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Author SHA1 Message Date
EricandGitHub df0f915be5 Merge pull request #1014 from FunkinCrew/kade-github/pico-mix-bugfix
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FUNK-1944 Bugfix for Pico (Pico Mix's) that would cause the doppelganger cutscene bad shit
2025-04-25 22:29:54 -04:00
EliteMasterEric 104d3cffcb Merge branch 'rewrite/master' into kade-github/pico-mix-bugfix 2025-04-25 22:29:32 -04:00
EliteMasterEric 584b1ece07 Update assets submodule 2025-04-25 22:27:57 -04:00
EliteMasterEricandKade adefa902e7 Fix several issues preventing builds on HTML5 2025-04-25 12:14:28 -07:00
kade-github 63f216ea71 assets submodule update 2025-04-25 12:06:48 -07:00
EliteMasterEric 03d46084b4 Update game version to v0.6.3. 2025-04-25 02:32:28 -04:00
kade-githubandCameron Taylor 19eb138666 vwooshin for retry 2025-04-25 00:32:07 -04:00
EliteMasterEricandCameron Taylor e21b01aa66 Fix a broken usage. 2025-04-25 00:32:00 -04:00
EliteMasterEricandCameron Taylor c41c800998 Fix a bug where render distance ignores scroll speed (test on 0.5x scroll speed), then do some code cleanup and documentation. 2025-04-25 00:32:00 -04:00
Cameron Taylor b7675aa440 assets submod (Cheer overrides lightning scare from kade) 2025-04-25 00:20:46 -04:00
Cameron TaylorandKade 745f49ca6d tiny little cleans in char select nametag 2025-04-24 19:26:35 -07:00
Cameron TaylorandKade 78646c4635 fix for difficulty stars not appearing when returning from character select 2025-04-24 19:14:11 -07:00
Cameron Taylor f1cc092820 quickie haxe checkstyle thing that annoy me all the time grr.. 2025-04-24 21:29:18 -04:00
Cameron Taylor 7e200241ef assets submod (satin panties fixins) 2025-04-24 20:54:57 -04:00
EricandGitHub 1c4b8751b7 Pico Results Screen Easter Egg (#1007) 2025-04-23 16:52:29 -07:00
EliteMasterEricandCameron Taylor e290e0c702 Make merch referrals error-proof (they don't work if the API is disabled whoops!) 2025-04-22 19:14:15 -04:00
nebulazoruaandCameron Taylor 53dec057be vuln patch part 1
so now you cant open files as easily i think

oops
2025-04-22 19:14:15 -04:00
Cameron Taylor b3f1798320 assets submod (tankman deathlines for bf) 2025-04-22 19:02:58 -04:00
Hyper_andCameron Taylor f20b938f3f fix: Pad number with 1 decimal place with zero
Merge pull request #1000 from FunkinCrew/hyper/chart-editor-display-beat

[PUBLIC PR] Display current beat and step in the Chart Editor
2025-04-22 19:02:56 -04:00
Hyper_andCameron Taylor 85915eae8c Implement suggestion: Fractional beat display 2025-04-22 19:02:09 -04:00
Hyper_andCameron Taylor 83bb3bb507 feat: Show current beat and step next to song position 2025-04-22 19:02:09 -04:00
KadeandCameron Taylor 642b2142ca Merge pull request #999 from FunkinCrew/kolo/chart-event-crash-fix
[PUBLIC PR] Fix a crash when messing with events in the chart editor
2025-04-22 19:00:24 -04:00
KadeandCameron Taylor 0c6b730647 Merge pull request #998 from FunkinCrew/kolo/cap-score-display
[PUBLIC PR] Cap Score Displays to their biggest possible values
2025-04-22 19:00:24 -04:00
KoloandCameron Taylor 83c367e23b another bugfix yeah
i hate dropdowns i hate dropdowns i hate dropdowns
2025-04-22 19:00:24 -04:00
KadeandCameron Taylor fe7bf3dd55 Merge pull request #994 from FunkinCrew/cyn0x8/fileutil-sandbox
[PUBLIC PR] Sandboxing for FileUtil (prevent deleting important game files etc)
2025-04-22 19:00:24 -04:00
KadeandCameron Taylor 273d950899 Merge branch 'rewrite/master' into kolo/cap-score-display 2025-04-22 19:00:24 -04:00
KoloandCameron Taylor 9e61481cfe Merge branch 'develop' of https://github.com/FunkinCrew/Funkin into chart-events-fix 2025-04-22 19:00:24 -04:00
SuperandCameron Taylor e572c7c2fb Remove FlxG.fixedTimeStep from PlayState
It's in TitleState now
2025-04-22 19:00:24 -04:00
cyn0x8andCameron Taylor 95ade2a08b FileUtil overhaul + sandboxing 2025-04-22 19:00:24 -04:00
KoloandCameron Taylor 51324e9c28 mmyes 2025-04-22 19:00:24 -04:00
AbnormalandCameron Taylor e6e3a30c0c docs: Add missing documentation to the remaining functions in Module 2025-04-22 19:00:24 -04:00
SuperandCameron Taylor 2b7254fbd2 Add FlxG.fixedTimestep change to initState 2025-04-22 19:00:24 -04:00
HundrecandCameron Taylor d54df57b95 Two more Chart Editor entries in Changelog 2025-04-22 19:00:24 -04:00
Cameron Taylor b295e31266 Merge branch 'rewrite/master' into public-changes 2025-04-22 19:00:24 -04:00
HundrecandCameron Taylor 695c708cb0 Add a few fixes and changes from 0.6.0 2025-04-22 19:00:24 -04:00
EliteMasterEricandCameron Taylor 4a7f56a7ad Merge remote-tracking branch 'public/develop' into develop 2025-04-22 19:00:24 -04:00
HundrecandCameron Taylor 030abed207 Oops, one more lil space 2025-04-22 19:00:24 -04:00
HundrecandCameron Taylor 0d8cfaf104 Remove 0.6.0 Changelog entries that weren't implemented + polish 2025-04-22 19:00:24 -04:00
EliteMasterEricandCameron Taylor caf708fe4a Merge remote-tracking branch 'public/main' into develop 2025-04-22 18:41:41 -04:00
HundrecandCameron Taylor e7cf5fbbdc Grammatical fix in style-guide.md 2025-04-22 18:41:41 -04:00
HundrecandCameron Taylor ccaa3d1070 Consistent hyphens in CODESTYLE.md 2025-04-22 18:41:41 -04:00
4b883d4339 Restore Contributing Guide to latest version
Merge conflicts yay

Co-Authored-By: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
2025-04-22 18:41:41 -04:00
sector-aandEric b40b4b0369 Fix Animation Editor Crash
Fix poor code formatting

This is unnecessary now
2025-04-22 15:53:53 -04:00
Cameron TaylorandEric aa37745bbd assets submod (week 6 shader fixin) 2025-04-22 15:51:45 -04:00
EliteMasterEricandCameron Taylor df6ffca01f Update assets submodule (charting revert stuff) 2025-04-19 19:41:27 -04:00
EliteMasterEricandCameron Taylor 9dd8a257df Update assets submodule to include twenty-seven chart tweak commits 2025-04-19 19:38:18 -04:00
mint 2984ce4852 hotfix(ci): use our own runners again :) 2025-04-19 03:23:27 +02:00
mint 8fb35ac822 hotfix(ci): for now, disable fail-fast so we can get some windows builds 2025-04-19 03:17:47 +02:00
mint e8c42c281f hotfix: mac lime ndlls again? 2025-04-19 02:58:52 +02:00
mint 68892b92ab hotfix(ci): bump neko version to 2.4.1 2025-04-19 02:32:22 +02:00
Cameron Taylor 12ee60f776 Mac ndlls lime hmm bump 2025-04-18 20:18:39 -04:00
Cameron Taylor 945314d271 lime bump for windows fix 2025-04-18 19:41:53 -04:00
EliteMasterEricandCameron Taylor 93d4f30cad Make ScreenshotPlugin null-safe. 2025-04-18 19:40:39 -04:00
AbnormalandCameron Taylor dda91cf770 change requested by eric 2025-04-18 19:35:24 -04:00
AbnormalandCameron Taylor 6a1160feab chore: Enable null safety for 11 classes 2025-04-18 19:35:24 -04:00
kade-githubandEric b48b5ae1aa remember diff for generate song list 2025-04-18 17:33:31 -04:00
fabsandCameron Taylor 5bf8154e0b otis muzzle flashing (assets submod) 2025-04-17 19:59:59 -04:00
EliteMasterEricandCameron Taylor 6de51848fd Update assets submodule 2025-04-17 19:59:59 -04:00
