces horrible edges
float antialias(vec2 fragCoord, float curThreshold, bool useMask) {
// In GLSL 100, we need to use constant loop bounds
// Well assume a reasonable maximum for AA_STAGES and use a fixed loop
// The actual number of iterations will be controlled by a condition inside
const int MAX_AA = 8; // This should be large enough for most uses
float AA_TOTAL_PASSES = AA_STAGES * AA_STAGES + 1.0;
const float AA_JITTER = 0.5;
// Run the shader multiple times with a random subpixel offset each time and average the results
float color = intensityPass(fragCoord, curThreshold, useMask);
for (int i = 0; i < MAX_AA * MAX_AA; i++) {
// Calculate x and y from i
int x = i / MAX_AA;
int y = i - (MAX_AA * int(i/MAX_AA)); // poor mans modulus
// Skip iterations beyond our desired AA_STAGES
if (float(x) >= AA_STAGES || float(y) >= AA_STAGES) {
continue;
}
vec2 offset = AA_JITTER * (2.0 * hash22(vec2(float(x), float(y))) - 1.0) / openfl_TextureSize.xy;
color += intensityPass(fragCoord + offset, curThreshold, useMask);
}
return color / AA_TOTAL_PASSES;
}
vec3 createDropShadow(vec3 col, float curThreshold, bool useMask) {
// essentially a mask so that areas under the threshold dont show the rimlight (mainly the outlines)
float intensity = antialias(openfl_TextureCoordv, curThreshold, useMask);
// the distance the dropshadow moves needs to be correctly scaled based on the texture size
vec2 imageRatio = vec2(1.0/openfl_TextureSize.x, 1.0/openfl_TextureSize.y);
// check the pixel in the direction and distance specified
vec2 checkedPixel = vec2(openfl_TextureCoordv.x + (dist * cos(ang + angOffset) * imageRatio.x), openfl_TextureCoordv.y - (dist * sin(ang + angOffset) * imageRatio.y));
// multiplier for the intensity of the drop shadow
float dropShadowAmount = 0.0;
if(checkedPixel.x > uFrameBounds.x && checkedPixel.y > uFrameBounds.y && checkedPixel.x < uFrameBounds.z && checkedPixel.y < uFrameBounds.w){
dropShadowAmount = texture2D(bitmap, checkedPixel).a;
}
// add the dropshadow color based on the amount, strength, and intensity
col.rgb += dropColor.rgb * ((1.0 - (dropShadowAmount * str))*intensity);
return col;
}
void main()
{
vec4 col = texture2D(bitmap, openfl_TextureCoordv);
vec3 unpremultipliedColor = col.a > 0.0 ? col.rgb / col.a : col.rgb;
vec3 outColor = applyHSBCEffect(unpremultipliedColor);
outColor = createDropShadow(outColor, thr, useMask);
gl_FragColor = vec4(outColor.rgb * col.a, col.a);
}
')
public function new()
{
super();
angle = 0;
strength = 1;
distance = 15;
threshold = 0.1;
baseHue = 0;
baseSaturation = 0;
baseBrightness = 0;
baseContrast = 0;
antialiasAmt = 2;
useAltMask = false;
angOffset.value = [0];
}
}
@@ -1,8 +1,6 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import funkin.Paths;
import openfl.utils.Assets;
/**
* Note... not actually gaussian!
@@ -1,8 +1,6 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import funkin.Paths;
import openfl.utils.Assets;
class Grayscale extends FlxRuntimeShader
{
+4 -6
View File
@@ -1,8 +1,6 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import funkin.Paths;
import openfl.utils.Assets;
class HSVShader extends FlxRuntimeShader
{
@@ -10,13 +8,13 @@ class HSVShader extends FlxRuntimeShader
public var saturation(default, set):Float;
public var value(default, set):Float;
public function new()
public function new(h:Float = 1, s:Float = 1, v:Float = 1)
{
super(Assets.getText(Paths.frag('hsv')));
FlxG.debugger.addTrackerProfile(new TrackerProfile(HSVShader, ['hue', 'saturation', 'value']));
hue = 1;
saturation = 1;
value = 1;
hue = h;
saturation = s;
value = v;
}
function set_hue(value:Float):Float
@@ -0,0 +1,23 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
/**
* Create a little dotting effect.