Cameron Taylor ee906ae8c0 fix: make the sound tray volume be less loud (#990) 2025-04-17 19:59:59 -04:00
7eebce432d [PUBLIC PR] Prevent softlock caused by removing all keybinds for a UI control (#988)
* prevent removing last keybind for UI controls

* add popup to alert you cannot remove keybind

* ensure controls list is unique

* Use public submodule URLs (would be nice if this was automatic but oh well)

---------

Co-authored-by: VioletSnowLeopard <ngzeretzke@gmail.com>
Co-authored-by: EliteMasterEric <ericmyllyoja@gmail.com>
2025-04-17 19:59:59 -04:00
EliteMasterEric 750779a3fb Disable the pop-in animation on the Random capsule for consistency. 2025-04-17 18:25:44 -04:00
kade-githubandEric 095bc9006d animation on all diffs 2025-04-17 18:25:44 -04:00
kade-githubandEric 09fdd0c91e going to erect with the erect takes you to the closest erect 2025-04-17 18:25:44 -04:00
kade-githubandEric be5d6227a7 erect nearest neighbor select 2025-04-17 18:25:44 -04:00
KoloandCameron Taylor 855deb5828 set enabled when prompt gone 2025-04-16 16:06:39 -04:00
EliteMasterEricandCameron Taylor 963e2ecd63 Edit RegistryMacro to automatically populate baseGameEntryIds list. 2025-04-15 20:25:18 -04:00
lemz1andCameron Taylor 14975212a9 macro
registry macro

Merge branch 'lemz1/registry-entry-data' into lemz1/registry-macro-stufff
2025-04-15 20:25:18 -04:00
Hyper_andCameron Taylor 3ad14bac32 fix: Double check if events are the same when doing indexOf
This is basically copy-pasted from SongNoteDataArrayTools lol
2025-04-15 19:47:39 -04:00
Cameron Taylor e672c0978f hmm lime bump 2025-04-14 23:35:43 -04:00
Cameron Taylor 0d5b7d4ed4 also conditional for WindowUtils.setVSyncMode() for mac 2025-04-14 23:27:34 -04:00
kade-githubandCameron Taylor 7e90423495 Pre-Processor to disable VSync on MacOS 2025-04-14 23:27:34 -04:00
kade-githubandCameron Taylor c7c2620217 Set vsync on launch (might need to be set elsewhere too) 2025-04-14 21:42:24 -04:00
kade-githubandCameron Taylor 3944816021 Error handling from wiki 2025-04-14 21:42:24 -04:00
kade-githubandCameron Taylor db00feff93 Vsync does work now 2025-04-14 21:42:24 -04:00
kade-githubandCameron Taylor 6e2a077d6b Fixes from merge 2025-04-14 21:42:22 -04:00
EliteMasterEricandCameron Taylor 1ee8246b48 Added a preference to enable VSync. 2025-04-14 21:40:58 -04:00
EricandCameron Taylor 20c3228d8c Don't discount the score so much on miss, but still keep it meaningful. 2025-04-14 19:32:55 -04:00
EliteMasterEricandCameron Taylor 01bf3bee11 Dropping hold notes should no longer cost health by default. 2025-04-14 19:32:55 -04:00
EliteMasterEricandCameron Taylor 4d9638f0ac Fix the clamping. 2025-04-14 19:32:55 -04:00
EliteMasterEricandCameron Taylor b00589367c Make hold drop penalty threshold match the hit window. 2025-04-14 19:32:55 -04:00
EliteMasterEricandCameron Taylor 577421a782 Scoring rework: Penalize the player (deducting health and score) for dropping a hold note before it's finished. 2025-04-14 19:32:54 -04:00
EliteMasterEricandCameron Taylor 72e9fb641e Scoring rework: Reduce health given by hold notes by 20%. 2025-04-14 19:32:16 -04:00
EliteMasterEricandCameron Taylor 429f6f9bc0 Remove the unused input splitter. 2025-04-14 19:32:16 -04:00
EliteMasterEricandCameron Taylor 550bf95c76 Split miss penalty and ghost miss penalty into two variables (but make them equal for now). 2025-04-14 19:32:16 -04:00
EliteMasterEricandCameron Taylor da686ed0c4 Scoring rebalance: Misses now reduce your final grade, which impacts your rank 2025-04-14 19:32:16 -04:00
EliteMasterEricandCameron Taylor 9f3711bf43 Scoring rebalance: Misses are now worth -250 points (up from -10). 2025-04-14 19:32:16 -04:00
EliteMasterEricandCameron Taylor 6390725ef0 Redo data format for sticker packs to make it simpler and allow for song-specific selections. 2025-04-14 19:25:42 -04:00
AbnormalandCameron Taylor cdc468ba15 feat: Sticker Registry 2025-04-14 19:25:29 -04:00
EliteMasterEricandCameron Taylor deb4e1921d Fix an issue where Stress would crash on the second playthrough 2025-04-14 15:45:29 -04:00
KoloandCameron Taylor 068c9fb43d no thoughts save empty
also more code clarity ig
2025-04-14 15:28:14 -04:00
AbnormalandCameron Taylor 5be4f3bbb9 chore: Remove ComboMilestone 2025-04-14 15:28:14 -04:00
AbnormalandCameron Taylor b83ae65a65 docs: Add missing documentation to the remaining functions in Module 2025-04-14 15:28:14 -04:00
HundrecandCameron Taylor dc876be57c Two more Chart Editor entries in Changelog 2025-04-14 15:28:14 -04:00
HundrecandCameron Taylor c08847f48d Add a few fixes and changes from 0.6.0 2025-04-14 15:28:14 -04:00
HundrecandCameron Taylor 19912b5f89 Oops, one more lil space 2025-04-14 15:28:14 -04:00
HundrecandCameron Taylor 019473dec2 Remove 0.6.0 Changelog entries that weren't implemented + polish 2025-04-14 15:28:14 -04:00
EliteMasterEricandCameron Taylor f001562270 Update HXVLC to 2.1.2 2025-04-13 21:45:39 -04:00
EliteMasterEricandCameron Taylor b28ba8f465 Update assets submodule 2025-04-11 16:07:53 -04:00
EliteMasterEricandCameron Taylor dcc8085691 Update assets submodule 2025-04-11 16:00:16 -04:00
EricandCameron Taylor c186666402 Update mod version number (this requires mods to check they are working, then change their metadata) 2025-04-11 15:58:51 -04:00
EliteMasterEricandCameron Taylor 6f93960cb5 Update HaxeUI to their latest versions. 2025-04-11 15:58:34 -04:00
Cameron TaylorandEric a756ceac22 properly initialize soundtray on game start if muted 2025-04-10 18:43:54 -04:00
Cameron TaylorandEric c394520019 small cleanups / tidying of FunkinSoundTray.hx 2025-04-10 18:43:54 -04:00
Cameron TaylorandEric 2d93baf968 properly save mute preferences by doing the save on show() in the soundtray 2025-04-10 18:43:54 -04:00
EliteMasterEricandCameron Taylor 4a98e6999f Update assets submodule 2025-04-09 18:13:30 -04:00
EliteMasterEricandCameron Taylor 9ff14aed42 Fix an issue where Pico's retry animation is broken on Ugh/Guns Pico Mix 2025-04-09 15:58:44 -04:00
EliteMasterEricandCameron Taylor 0a7bd3111f Fix a crash with the chart editor Note window (via Lasercar) 2025-04-09 15:52:47 -04:00
VioletSnowLeopardandCameron Taylor 1f88a3b6e1 swap restart and skip in dialogue pause menu 2025-04-09 15:33:54 -04:00
EricandGitHub 278bac7b6d Merge pull request #4554 from FunkinCrew/release/v0.6.2
Release the source code for v0.6.2
2025-04-04 15:03:23 -04:00
EliteMasterEric 29cddfb528 Merge remote-tracking branch 'public/main' into release/v0.6.2 2025-04-04 15:01:59 -04:00
EliteMasterEricandCameron Taylor 02dc353032 Update assets submodule 2025-04-04 14:41:22 -04:00
EliteMasterEric c7d4406a34 Fix results screen music continuing to play when using the debugger 2025-04-03 22:01:32 -04:00
EliteMasterEricandCameron Taylor 68e9daffe8 Zero out the ABot visualizer before the song starts. 2025-04-03 16:04:19 -04:00
EliteMasterEricandCameron Taylor c157338783 Fix certain characters pixel icons not displaying properly in the chart editor. 2025-04-03 16:04:07 -04:00
EliteMasterEricandCameron Taylor eb9c2c2c99 Fix Pixo's freeplay AFK animation not playing (properly this time). 2025-04-03 16:02:10 -04:00
EliteMasterEricandCameron Taylor afb4a3dd68 Remove some unused/redundant debug hotkeys. 2025-04-03 16:02:10 -04:00
Cameron Taylor 9b5032ee84 quick patch for cory 2025-04-02 21:54:27 -04:00
Cameron Taylor 62621881c0 data -> data.score 2025-04-02 16:18:58 -04:00
Cameron Taylor 52be941b45 Auto Pause -> Pause on Unfocus (was changed before but prob bad merge somewhere reverted it?) 2025-04-02 13:55:54 -04:00
Cameron Taylor c94b3a3b65 2024 -> 2025 0.6.x changelog date fixins (closes FUNK-1740) 2025-04-02 13:41:54 -04:00
EliteMasterEricandCameron Taylor 8291fe0407 Make the back of ABot's stereo display slightly wider. 2025-04-02 13:37:50 -04:00
EliteMasterEricandCameron Taylor f935526baa Update assets submodule 2025-04-02 13:36:22 -04:00
EliteMasterEricandCameron Taylor 102ac4bfc8 Fix a bug where restarting the level would add more Tankmen to the background. 2025-04-02 13:34:23 -04:00
EliteMasterEricandCameron Taylor f8b212a318 Improve null safety of medal and leaderboard classes. 2025-04-02 13:33:32 -04:00
EliteMasterEricandCameron Taylor 3bd79b822e Fix a deprecation warning. 2025-04-02 13:33:32 -04:00
EliteMasterEricandCameron Taylor 17a4be66b9 Fix highscores not submitting to the website unless they are a personal best. 2025-04-02 13:33:06 -04:00
EliteMasterEricandCameron Taylor 54cd52db76 Fix an issue where story mode medals would not be awarded without a personal best. 2025-04-02 13:33:06 -04:00
Cameron Taylor 4fa0334e7b easier script for creating macos universal binaries 2025-04-01 16:41:46 -04:00
EricandCameron Taylor b7761d45b7 Disable FEATURE_RESULTS_DEBUG on release builds by default.
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2025-03-31 22:39:08 -04:00
HundrecandEric 3c6466bec7 Bump repo versions to 0.6.2 2025-03-31 21:20:18 -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
HundrecandEric 3ccd1b04da Bump repo versions to 0.6.1 2025-03-31 18:42:17 -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
HundrecandEric 439be3cb26 Update templates and docs to 0.6.0 2025-03-31 13:21:55 -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
871709bb7d Some additions to the Contributor's Guide
Co-authored-by: Hundrec <hundrecard@gmail.com>
Co-authored-by: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
2025-03-25 15:18:43 -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
HundrecandEric b74df06f48 Reword some debug hotkeys 2025-03-14 23:37:25 -04:00
LasercarandEric 055c4d9b75 Add remaining debug keys 2025-03-14 23:37:25 -04:00
HundrecandEric 4383fcf32c 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.
2025-03-14 02:17:46 -04:00
HundrecandEric cef0cbf9d4 Remove docs entries in Changelog + add punctuation 2025-03-14 02:17:46 -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
HundrecandEric 7d80e6657b A few more rewordings 2025-03-11 19:26:36 -04:00
HundrecandEric bb8d3ae3dc Combine those lines
Thanks Hyper!
2025-03-11 19:26:36 -04:00
HundrecandEric 56033b3288 Changelog overhaul for 0.4.1, 0.4.0, 0.3.3, 0.3.2, 0.3.1, 0.3.0 2025-03-11 19:26:36 -04:00
HundrecandEric 6e44484a1a Changelog overhaul for 0.5.3, 0.5.2, 0.5.1
Plus added line breaks to match Keep A Changelog's format
2025-03-11 19:26:36 -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
Hyper_andEric 9708e20dd4 Minor adjustments
Some reformatting and shortening
2025-03-10 12:56:42 -04:00
Hyper_andEric df353a1ee8 docs: Some Linux troubleshooting 2025-03-10 12:56:42 -04:00
HundrecandEric 6c9c3e418a Add more rejected features to Contributing Guide 2025-03-10 12:54:48 -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
HundrecandEric bd3acc319c Remove issue reopening action 2025-02-22 23:28:23 -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
HundrecandEric 894d0743c9 Table of Contents for CONTRIBUTING.md 2025-02-16 21:36:59 -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
MidyGamyandEric 33f943a672 More dump save info + force crash now accurate 2025-02-14 18:10:01 -05:00
MidyGamyandEric f5efc16611 Rewording missing Funkin' Debug Hotkeys.md (thx Hundrec) 2025-02-14 18:10:01 -05:00
MidyGamyandEric 7e820f9497 Added missing debug hotkeys 2025-02-14 18:10:01 -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
HundrecandEric 07b6d8f86f adjust link in PR Template 2025-02-13 21:23:18 -05:00
HundrecandEric 8126cca29b PR Template 2025-02-13 21:23:18 -05:00
HundrecandEric ba78ded457 Enhancement Template 2025-02-13 21:23:18 -05:00
HundrecandEric bda5d90bbc Crash Template 2025-02-13 21:23:18 -05:00
HundrecandEric a9d0c1cb88 Compiling Help Template 2025-02-13 21:23:18 -05:00
HundrecandEric f8f533ad37 Charting Template 2025-02-13 21:23:18 -05:00
HundrecandEric 0bc0ab4eec Revert spacing 2025-02-13 21:23:18 -05:00
HundrecandEric d11027fb08 A lil spacing 2025-02-13 21:23:18 -05:00
HundrecandEric 7b9e375fea Fix Contributing link 2025-02-13 21:23:18 -05:00
HundrecandEric dd215687d4 quote 2025-02-13 21:23:18 -05:00
HundrecandEric e3eddc892d Contributing Guide in Minor Bug Template 2025-02-13 21:23:18 -05:00
HundrecandEric 36fd05b1f9 Link CONTRIBUTING.md in README 2025-02-13 21:23:18 -05:00
HundrecandEric c6ef9b17a2 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 19:04:07 -05:00
943c38767b Contributor's guide
Co-authored-by: Hundrec <hundrecard@gmail.com>
Co-authored-by: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
2025-02-13 19:01:55 -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
Build and Upload nightly game builds / build-game-in-container (linux) (push) Canceled after 0s
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
Kolo 71ed154b81 fix that one annoying ass bug for events 2024-12-05 22:24:49 +01:00
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
Create and publish Docker image / build-and-push-image (push) Canceled after 0s
Build and Upload nightly game builds / build-game-on-host (macos) (push) Canceled after 0s
Build and Upload nightly game builds / build-game-on-host (windows) (push) Canceled after 0s
Build and Upload nightly game builds / build-game-in-container (html5) (push) Canceled after 0s
Build and Upload nightly game builds / build-game-in-container (linux) (push) Canceled after 0s
2024-10-11 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
296 changed files with 15654 additions and 6145 deletions
+26 -16
View File
@@ -3,41 +3,49 @@ 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. 0.6.2
validations:
required: true
@@ -49,14 +57,16 @@ 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. 0.6.2
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. 0.6.2
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. 0.6.2
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@v3.2.7
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
+121 -8
View File
@@ -7,38 +7,151 @@
comment: >
This issue is a duplicate. Please direct all discussion to the original issue.