*/
class InverseDotsShader extends FlxRuntimeShader
{
public var amount:Float;
public function new(amount:Float = 1.0)
{
super(Assets.getText(Paths.frag("InverseDots")));
setAmount(amount);
}
public function setAmount(value:Float):Void
{
this.amount = value;
this.setFloat("_amount", amount);
}
}
@@ -1,8 +1,6 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import openfl.utils.Assets;
import funkin.Paths;
import flixel.math.FlxPoint;
class MosaicEffect extends FlxRuntimeShader
@@ -2,7 +2,6 @@ package funkin.graphics.shaders;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.utils.Assets;
class RuntimeCustomBlendShader extends RuntimePostEffectShader
{
@@ -1,11 +1,9 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import openfl.display.BitmapData;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
import flixel.util.FlxColor;
import openfl.utils.Assets;
typedef Light =
{
+11 -1
View File
@@ -1,7 +1,6 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import flixel.util.FlxColor;
import openfl.display.BitmapData;
class TextureSwap extends FlxShader
@@ -9,6 +8,17 @@ class TextureSwap extends FlxShader
public var swappedImage(default, set):BitmapData;
public var amount(default, set):Float;
public function loadSwapImage(path:String)
{
#if html5
BitmapData.loadFromFile(path).onComplete(function(bmp:BitmapData) {
swappedImage = bmp;
});
#else
swappedImage = BitmapData.fromFile(path);
#end
}
function set_swappedImage(_bitmapData:BitmapData):BitmapData
{
image.input = _bitmapData;
@@ -1,6 +1,5 @@
package funkin.graphics.shaders;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxShader;
class TitleOutline extends FlxShader
+2 -4
View File
@@ -1,9 +1,7 @@
package funkin.graphics.video;
import flixel.util.FlxColor;
import flixel.util.FlxSignal.FlxTypedSignal;
import funkin.audio.FunkinSound;
import openfl.display3D.textures.TextureBase;
import openfl.events.NetStatusEvent;
import openfl.media.SoundTransform;
import openfl.media.Video;
@@ -12,8 +10,8 @@ import openfl.net.NetStream;
/**
* Plays a video via a NetStream. Only works on HTML5.
* This does NOT replace hxCodec, nor does hxCodec replace this.
* hxCodec only works on desktop and does not work on HTML5!
* This does NOT replace hxvlc, nor does hxvlc replace this.
* hxvlc only works on desktop and does not work on HTML5!
*/
class FlxVideo extends FunkinSprite
{
@@ -0,0 +1,17 @@
package funkin.graphics.video;
#if hxvlc
import hxvlc.flixel.FlxVideoSprite;
/**
* Not to be confused with FlxVideo, this is a hxvlc based video class
* We override it simply to correct/control our volume easier.
*/
class FunkinVideoSprite extends FlxVideoSprite
{
public function new(x:Float = 0, y:Float = 0)
{
super(x, y);
}
}
#end
+1
View File
@@ -3,6 +3,7 @@ package;
#if !macro
// Only import these when we aren't in a macro.
import funkin.util.Constants;
import funkin.Assets;
import funkin.Paths;
import funkin.Preferences;
import flixel.FlxG; // This one in particular causes a compile error if you're using macros.