# Close the issue
close: true
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'
# Set a close reason
close-reason: 'not planned'
- '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'
# Close the pull request
- '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
# Remove other status labels
unlabel:
- 'status: pending triage'
# 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: 'not planned'
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 }}
+214 -121
View File
@@ -12,146 +12,239 @@ on:
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:
fail-fast: false
matrix:
include:
- target: windows
- target: macos
- target: windows
runs-on: windows
- 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 ${{ github.event.inputs.build-defines }}
timeout-minutes: 120
- name: Build game
if: ${{ matrix.target != 'windows' }}
run: |
haxelib run lime build ${{ matrix.target }} -v -release --times ${{ github.event.inputs.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 }}
- 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 ${{ github.event.inputs.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 }}
- 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 }}
-52
View File
@@ -1,52 +0,0 @@
name: "Issue Labeler"
on:
issues:
types:
- opened
- reopened
- edited
jobs:
# When an issue is opened, perform a similarity check for potential duplicates.
# If some are found, add a label and comment listing the potential duplicate issues.
potential-duplicate:
name: Detect potential duplicate issues
runs-on: ubuntu-latest
steps:
- uses: wow-actions/potential-duplicates@v1
with:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# Issue title filter work with anymatch https://www.npmjs.com/package/anymatch.
# Any matched issue will stop detection immediately.
# You can specify multi filters in each line.
filter: ''
# Exclude keywords in title before detecting.
exclude: ''
# Label to set, when potential duplicates are detected.
label: 'potential duplicate'
# Get issues with state to compare. Supported state: 'all', 'closed', 'open'.
state: all
# If similarity is higher than this threshold([0,1]), issue will be marked as duplicate.
# Turn this up if the detection is too sensitive
threshold: 0.6
# Reactions to be add to comment when potential duplicates are detected.
# Available reactions: "-1", "+1", "confused", "laugh", "heart", "hooray", "rocket", "eyes"
# reactions: '-1'
# Comment to post when potential duplicates are detected.
comment: >
Potential duplicates: {{#issues}}
- [#{{ number }}] {{ title }} ({{ accuracy }}%)
{{/issues}}
# When an issue is opened, detect if it has an empty body or incomplete issue form.
# If it does, close the issue immediately.
empty-issues:
name: Close empty issues
runs-on: ubuntu-latest
steps:
- name: Run empty issues closer action
uses: rickstaa/empty-issues-closer-action@v1
env:
github_token: ${{ secrets.GITHUB_TOKEN }}
with:
close_comment: Closing this issue because it appears to be empty. Please update the issue for it to be reopened.
open_comment: Reopening this issue because the author provided more information.
@@ -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"
+1
View File
@@ -8,6 +8,7 @@ RECOVER_*.fla
shitAudio/
.build_time
.swp
NewgroundsCredentials.hx
# Exclude JS stuff
node_modules/
+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
]
}
+16 -49
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"]
@@ -91,26 +91,6 @@
"haxecheckstyle.codeSimilarityBufferSize": 100,
"lime.targetConfigurations": [
{
"label": "Windows / Debug",
"target": "windows",
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Windows / Debug (Tracy)",
"target": "windows",
"args": ["-debug", "-DFEATURE_DEBUG_TRACY", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Linux / Debug",
"target": "linux",
"args": ["-debug", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "HashLink / Debug",
"target": "hl",
"args": ["-debug"]
},
{
"label": "Windows / Debug (Discord)",
"target": "windows",
@@ -170,23 +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"]
},
@@ -210,11 +180,6 @@
"target": "windows",
"args": ["-debug", "-DWAVEFORM", "-DFEATURE_DEBUG_FUNCTIONS"]
},
{
"label": "Windows / Release",
"target": "windows",
"args": ["-release"]
},
{
"label": "Windows / Release (GitHub Actions)",
"target": "windows",
@@ -225,29 +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"]
}
],
+594 -148
View File
@@ -4,13 +4,282 @@ 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] - 2025-03-31
### Added
- Added a new Character Select screen to switch between playable characters in Freeplay
- Updated the 0.6 credits list
### Fixed
- Additional shader fix for Stress (Pico Mix) crashing at the end (was the same issue as Senpai Pico shader error, just in a different shaderfile)
## [0.6.1] - 2025-03-31
### 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] - 2025-03-31
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.
- New song event type in the Chart Editor: Set Health Icon!
- This event is now used in Stress (Pico Mix).
- 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 on-screen descriptions for each item in the Preferences menu. ([a17b0e8](https://github.com/FunkinCrew/Funkin/commit/a17b0e8b3cc1d56fcdc0b51eaca9fd57cdb5bce0)) - by @anysad in [#3872](https://github.com/FunkinCrew/Funkin/pull/3872)
- Added precise scrolling in the Chart Editor using Ctrl-Mouse Wheel. ([0d8e4a5](https://github.com/FunkinCrew/Funkin/commit/0d8e4a53305d6d069454812766300122f3581e31)) - by @ninjamuffin99 in [#3806](https://github.com/FunkinCrew/Funkin/pull/3806)
- Added a “None” option to the character selector in the Chart Editor. ([d9637d3](https://github.com/FunkinCrew/Funkin/commit/d9637d3a19466b9fc68a102676c46a74ef504909)) - by @Lasercar in [#4279](https://github.com/FunkinCrew/Funkin/pull/4279)
- Added 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.
- The pause menu can now be opened and closed rapidly.
- Adjusted difficulty ratings and scroll speeds for many songs.
- Chart Editor event fields now allow for values to be as specific as desired.
- For example, the Zoom Camera event can now be set to 0.9857.
- Lots of improvements to GitHub issue and pull request organization. - by @Hundrec and @AbnormalPoof
- Overhauled the Changelog to improve readability and properly credit contributors. ([4383fcf](https://github.com/FunkinCrew/Funkin/commit/4383fcf32c280a1c0ee7b9c80d255611d497cabc)) - by @Hundrec in [#4296](https://github.com/FunkinCrew/Funkin/pull/4296) and [#4298](https://github.com/FunkinCrew/Funkin/pull/4298)
- Made various improvements to the screenshot function. ([9ce7bbc](https://github.com/FunkinCrew/Funkin/commit/9ce7bbcfbb8f30ae120c876194f89bc4c787f585)) - by @Lasercar in [#4082](https://github.com/FunkinCrew/Funkin/pull/4082)
- 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)
- 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)
- 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 changes.
### Fixed
- Shaders no longer create thin seams within atlas sprites.
- Completing a song in Practice Mode no longer plays a new rank animation in the Freeplay menu.
- Fixed lots of charting issues across many songs.
- The Chart Editor grid now properly adjusts to the new BPM after switching variations.
- Fixed a few crashes in the Stage Editor.
- 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 debug mouse cursor no longer flickers before the Title Screen loads. ([1c12b84](https://github.com/FunkinCrew/Funkin/commit/1c12b8467eca350eb28138473360d5358fa620e2)) - by @sphis-Sinco in [#3881](https://github.com/FunkinCrew/Funkin/pull/3881)
- Unbound keys now display as [N/A] instead of crashing the game. ([94e5d3c](https://github.com/FunkinCrew/Funkin/commit/94e5d3ca258cbaa5d9ab6f0cb26feda83b3433a2)) - by @NotHyper-474 in [#4355](https://github.com/FunkinCrew/Funkin/pull/4355)
- 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)
- 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.
## 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)
* @MidyGamy made their first contribution in [#4068](https://github.com/FunkinCrew/Funkin/pull/4068)
* @Lasercar made their first contribution in [#4082](https://github.com/FunkinCrew/Funkin/pull/4082)
* @MrScottyPieey made their first contribution in [#4085](https://github.com/FunkinCrew/Funkin/pull/4085)
## [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 via Character Select screen in Freeplay to access them
- Added 11 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)
@@ -22,112 +291,147 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Eggnog (Pico Mix)
- Ugh (Pico Mix)
- Guns (Pico Mix)
- Added 1 new Boyfriend remix! Access it by completing Weekend 1 as Pico and then selecting Boyfriend 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 new animations for Tankman and Pico
- 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)
@@ -137,104 +441,157 @@ 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.
@@ -242,7 +599,9 @@ 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.
@@ -250,82 +609,122 @@ 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
@@ -333,36 +732,58 @@ 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.
@@ -370,27 +791,42 @@ 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
@@ -398,16 +834,26 @@ 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
+6 -6
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@@ -4,18 +4,18 @@ 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`
- Reconfigure `CyclomaticComplexity`
- Re-configure `MethodLength`
- Re-configure `CyclomaticComplexity`
- Re-enable `MagicNumber`
- Re-configure `NestedControlFlow`
- Re-configure `NestedIfDepth`
@@ -28,5 +28,5 @@ Prettier automatically handles formatting of JSON files, and can be configured i
### Prettier Notes
* Prettier will automatically attempt to place expressions on a single line if they fit, but will keep them multi-line if they are manually made multi-line.