+125 -42
View File
@@ -2,23 +2,17 @@ package funkin.input;
import flixel.input.gamepad.FlxGamepad;
import flixel.util.FlxDirectionFlags;
import flixel.FlxObject;
import flixel.input.FlxInput;
import flixel.input.FlxInput.FlxInputState;
import flixel.input.actions.FlxAction;
import flixel.input.actions.FlxActionInput;
import flixel.input.actions.FlxActionInputAnalog.FlxActionInputAnalogClickAndDragMouseMotion;
import flixel.input.actions.FlxActionInputDigital;
import flixel.input.actions.FlxActionManager;
import flixel.input.actions.FlxActionSet;
import flixel.input.android.FlxAndroidKey;
import flixel.input.gamepad.FlxGamepadButton;
import flixel.input.gamepad.FlxGamepadInputID;
import flixel.input.keyboard.FlxKey;
import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID;
import flixel.math.FlxAngle;
import flixel.math.FlxPoint;
import flixel.util.FlxColor;
import flixel.util.FlxTimer;
import lime.ui.Haptic;
/**
@@ -59,16 +53,24 @@ class Controls extends FlxActionSet
var _back = new FunkinAction(Action.BACK);
var _pause = new FunkinAction(Action.PAUSE);
var _reset = new FunkinAction(Action.RESET);
#if FEATURE_SCREENSHOTS
var _window_screenshot = new FunkinAction(Action.WINDOW_SCREENSHOT);
#end
var _window_fullscreen = new FunkinAction(Action.WINDOW_FULLSCREEN);
var _freeplay_favorite = new FunkinAction(Action.FREEPLAY_FAVORITE);
var _freeplay_left = new FunkinAction(Action.FREEPLAY_LEFT);
var _freeplay_right = new FunkinAction(Action.FREEPLAY_RIGHT);
var _freeplay_char_select = new FunkinAction(Action.FREEPLAY_CHAR_SELECT);
var _freeplay_jump_to_top = new FunkinAction(Action.FREEPLAY_JUMP_TO_TOP);
var _freeplay_jump_to_bottom = new FunkinAction(Action.FREEPLAY_JUMP_TO_BOTTOM);
var _cutscene_advance = new FunkinAction(Action.CUTSCENE_ADVANCE);
var _debug_menu = new FunkinAction(Action.DEBUG_MENU);
#if FEATURE_CHART_EDITOR
var _debug_chart = new FunkinAction(Action.DEBUG_CHART);
#end
#if FEATURE_STAGE_EDITOR
var _debug_stage = new FunkinAction(Action.DEBUG_STAGE);
#end
var _volume_up = new FunkinAction(Action.VOLUME_UP);
var _volume_down = new FunkinAction(Action.VOLUME_DOWN);
var _volume_mute = new FunkinAction(Action.VOLUME_MUTE);
@@ -243,10 +245,12 @@ class Controls extends FlxActionSet
inline function get_WINDOW_FULLSCREEN()
return _window_fullscreen.check();
#if FEATURE_SCREENSHOTS
public var WINDOW_SCREENSHOT(get, never):Bool;
inline function get_WINDOW_SCREENSHOT()
return _window_screenshot.check();
#end
public var FREEPLAY_FAVORITE(get, never):Bool;
@@ -268,6 +272,16 @@ class Controls extends FlxActionSet
inline function get_FREEPLAY_CHAR_SELECT()
return _freeplay_char_select.check();
public var FREEPLAY_JUMP_TO_TOP(get, never):Bool;
inline function get_FREEPLAY_JUMP_TO_TOP()
return _freeplay_jump_to_top.check();
public var FREEPLAY_JUMP_TO_BOTTOM(get, never):Bool;
inline function get_FREEPLAY_JUMP_TO_BOTTOM()
return _freeplay_jump_to_bottom.check();
public var CUTSCENE_ADVANCE(get, never):Bool;
inline function get_CUTSCENE_ADVANCE()
@@ -278,15 +292,19 @@ class Controls extends FlxActionSet
inline function get_DEBUG_MENU()
return _debug_menu.check();
#if FEATURE_CHART_EDITOR
public var DEBUG_CHART(get, never):Bool;
inline function get_DEBUG_CHART()
return _debug_chart.check();
#end
#if FEATURE_STAGE_EDITOR
public var DEBUG_STAGE(get, never):Bool;
inline function get_DEBUG_STAGE()