* This means that long singleline objects are automatically expanded, and short multiline objects aren't automatically collapsed.
* This means that long single-line objects are automatically expanded, and short multi-line objects aren't automatically collapsed.
* You may want to use regex replacement to manually remove the first newline in short multi-line objects to convince Prettier to collapse them.
+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.
+6 -2
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@@ -11,11 +11,15 @@ 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
+1 -1
Submodule art updated: fbd3e3df77...78dc310219
+1 -1
Submodule assets updated: b2404b6b1c...ac932c19f9
+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-2.4.1-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
+1 -1
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@@ -347,7 +347,7 @@
{
"props": {
"allowSingleLineStatement": true,
"tokens": ["FOR", "IF", "ELSE_IF", "WHILE", "DO_WHILE"]
"tokens": ["FOR", "ELSE_IF", "WHILE", "DO_WHILE"]
},
"type": "NeedBraces"
},
+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"
+5 -2
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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`)
@@ -34,10 +36,11 @@ 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.
+10
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@@ -0,0 +1,10 @@
# Mac Compiling Guide + Considerations
There's a few extra considerations when compiling FNF for Mac that *we* have to handle when creating a wider release.
- [Creating a Universal Binary](#creating-a-universal-binary)
- Code-signing
- Notarizing
## Creating a Universal Binary
Run the `art/macos-universal.sh` script, which automatically compiles release versions of both arm64 and x86 of Funkin. You can also see there for reference of how it's done.
+415
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@@ -0,0 +1,415 @@
# 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)
* [Charting PRs](https://github.com/FunkinCrew/Funkin/blob/main/docs/CONTRIBUTING.md#charting-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 v0.6.3)
- 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.
> [!IMPORTANT]
> **DO NOT CLOSE YOUR ISSUE FOR ANY REASON!** Your issue will be taken care of by a moderator!
**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!
> Instead, make a separate branch for your additions (ex. `docs/fix-typo` or `minor-bugfix`).
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). This keeps your code consistent with the rest of the codebase!
### Code comments
Code comments help others understand your changes, so the way you write them is important!
Here are some guidelines for writing comments in your code:
- Leave comments only when you believe a piece of code warrants explanation. If a piece of code is self-explanatory, it does not need a comment.
- 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 code comments
#### DO NOT:
Below are examples of what you SHOULD NOT do when writing code comments.
```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 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();
}
```
```haxe
// End the song when the music is complete.
FlxG.sound.music.onComplete = function() {
endSong(skipEndingTransition);
};
// A negative instrumental offset means the song skips the first few milliseconds of the track.
// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
FlxG.sound.music.play(true, Math.max(0, startTimestamp - Conductor.instance.combinedOffset));
FlxG.sound.music.pitch = playbackRate;
// Prevent the volume from being wrong.
FlxG.sound.music.volume = 1.0;
// IF fadetween is not null we cancel it
if (FlxG.sound.music.fadeTween != null) FlxG.sound.music.fadeTween.cancel();
// Play the vocals
trace('Playing vocals...');
// Add the vocals
add(vocals);
// Play the vocals for real this time lol
vocals.play();
// Set the vocals volume
vocals.volume = 1.0;
// Set the vocals pitch
vocals.pitch = playbackRate;
// Set the vocals time to the music time
vocals.time = FlxG.sound.music.time;
// trace('${FlxG.sound.music.time}');
// trace('${vocals.time}');
// functionThatWasntHereBeforeThisPRorSomethingIdKLOL();
/* testsprite = new FlxSprite(0, 0);
testsprite.loadGraphic(Paths.image('test'));
testsprite.screenCenter();
add(testsprite); */
// Me too [GitHub username] I hate this function it gave me pain and suffering - Girlfriend
resyncVocals();
```
```haxe
#if FEATURE_DEBUG_FUNCTIONS
// PAGEUP: who knows what this does
// SHIFT+PAGEUP: There will be dire consequences.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 20 : 2);
// PAGEUP: who knows what this does
// SHIFT+PAGEUP: There will be dire consequences.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -20 : -2);
#end
```
#### DO:
Below are examples on what you SHOULD do when writing code comments.
```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();
}
```
```haxe
FlxG.sound.music.onComplete = function() {
endSong(skipEndingTransition);
};
// A negative instrumental offset means the song skips the first few milliseconds of the track.
// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
FlxG.sound.music.play(true, Math.max(0, startTimestamp - Conductor.instance.combinedOffset));
FlxG.sound.music.pitch = playbackRate;
// Prevent the volume from being wrong.
FlxG.sound.music.volume = 1.0;
if (FlxG.sound.music.fadeTween != null) FlxG.sound.music.fadeTween.cancel();
trace('Playing vocals...');
add(vocals);
vocals.play();
vocals.volume = 1.0;
vocals.pitch = playbackRate;
vocals.time = FlxG.sound.music.time;
resyncVocals();
```
```haxe
#if FEATURE_DEBUG_FUNCTIONS
// PAGEUP: Skip forward two sections.
// SHIFT+PAGEUP: Skip forward twenty sections.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 20 : 2);
// PAGEDOWN: Skip backward two section. Doesn't replace notes.
// SHIFT+PAGEDOWN: Skip backward twenty sections.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -20 : -2);
#end
```
## 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.
### Charting PRs
Charting PRs make changes such as **adding/removing notes** or **adjusting the placement of song events**.
This involves modifying one or several of the `funkin.assets` repository's `.json` chart files, found in the `preload/data/songs/` directory.
These PRs should only be opened in the `funkin.assets` repository.
> [!CAUTION]
> **No Major Recharts!** Any PR that makes major chart modifications will be rejected.
> Keep your PRs to small tweaks and fixes.
Here are some guidelines for opening a Charting PR:
- **Explain the issue.** Which song, variation, difficulty, and section/timestamp is the problem in? Help us understand with screenshots and videos.
- **Show your changes.** How does the chart look with your changes? Provide screenshots and videos here as well.
- **Minimize the diff.** If your changes are very small (e.g. a few notes), do not re-export the chart using the Chart Editor. Instead, manually edit the `.json` chart files to help GitHub display your changes cleanly.
If your PR is accepted, you will be credited as a GitHub contributor (but not as a charter in the Pause Menu).
# Closing
Thank you for reading the Contributing Guide.
We look forward to seeing your contributions to the game!
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Most of this functionality is only available on debug builds of the game!
## Any State
- `INSERT`: ***MEMORY GARBAGE COLLECTION***: Immediately perform memory garbage collection.
- `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-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.
## Loading State
- `SPACE`: Trace callbacks.
## **Play State**
- `H`: ***HIDE UI***: Makes the user interface invisible. Works in Pause Menu, great for screenshots.
- `1`: ***END SONG***: Immediately ends the song and moves to Results Screen on Freeplay, or next song on Story Mode.
- `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.
- `CHART Hotkey`: ***OPEN CHART EDITOR***: Open the Chart Editor with the current song loaded.
- `STAGE Hotkey`: ***OPEN STAGE EDITOR***: Open the old Stage Editor overlay.
## **Freeplay State**
- `F` (Freeplay Menu) - Move to Favorites
- `Q` (Freeplay Menu) - Back one category
- `E` (Freeplay Menu) - Forward one category
- `P`: ***SWITCH TO PICO/BF***: Switch to Pico or BF (reopens Freeplay as the other character).
- `T`: ***TEST RANK ANIMATION***: Play the Gold Perfect rank animation on the currently selected song.
- `SHIFT-ACCEPT`: ***BOTPLAY MODE***: Start a song with Botplay mode enabled.
- `CTRL-Switch Song`: Play the first unlocked alternate instrumental as the song preview.
- `CTRL-LEFT`/`RIGHT`/`UP`/`DOWN`: ***OFFSET BF DJ IN CARTOON STATE***: While BF DJ's TV animation is playing, offset the DJ by 1 pixel in the opposite direction. `SHIFT` to move 10 pixels, `ALT` to move 0.1 pixels.
- `CTRL-C`: ***TRIGGER DJ CARTOON***: Play the Freeplay DJ's cartoon animation. Press again to return to its regular animation.