return _debug_stage.check();
#end
public var VOLUME_UP(get, never):Bool;
@@ -319,16 +337,18 @@ class Controls extends FlxActionSet
add(_back);
add(_pause);
add(_reset);
add(_window_screenshot);
#if FEATURE_SCREENSHOTS add(_window_screenshot); #end
add(_window_fullscreen);
add(_freeplay_favorite);
add(_freeplay_left);
add(_freeplay_right);
add(_freeplay_char_select);
add(_freeplay_jump_to_top);
add(_freeplay_jump_to_bottom);
add(_cutscene_advance);
add(_debug_menu);
add(_debug_chart);
add(_debug_stage);
#if FEATURE_CHART_EDITOR add(_debug_chart); #end
#if FEATURE_STAGE_EDITOR add(_debug_stage); #end
add(_volume_up);
add(_volume_down);
add(_volume_mute);
@@ -397,6 +417,7 @@ class Controls extends FlxActionSet
public function getDialogueName(action:FlxActionDigital, ?ignoreSurrounding:Bool = false):String
{
if (action.inputs.length == 0) return 'N/A';
var input = action.inputs[0];
if (ignoreSurrounding == false)
{
@@ -444,16 +465,18 @@ class Controls extends FlxActionSet
case BACK: _back;
case PAUSE: _pause;
case RESET: _reset;
case WINDOW_SCREENSHOT: _window_screenshot;
#if FEATURE_SCREENSHOTS case WINDOW_SCREENSHOT: _window_screenshot; #end
case WINDOW_FULLSCREEN: _window_fullscreen;
case FREEPLAY_FAVORITE: _freeplay_favorite;
case FREEPLAY_LEFT: _freeplay_left;
case FREEPLAY_RIGHT: _freeplay_right;
case FREEPLAY_CHAR_SELECT: _freeplay_char_select;
case FREEPLAY_JUMP_TO_TOP: _freeplay_jump_to_top;
case FREEPLAY_JUMP_TO_BOTTOM: _freeplay_jump_to_bottom;
case CUTSCENE_ADVANCE: _cutscene_advance;
case DEBUG_MENU: _debug_menu;
case DEBUG_CHART: _debug_chart;
case DEBUG_STAGE: _debug_stage;
#if FEATURE_CHART_EDITOR case DEBUG_CHART: _debug_chart; #end
#if FEATURE_STAGE_EDITOR case DEBUG_STAGE: _debug_stage; #end
case VOLUME_UP: _volume_up;
case VOLUME_DOWN: _volume_down;
case VOLUME_MUTE: _volume_mute;
@@ -516,8 +539,10 @@ class Controls extends FlxActionSet
func(_pause, JUST_PRESSED);
case RESET:
func(_reset, JUST_PRESSED);
#if FEATURE_SCREENSHOTS
case WINDOW_SCREENSHOT:
func(_window_screenshot, JUST_PRESSED);
#end
case WINDOW_FULLSCREEN:
func(_window_fullscreen, JUST_PRESSED);
case FREEPLAY_FAVORITE:
@@ -528,14 +553,22 @@ class Controls extends FlxActionSet
func(_freeplay_right, JUST_PRESSED);
case FREEPLAY_CHAR_SELECT:
func(_freeplay_char_select, JUST_PRESSED);
case FREEPLAY_JUMP_TO_TOP:
func(_freeplay_jump_to_top, JUST_PRESSED);
case FREEPLAY_JUMP_TO_BOTTOM:
func(_freeplay_jump_to_bottom, JUST_PRESSED);
case CUTSCENE_ADVANCE:
func(_cutscene_advance, JUST_PRESSED);
case DEBUG_MENU:
func(_debug_menu, JUST_PRESSED);
#if FEATURE_CHART_EDITOR
case DEBUG_CHART:
func(_debug_chart, JUST_PRESSED);
#end
#if FEATURE_STAGE_EDITOR
case DEBUG_STAGE:
func(_debug_stage, JUST_PRESSED);
#end
case VOLUME_UP:
func(_volume_up, JUST_PRESSED);
case VOLUME_DOWN:
@@ -693,7 +726,7 @@ class Controls extends FlxActionSet
forEachBound(control, function(action, state) addKeys(action, keys, state));
}
public function bindSwipe(control:Control, swipeDir:Int = FlxDirectionFlags.UP, ?swpLength:Float = 90)
public function bindSwipe(control:Control, swipeDir:FlxDirectionFlags = FlxDirectionFlags.UP, ?swpLength:Float = 90)
{
forEachBound(control, function(action, press) action.add(new FlxActionInputDigitalMobileSwipeGameplay(swipeDir, press, swpLength)));
}
@@ -744,16 +777,24 @@ class Controls extends FlxActionSet