## **Title State**
- `Y` - WOAH
- `ESCAPE`: ***QUIT***: Quit the game.
- `D`: COOL
- `UI LEFT`/`UI RIGHT Hotkey`: 2COOL
- `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.
- `SHIFT-ACCEPT`: ***OPEN FREEPLAY AS PICO***: When selecting Freeplay, open the Freeplay menu with the playable character set to Pico.
- `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
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@@ -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).
+1 -1
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@@ -4,7 +4,7 @@ This short document is designed to give a run-down on how code should be formatt
## Notes on IDEs and Extensions
The Visual Studio Code IDE is highly recommended, as this repo contains various configuration that works with VSCode extensions to automatically style certain things for you.
The Visual Studio Code IDE is highly recommended, as this repo contains various configurations that work with VSCode extensions to automatically style certain things for you.
VSCode is also the only IDE that has any good tools for Haxe so yeah.
-23
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@@ -1,23 +0,0 @@
# Troubleshooting Common Compilation 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.
- `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**.
+26 -21
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@@ -4,21 +4,21 @@
"name": "FlxPartialSound",
"type": "git",
"dir": null,
"ref": "a1eab7b9bf507b87200a3341719054fe427f3b15",
"ref": "41f35ddb1eb9d10bc742e6f8b5bcc62f9ef8ad84",
"url": "https://github.com/FunkinCrew/FlxPartialSound.git"
},
{
"name": "flixel",
"type": "git",
"dir": null,
"ref": "f2b090d6c608471e730b051c8ee22b8b378964b1",
"ref": "fffb1a74cf08f63dacc2ab09976340563f5b6e6d",
"url": "https://github.com/FunkinCrew/flixel"
},
{
"name": "flixel-addons",
"type": "git",
"dir": null,
"ref": "7424db4e9164ff46f224a7c47de1b732d2542dd7",
"ref": "b9118f47f43a66bc0e5fbfcfd9903f0425e918ee",
"url": "https://github.com/FunkinCrew/flixel-addons"
},
{
@@ -32,8 +32,8 @@
"name": "flxanimate",
"type": "git",
"dir": null,
"ref": "0654797e5eb7cd7de0c1b2dbaa1efe5a1e1d9412",
"url": "https://github.com/Dot-Stuff/flxanimate"
"ref": "f8842cea9883d6112a2c854cf93fa72856171428",
"url": "https://github.com/FunkinCrew/flxanimate"
},
{
"name": "format",
@@ -44,7 +44,7 @@
"name": "funkin.vis",
"type": "git",
"dir": null,
"ref": "22b1ce089dd924f15cdc4632397ef3504d464e90",
"ref": "1966f8fbbbc509ed90d4b520f3c49c084fc92fd6",
"url": "https://github.com/FunkinCrew/funkVis"
},
{
@@ -63,36 +63,29 @@
"name": "haxeui-core",
"type": "git",
"dir": null,
"ref": "c9d96b168ea2a19274ad7c766ab1a34b57baa793",
"ref": "07fc7aa8098deaea633b0726d01f83eb4ef8a832",
"url": "https://github.com/haxeui/haxeui-core"
},
{
"name": "haxeui-flixel",
"type": "git",
"dir": null,
"ref": "013b9d4e56bfe9a034e028a8d685f0b274cb73c4",
"ref": "b899a4c7d7318c5ff2b1bb645fbc73728fad1ac9",
"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": "c6bac3d6c7d683f25104296b2f4c50f8c90b8349",
"url": "https://github.com/cortex-engine/hxcpp"
"ref": "v4.3.75",
"url": "https://github.com/HaxeFoundation/hxcpp"
},
{
"name": "hxcpp-debug-server",
@@ -120,6 +113,11 @@
"type": "haxelib",
"version": "1.3.0"
},
{
"name": "hxvlc",
"type": "haxelib",
"version": "2.1.2"
},
{
"name": "json2object",
"type": "git",
@@ -145,7 +143,7 @@
"name": "lime",
"type": "git",
"dir": null,
"ref": "fe3368f611a84a19afc03011353945ae4da8fffd",
"ref": "be81ad7e4e1a92c3482bcc009648a4ac892cfa35",
"url": "https://github.com/FunkinCrew/lime"
},
{
@@ -176,11 +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"
},
{
@@ -205,4 +210,4 @@
"url": "https://github.com/fponticelli/thx.semver"
}
]
}
}
+62 -18
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 = "0.5.1";
static final VERSION:String = "0.6.3";
/**
* The game's name. Used as the default window title.
@@ -178,6 +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.
@@ -197,7 +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";
@@ -232,6 +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.
@@ -330,6 +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;
@@ -460,8 +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.
@@ -471,10 +504,21 @@ 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_LOG_TRACE.apply(this, isDebug());
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());
@@ -576,7 +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' ])");
}
/**
@@ -590,7 +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);
@@ -647,9 +699,9 @@ 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)) {
@@ -1038,15 +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}'); }
}
}
+4 -1
View File
@@ -13,6 +13,7 @@ import openfl.events.Event;
import openfl.Lib;
import openfl.media.Video;
import openfl.net.NetStream;
import funkin.util.WindowUtil;
/**
* The main class which initializes HaxeFlixel and starts the game in its initial state.
@@ -67,6 +68,8 @@ class Main extends Sprite
funkin.Preferences.lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
#end
WindowUtil.setVSyncMode(funkin.Preferences.vsyncMode);
if (hasEventListener(Event.ADDED_TO_STAGE))
{
removeEventListener(Event.ADDED_TO_STAGE, init);
@@ -107,7 +110,7 @@ class Main extends Sprite
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;
+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
}
}
+16
View File
@@ -6,6 +6,7 @@ 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.
*/
@:nullSafety
class Assets
{
/**
@@ -144,16 +145,31 @@ class Assets
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);
+1 -1
View File
@@ -413,7 +413,7 @@ class Conductor
}
// 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;
+27 -5
View File
@@ -18,6 +18,7 @@ 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.stickers.StickerRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.story.level.LevelRegistry;
@@ -38,6 +39,9 @@ import openfl.display.BitmapData;
#if FEATURE_DISCORD_RPC
import funkin.api.discord.DiscordClient;
#end
#if FEATURE_NEWGROUNDS
import funkin.api.newgrounds.NewgroundsClient;
#end
/**
* A core class which performs initialization of the game.
@@ -82,6 +86,10 @@ 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;
@@ -90,9 +98,18 @@ class InitState extends FlxState
FlxG.sound.volumeDownKeys = [];
FlxG.sound.muteKeys = [];
// A small jumpstart to the soundtray, it usually sets itself to inactive (somewhere...)
// but that makes our soundtray not show up on init if we have the game muted.
// We set it to active so it at least calls it's update function once (see FlxGame.onEnterFrame(), it's called there)
// and also see FunkinSoundTray.update() to see what we do and how we check if we are muted or not
FlxG.game.soundTray.active = true;
// Set the game to a lower frame rate while it is in the background.
FlxG.game.focusLostFramerate = 30;
// Makes Flixel use frame times instead of locked movements per frame for things like tweens
FlxG.fixedTimestep = false;
setupFlixelDebug();
//
@@ -117,8 +134,8 @@ class InitState extends FlxState
//
// NEWGROUNDS API SETUP
//
#if newgrounds
NGio.init();
#if FEATURE_NEWGROUNDS
NewgroundsClient.instance.init();
#end
//
@@ -151,6 +168,7 @@ class InitState extends FlxState
#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();
@@ -176,6 +194,7 @@ class InitState extends FlxState
FreeplayStyleRegistry.instance.loadEntries();
AlbumRegistry.instance.loadEntries();
StageRegistry.instance.loadEntries();
StickerRegistry.instance.loadEntries();
// TODO: CharacterDataParser doesn't use json2object, so it's way slower than the other parsers and more prone to syntax errors.
// Move it to use a BaseRegistry.
@@ -187,6 +206,8 @@ class InitState extends FlxState
ModuleHandler.loadModuleCache();
ModuleHandler.callOnCreate();
funkin.input.Cursor.hide();
trace('Parsing game data took: ${TimerUtil.ms(perfStart)}');
}
@@ -230,8 +251,8 @@ class InitState extends FlxState
storyMode: true,
title: "Cum Song Erect by Kawai Sprite",
songId: "cum",
characterId: "pico-playable",
difficultyId: "nightmare",
characterId: "pico",
difficultyId: "hard",
isNewHighscore: true,
scoreData:
{
@@ -246,9 +267,10 @@ 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
+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.