bindKeys(Control.BACK, getDefaultKeybinds(scheme, Control.BACK));
bindKeys(Control.PAUSE, getDefaultKeybinds(scheme, Control.PAUSE));
bindKeys(Control.RESET, getDefaultKeybinds(scheme, Control.RESET));
#if FEATURE_SCREENSHOTS
bindKeys(Control.WINDOW_SCREENSHOT, getDefaultKeybinds(scheme, Control.WINDOW_SCREENSHOT));
#end
bindKeys(Control.WINDOW_FULLSCREEN, getDefaultKeybinds(scheme, Control.WINDOW_FULLSCREEN));
bindKeys(Control.FREEPLAY_FAVORITE, getDefaultKeybinds(scheme, Control.FREEPLAY_FAVORITE));
bindKeys(Control.FREEPLAY_LEFT, getDefaultKeybinds(scheme, Control.FREEPLAY_LEFT));
bindKeys(Control.FREEPLAY_RIGHT, getDefaultKeybinds(scheme, Control.FREEPLAY_RIGHT));
bindKeys(Control.FREEPLAY_CHAR_SELECT, getDefaultKeybinds(scheme, Control.FREEPLAY_CHAR_SELECT));
bindKeys(Control.FREEPLAY_JUMP_TO_TOP, getDefaultKeybinds(scheme, Control.FREEPLAY_JUMP_TO_TOP));
bindKeys(Control.FREEPLAY_JUMP_TO_BOTTOM, getDefaultKeybinds(scheme, Control.FREEPLAY_JUMP_TO_BOTTOM));
bindKeys(Control.CUTSCENE_ADVANCE, getDefaultKeybinds(scheme, Control.CUTSCENE_ADVANCE));
bindKeys(Control.DEBUG_MENU, getDefaultKeybinds(scheme, Control.DEBUG_MENU));
#if FEATURE_CHART_EDITOR
bindKeys(Control.DEBUG_CHART, getDefaultKeybinds(scheme, Control.DEBUG_CHART));
#end
#if FEATURE_STAGE_EDITOR
bindKeys(Control.DEBUG_STAGE, getDefaultKeybinds(scheme, Control.DEBUG_STAGE));
#end
bindKeys(Control.VOLUME_UP, getDefaultKeybinds(scheme, Control.VOLUME_UP));
bindKeys(Control.VOLUME_DOWN, getDefaultKeybinds(scheme, Control.VOLUME_DOWN));
bindKeys(Control.VOLUME_MUTE, getDefaultKeybinds(scheme, Control.VOLUME_MUTE));
@@ -781,15 +822,17 @@ class Controls extends FlxActionSet
case Control.PAUSE: return [P, ENTER, ESCAPE];
case Control.RESET: return [R];
case Control.WINDOW_FULLSCREEN: return [F11]; // We use F for other things LOL.
case Control.WINDOW_SCREENSHOT: return [F3];
#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return [F3]; #end
case Control.FREEPLAY_FAVORITE: return [F]; // Favorite a song on the menu
case Control.FREEPLAY_LEFT: return [Q]; // Switch tabs on the menu
case Control.FREEPLAY_RIGHT: return [E]; // Switch tabs on the menu
case Control.FREEPLAY_CHAR_SELECT: return [TAB];
case Control.FREEPLAY_JUMP_TO_TOP: return [HOME];
case Control.FREEPLAY_JUMP_TO_BOTTOM: return [END];
case Control.CUTSCENE_ADVANCE: return [Z, ENTER];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
case Control.VOLUME_UP: return [PLUS, NUMPADPLUS];
case Control.VOLUME_DOWN: return [MINUS, NUMPADMINUS];
case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO];
@@ -809,16 +852,18 @@ class Controls extends FlxActionSet
case Control.BACK: return [H, X];
case Control.PAUSE: return [ONE];
case Control.RESET: return [R];
case Control.WINDOW_SCREENSHOT: return [F3];
#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return [F3]; #end
case Control.WINDOW_FULLSCREEN: return [F11];
case Control.FREEPLAY_FAVORITE: return [F]; // Favorite a song on the menu
case Control.FREEPLAY_LEFT: return [Q]; // Switch tabs on the menu
case Control.FREEPLAY_RIGHT: return [E]; // Switch tabs on the menu
case Control.FREEPLAY_CHAR_SELECT: return [TAB];
case Control.FREEPLAY_JUMP_TO_TOP: return [HOME];
case Control.FREEPLAY_JUMP_TO_BOTTOM: return [END];
case Control.CUTSCENE_ADVANCE: return [G, Z];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
case Control.VOLUME_UP: return [PLUS];
case Control.VOLUME_DOWN: return [MINUS];
case Control.VOLUME_MUTE: return [ZERO];
@@ -838,16 +883,18 @@ class Controls extends FlxActionSet
case Control.BACK: return [ESCAPE];
case Control.PAUSE: return [ONE];
case Control.RESET: return [R];
case Control.WINDOW_SCREENSHOT: return [];
#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return []; #end
case Control.WINDOW_FULLSCREEN: return [];
case Control.FREEPLAY_FAVORITE: return [];
case Control.FREEPLAY_LEFT: return [];
case Control.FREEPLAY_RIGHT: return [];
case Control.FREEPLAY_CHAR_SELECT: return [];
case Control.FREEPLAY_JUMP_TO_TOP: return [];
case Control.FREEPLAY_JUMP_TO_BOTTOM: return [];
case Control.CUTSCENE_ADVANCE: return [ENTER];
case Control.DEBUG_MENU: return [];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
case Control.VOLUME_UP: return [NUMPADPLUS];
case Control.VOLUME_DOWN: return [NUMPADMINUS];
case Control.VOLUME_MUTE: return [NUMPADZERO];
@@ -952,17 +999,26 @@ class Controls extends FlxActionSet
Control.PAUSE => getDefaultGamepadBinds(Control.PAUSE),
Control.RESET => getDefaultGamepadBinds(Control.RESET),
Control.WINDOW_FULLSCREEN => getDefaultGamepadBinds(Control.WINDOW_FULLSCREEN),
#if FEATURE_SCREENSHOTS
Control.WINDOW_SCREENSHOT => getDefaultGamepadBinds(Control.WINDOW_SCREENSHOT),
#end
Control.CUTSCENE_ADVANCE => getDefaultGamepadBinds(Control.CUTSCENE_ADVANCE),
Control.FREEPLAY_FAVORITE => getDefaultGamepadBinds(Control.FREEPLAY_FAVORITE),
Control.FREEPLAY_LEFT => getDefaultGamepadBinds(Control.FREEPLAY_LEFT),
Control.FREEPLAY_RIGHT => getDefaultGamepadBinds(Control.FREEPLAY_RIGHT),
Control.FREEPLAY_CHAR_SELECT => getDefaultGamepadBinds(Control.FREEPLAY_CHAR_SELECT),
Control.FREEPLAY_JUMP_TO_TOP => getDefaultGamepadBinds(Control.FREEPLAY_JUMP_TO_TOP),
Control.FREEPLAY_JUMP_TO_BOTTOM => getDefaultGamepadBinds(Control.FREEPLAY_JUMP_TO_BOTTOM),
Control.VOLUME_UP => getDefaultGamepadBinds(Control.VOLUME_UP),
Control.VOLUME_DOWN => getDefaultGamepadBinds(Control.VOLUME_DOWN),
Control.VOLUME_MUTE => getDefaultGamepadBinds(Control.VOLUME_MUTE),
Control.DEBUG_MENU => getDefaultGamepadBinds(Control.DEBUG_MENU),
#if FEATURE_CHART_EDITOR
Control.DEBUG_CHART => getDefaultGamepadBinds(Control.DEBUG_CHART),
#end
#if FEATURE_STAGE_EDITOR
Control.DEBUG_STAGE => getDefaultGamepadBinds(Control.DEBUG_STAGE),
#end
]);
}
@@ -996,16 +1052,24 @@ class Controls extends FlxActionSet
return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.WINDOW_FULLSCREEN:
[];
#if FEATURE_SCREENSHOTS
case Control.WINDOW_SCREENSHOT:
[];
#end
case Control.CUTSCENE_ADVANCE:
return [A];
case Control.FREEPLAY_FAVORITE:
[FlxGamepadInputID.BACK]; // Back (i.e. Select)
return [Y]; // Back (i.e. Select)
case Control.FREEPLAY_LEFT:
[LEFT_SHOULDER];
return [LEFT_SHOULDER];
case Control.FREEPLAY_RIGHT:
[RIGHT_SHOULDER];
return [RIGHT_SHOULDER];
case Control.FREEPLAY_CHAR_SELECT:
return [X];
case Control.FREEPLAY_JUMP_TO_TOP:
return [];
case Control.FREEPLAY_JUMP_TO_BOTTOM:
return [];
case Control.VOLUME_UP:
[];
case Control.VOLUME_DOWN:
@@ -1014,10 +1078,14 @@ class Controls extends FlxActionSet
[];
case Control.DEBUG_MENU:
[];
#if FEATURE_CHART_EDITOR
case Control.DEBUG_CHART:
[];
#end
#if FEATURE_STAGE_EDITOR
case Control.DEBUG_STAGE:
[];
#end
default:
// Fallthrough.