+160 -1
View File
@@ -1,6 +1,7 @@
package funkin;
import funkin.save.Save;
import funkin.util.WindowUtil;
/**
* A core class which provides a store of user-configurable, globally relevant values.
@@ -37,7 +38,7 @@ class Preferences
}
/**
* Whether some particularly fowl language is displayed.
* Whether some particularly foul language is displayed.
* @default `true`
*/
public static var naughtyness(get, set):Bool;
@@ -157,6 +158,46 @@ 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;
}
/**
* If enabled, the game will utilize VSync (or adaptive VSync) on startup.
* @default `OFF`
*/
public static var vsyncMode(get, set):lime.ui.WindowVSyncMode;
static function get_vsyncMode():lime.ui.WindowVSyncMode
{
return Save?.instance?.options?.vsyncMode ?? lime.ui.WindowVSyncMode.OFF;
}
static function set_vsyncMode(value:lime.ui.WindowVSyncMode):lime.ui.WindowVSyncMode
{
WindowUtil.setVSyncMode(value);
var save:Save = Save.instance;
save.options.vsyncMode = value;
save.flush();
return value;
}
public static var unlockedFramerate(get, set):Bool;
static function get_unlockedFramerate():Bool
@@ -199,6 +240,121 @@ 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.
*/
@@ -206,11 +362,14 @@ class Preferences
{
// Apply the autoPause setting (enables automatic pausing on focus lost).
FlxG.autoPause = Preferences.autoPause;
// WindowUtil.setVSyncMode(Preferences.vsyncMode);
// Apply the debugDisplay setting (enables the FPS and RAM display).
toggleDebugDisplay(Preferences.debugDisplay);
#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
+4 -1
View File
@@ -2,7 +2,10 @@ package funkin.api.discord;
#if FEATURE_DISCORD_RPC
import hxdiscord_rpc.Discord;
import hxdiscord_rpc.Types;
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
+106
View File
@@ -0,0 +1,106 @@
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.
*/
@:nullSafety
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 +1,395 @@
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;
import io.newgrounds.utils.ScoreBoardList;
class Leaderboards
{
public static function listLeaderboardData():Map<Leaderboard, LeaderboardData>
{
var leaderboardList:Null<ScoreBoardList> = NewgroundsClient.instance.leaderboards;
if (leaderboardList == null)
{
trace('[NEWGROUNDS] Not logged in, cannot fetch medal data!');
return [];
}
else
{
var result:Map<Leaderboard, LeaderboardData> = [];
for (leaderboardId in leaderboardList.keys())
{
var leaderboardData = leaderboardList.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 leaderboardList = NewgroundsClient.instance.leaderboards;
if (leaderboardList == null) return;
var leaderboardData:Null<LeaderboardData> = leaderboardList.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;
}
}
}
+346
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@@ -0,0 +1,346 @@
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 io.newgrounds.utils.MedalList;
import haxe.Json;
class Medals
{
public static var medalJSON:Array<MedalJSON> = [];
public static function listMedalData():Map<Medal, MedalData>
{
var medalList = NewgroundsClient.instance.medals;
if (medalList == null)
{
trace('[NEWGROUNDS] Not logged in, cannot fetch medal data!');
return [];
}
else
{
// TODO: Why do I have to do this, @:nullSafety is fucked up
var result:Map<Medal, MedalData> = [];
for (medalId in medalList.keys())
{
var medalData = medalList.get(medalId);
if (medalData == null) continue;
// A little hacky, but it works.
result.set(cast medalId, medalData);
}
return result;
}
}
public static function award(medal:Medal):Void
{
if (NewgroundsClient.instance.isLoggedIn())
{
var medalList = NewgroundsClient.instance.medals;
if (medalList == null) return;
var medalData:Null<MedalData> = medalList.get(medal.getId());
@:privateAccess
if (medalData == null || medalData._data == null)
{
trace('[NEWGROUNDS] Could not retrieve data for medal: ${medal}');
return;
}
else if (!medalData.unlocked)
{
trace('[NEWGROUNDS] Awarding medal (${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 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");
var medalGraphic:Null<FlxGraphic> = null;
if (str != null)
{
medalGraphic = FlxGraphic.fromBitmapData(bitmapData);
medalGraphic.persist = true;
}
NewgroundsMedalPlugin.play(medalData.value, medalData.name, medalGraphic);
#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 = [];
}
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;
}
}
}
-71
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@@ -1,71 +0,0 @@
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
}
}
-243
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@@ -1,243 +0,0 @@
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
}
-298
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@@ -1,298 +0,0 @@
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 +1,334 @@
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;
}
/**
* @return `true` if the user is logged in to Newgrounds.
*/
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.
+55
View File
@@ -0,0 +1,55 @@
package funkin.api.newgrounds;
#if FEATURE_NEWGROUNDS
import io.newgrounds.NG;
#end
import funkin.api.newgrounds.NewgroundsClient;
import funkin.util.WindowUtil;
/**
* Handles referrals to links retrieved from the Newgrounds API.
*/
class Referral
{
/**
* Opens the referral page with the given name.
* @param referralName The name of the referral.
* @param fallbackUrl The URL to open if the referral fails or is not available.
*/
static function doReferral(referralName:String, fallbackUrl:String):Void
{
#if FEATURE_NEWGROUNDS
if (NewgroundsClient.instance.isLoggedIn())
{
NG.core?.calls.loader.loadReferral(false)
.addComponentParameter("referral_name", referralName)
.addResponseHandler(response -> {
trace(response);
if (response.success)
{
WindowUtil.openURL(response.result.data.url);
}
else
{
WindowUtil.openURL(fallbackUrl);
}
})
.send();
}
else
{
WindowUtil.openURL(fallbackUrl);
}
#else
WindowUtil.openURL(fallbackUrl);
#end
}
/**
* Opens the merch referral page.
*/
public static function doMerchReferral():Void
{
doReferral("merch_link", Constants.URL_MERCH_FALLBACK);
}
}
-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;
-2
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;
-1
View File
@@ -1,7 +1,6 @@
package funkin.audio;
import flixel.group.FlxGroup.FlxTypedGroup;
import funkin.audio.FunkinSound;
import flixel.tweens.FlxTween;
/**
+63 -106
View File
@@ -1,60 +1,76 @@
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;
@:nullSafety
class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
{
// public var vis:VisShit;
var analyzer:SpectralAnalyzer;
var analyzer:Null<SpectralAnalyzer> = null;
var volumes:Array<Float> = [];
public var snd:FlxSound;
public var snd:Null<FlxSound> = null;
public function new(snd:FlxSound)
static final BAR_COUNT:Int = 7;
// 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 ? (BAR_COUNT + 1) : (BAR_COUNT + 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
{
if (snd == null) return;
@:privateAccess
analyzer = new SpectralAnalyzer(snd._channel.__audioSource, 7, 0.1, 40);
analyzer = new SpectralAnalyzer(snd._channel.__audioSource, BAR_COUNT, 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
@@ -66,16 +82,17 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
// analyzer.fftN = 2048;
}
public function dumpSound():Void
{
snd = null;
analyzer = null;
}
var visTimer:Float = -1;
var visTimeMax:Float = 1 / 30;
override function update(elapsed:Float)
{
// updateViz();
// updateFFT(elapsed);
//
super.update(elapsed);
}
@@ -86,8 +103,8 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
override function draw()
{
if (analyzer != null) drawFFT();
super.draw();
drawFFT();
}
/**
@@ -95,17 +112,17 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
*/
function drawFFT():Void
{
var levels = analyzer.getLevels();
var levels = (analyzer != null) ? analyzer.getLevels() : getDefaultLevels();
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);
#if desktop
// Web version scales with the Flixel volume level.
// This line brings platform parity but looks worse.