}
@@ -1410,9 +1478,9 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
var activateLength:Float = 90;
var hapticPressure:Int = 100;
public function new(swipeDir:Int = FlxDirectionFlags.ANY, Trigger:FlxInputState, ?swipeLength:Float = 90)
public function new(swipeDir:FlxDirectionFlags = FlxDirectionFlags.ANY, Trigger:FlxInputState, ?swipeLength:Float = 90)
{
super(OTHER, swipeDir, Trigger);
super(OTHER, swipeDir.toInt(), Trigger);
activateLength = swipeLength;
}
@@ -1494,16 +1562,21 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
case JUST_PRESSED:
if (swp.touchLength >= activateLength)
{
switch (inputID)
if (inputID == FlxDirectionFlags.UP.toInt())
{
case FlxDirectionFlags.UP:
if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch(swp);
case FlxDirectionFlags.DOWN:
if (-degAngle >= 45 && -degAngle <= 90 + 45) return properTouch(swp);
case FlxDirectionFlags.LEFT:
if (degAngle <= 45 && -degAngle <= 45) return properTouch(swp);
case FlxDirectionFlags.RIGHT:
if (degAngle >= 90 + 45 && degAngle <= -90 + -45) return properTouch(swp);
if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch(swp);
}
else if (inputID == FlxDirectionFlags.DOWN.toInt())
{
if (-degAngle >= 45 && -degAngle <= 90 + 45) return properTouch(swp);
}
else if (inputID == FlxDirectionFlags.LEFT.toInt())
{
if (degAngle <= 45 && -degAngle <= 45) return properTouch(swp);
}
else if (inputID == FlxDirectionFlags.RIGHT.toInt())
{
if (degAngle >= 90 + 45 && degAngle <= -90 + -45) return properTouch(swp);
}
}
default:
@@ -1566,10 +1639,10 @@ enum Control
NOTE_UP;
NOTE_RIGHT;
// UI
UI_UP;
UI_LEFT;
UI_RIGHT;
UI_DOWN;
UI_UP;
UI_RIGHT;
RESET;
ACCEPT;
BACK;
@@ -1581,8 +1654,10 @@ enum Control
FREEPLAY_LEFT;
FREEPLAY_RIGHT;
FREEPLAY_CHAR_SELECT;
FREEPLAY_JUMP_TO_TOP;
FREEPLAY_JUMP_TO_BOTTOM;
// WINDOW
WINDOW_SCREENSHOT;
#if FEATURE_SCREENSHOTS WINDOW_SCREENSHOT; #end
WINDOW_FULLSCREEN;
// VOLUME
VOLUME_UP;
@@ -1590,8 +1665,8 @@ enum Control
VOLUME_MUTE;
// DEBUG
DEBUG_MENU;
DEBUG_CHART;
DEBUG_STAGE;
#if FEATURE_CHART_EDITOR DEBUG_CHART; #end
#if FEATURE_STAGE_EDITOR DEBUG_STAGE; #end
}
enum abstract Action(String) to String from String
@@ -1628,7 +1703,9 @@ enum abstract Action(String) to String from String
var RESET = "reset";
// WINDOW
var WINDOW_FULLSCREEN = "window_fullscreen";
#if FEATURE_SCREENSHOTS
var WINDOW_SCREENSHOT = "window_screenshot";
#end
// CUTSCENE
var CUTSCENE_ADVANCE = "cutscene_advance";
// FREEPLAY
@@ -1636,14 +1713,20 @@ enum abstract Action(String) to String from String
var FREEPLAY_LEFT = "freeplay_left";
var FREEPLAY_RIGHT = "freeplay_right";
var FREEPLAY_CHAR_SELECT = "freeplay_char_select";
var FREEPLAY_JUMP_TO_TOP = "freeplay_jump_to_top";
var FREEPLAY_JUMP_TO_BOTTOM = "freeplay_jump_to_bottom";
// VOLUME
var VOLUME_UP = "volume_up";
var VOLUME_DOWN = "volume_down";
var VOLUME_MUTE = "volume_mute";
// DEBUG
var DEBUG_MENU = "debug_menu";
#if FEATURE_CHART_EDITOR
var DEBUG_CHART = "debug_chart";
#end
#if FEATURE_STAGE_EDITOR
var DEBUG_STAGE = "debug_stage";
#end
}
enum Device

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