// animFrame = Math.round(animFrame * FlxG.sound.volume);
#end
// 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;
animFrame = Math.floor(Math.min(5, animFrame));
animFrame = Math.floor(Math.max(0, animFrame));
@@ -116,79 +133,19 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
}
}
// function updateFFT(elapsed:Float)
// {
// if (vis.snd != null)
// {
// vis.checkAndSetBuffer();
// if (vis.setBuffer)
// {
// var remappedShit:Int = 0;
// if (vis.snd.playing) remappedShit = Std.int(FlxMath.remapToRange(vis.snd.time, 0, vis.snd.length, 0, vis.numSamples));
// else
// remappedShit = Std.int(FlxMath.remapToRange(Conductor.instance.songPosition, 0, vis.snd.length, 0, vis.numSamples));
// var fftSamples:Array<Float> = [];
// var swagBucks = remappedShit;
// for (i in remappedShit...remappedShit + (Std.int((44100 * (1 / 144)))))
// {
// var left = vis.audioData[swagBucks] / 32767;
// var right = vis.audioData[swagBucks + 1] / 32767;
// var balanced = (left + right) / 2;
// swagBucks += 2;
// fftSamples.push(balanced);
// }
// var freqShit = vis.funnyFFT(fftSamples);
// for (i in 0...group.members.length)
// {
// var getSliceShit = function(s:Int) {
// var powShit = FlxMath.remapToRange(s, 0, group.members.length, 0, MathUtil.logBase(10, freqShit[0].length));
// return Math.round(Math.pow(10, powShit));
// };
// // var powShit:Float = getSliceShit(i);
// var hzSliced:Int = getSliceShit(i);
// var sliceLength:Int = Std.int(freqShit[0].length / group.members.length);
// var volSlice = freqShit[0].slice(hzSliced, getSliceShit(i + 1));
// var avgVel:Float = 0;
// for (slice in volSlice)
// {
// avgVel += slice;
// }
// avgVel /= volSlice.length;
// avgVel *= 10000000;
// volumes[i] += avgVel - (elapsed * (volumes[i] * 50));
// var animFrame:Int = Std.int(volumes[i]);
// animFrame = Math.floor(Math.min(5, animFrame));
// animFrame = Math.floor(Math.max(0, animFrame));
// animFrame = Std.int(Math.abs(animFrame - 5)); // shitty dumbass flip, cuz dave got da shit backwards lol!
// group.members[i].animation.curAnim.curFrame = animFrame;
// if (FlxG.keys.justPressed.U)
// {
// trace(avgVel);
// trace(group.members[i].animation.curAnim.curFrame);
// }
// }
// // group.members[0].animation.curAnim.curFrame =
// }
// }
// }
// public function updateViz()
// {
// if (vis.snd != null)
// {
// var remappedShit:Int = 0;
// vis.checkAndSetBuffer();
// if (vis.setBuffer)
// {
// // var startingSample:Int = Std.int(FlxMath.remapToRange)
// if (vis.snd.playing) remappedShit = Std.int(FlxMath.remapToRange(vis.snd.time, 0, vis.snd.length, 0, vis.numSamples));
// for (i in 0...group.members.length)
// {
// var sampleApprox:Int = Std.int(FlxMath.remapToRange(i, 0, group.members.length, remappedShit, remappedShit + 500));
// var left = vis.audioData[sampleApprox] / 32767;
// var animFrame:Int = Std.int(FlxMath.remapToRange(left, -1, 1, 0, 6));
// group.members[i].animation.curAnim.curFrame = animFrame;
// }
// }
// }
// }
/**
* Explicitly define the default levels to draw when the analyzer is not available.
* @return Array<Bar>
*/
static function getDefaultLevels():Array<Bar>
{
var result:Array<Bar> = [];
for (i in 0...BAR_COUNT)
{
result.push({value: 0, peak: 0.0});
}
return result;
}
}
@@ -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;
+14
View File
@@ -16,6 +16,7 @@ typedef EntryConstructorFunction = String->Void;
* @param J The type of the JSON data used when constructing.
*/
@:generic
@:autoBuild(funkin.util.macro.DataRegistryMacro.buildRegistry())
abstract class BaseRegistry<T:(IRegistryEntry<J> & Constructible<EntryConstructorFunction>), J>
{
/**
@@ -189,6 +190,19 @@ abstract class BaseRegistry<T:(IRegistryEntry<J> & Constructible<EntryConstructo
return entries.get(id);
}
/**
* A list of all entries included in the base game.
* The actual function exists and is auto-generated on each registry at build time.
* @return Array<String>
*/
// public function listBaseGameEntryIds():Array<String> {}
/**
* A list of all entries that are not included in the base game.
* @return Array<String>
*/
// public function listModdedEntryIds():Array<String> {}
public function toString():String
{
return 'Registry(' + registryId + ', ${countEntries()} entries)';
@@ -0,0 +1,9 @@
package funkin.data;
/**
* An interface which automatically implements essential fields for a class extending `BaseRegistry`.
*
* @see `funkin.data.BaseRegistry`
*/
@:autoBuild(funkin.util.macro.RegistryMacro.buildRegistry())
interface DefaultRegistryImpl {}
+1
View File
@@ -5,6 +5,7 @@ package funkin.data;
* A `String->Void` constructor is also mandatory, but enforced elsewhere.
* @param T The JSON data type of the registry entry.
*/
@:autoBuild(funkin.util.macro.RegistryMacro.buildEntry())
interface IRegistryEntry<T>
{
public final id:String;
@@ -17,6 +17,16 @@ class AnimationDataUtil
};
}
/**
* @param data
* @param name (adds index to name)
* @return Array<AnimationData>
*/
public static function toNamedArray(data:Array<UnnamedAnimationData>, ?name:String = ""):Array<AnimationData>
{
return data.mapi(function(animItem, ind) return toNamed(animItem, '$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);
}
}
/**
@@ -2,8 +2,10 @@ package funkin.data.dialogue.conversation;
import funkin.play.cutscene.dialogue.Conversation;
import funkin.play.cutscene.dialogue.ScriptedConversation;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class ConversationRegistry extends BaseRegistry<Conversation, ConversationData>
class ConversationRegistry extends BaseRegistry<Conversation, ConversationData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the dialogue box data format.
@@ -14,74 +16,8 @@ class ConversationRegistry extends BaseRegistry<Conversation, ConversationData>
public static final CONVERSATION_DATA_VERSION_RULE:thx.semver.VersionRule = "1.0.x";
public static var instance(get, never):ConversationRegistry;
static var _instance:Null<ConversationRegistry> = null;
static function get_instance():ConversationRegistry
{
if (_instance == null) _instance = new ConversationRegistry();
return _instance;
}
public function new()
{
super('CONVERSATION', 'dialogue/conversations', CONVERSATION_DATA_VERSION_RULE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<ConversationData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<ConversationData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<ConversationData>
{
var parser = new json2object.JsonParser<ConversationData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):Conversation
{
return ScriptedConversation.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedConversation.listScriptClasses();
}
}
@@ -3,8 +3,10 @@ package funkin.data.dialogue.dialoguebox;
import funkin.play.cutscene.dialogue.DialogueBox;
import funkin.data.dialogue.dialoguebox.DialogueBoxData;
import funkin.play.cutscene.dialogue.ScriptedDialogueBox;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class DialogueBoxRegistry extends BaseRegistry<DialogueBox, DialogueBoxData>
class DialogueBoxRegistry extends BaseRegistry<DialogueBox, DialogueBoxData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the dialogue box data format.
@@ -13,76 +15,10 @@ 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 var instance(get, never):DialogueBoxRegistry;
static var _instance:Null<DialogueBoxRegistry> = null;
static function get_instance():DialogueBoxRegistry
{
if (_instance == null) _instance = new DialogueBoxRegistry();
return _instance;
}
public static final DIALOGUEBOX_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <1.2.0";
public function new()
{
super('DIALOGUEBOX', 'dialogue/boxes', DIALOGUEBOX_DATA_VERSION_RULE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<DialogueBoxData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<DialogueBoxData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<DialogueBoxData>
{
var parser = new json2object.JsonParser<DialogueBoxData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):DialogueBox
{
return ScriptedDialogueBox.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedDialogueBox.listScriptClasses();
}
}
@@ -1,10 +1,11 @@
package funkin.data.dialogue.speaker;
import funkin.play.cutscene.dialogue.Speaker;
import funkin.data.dialogue.speaker.SpeakerData;
import funkin.play.cutscene.dialogue.ScriptedSpeaker;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class SpeakerRegistry extends BaseRegistry<Speaker, SpeakerData>
class SpeakerRegistry extends BaseRegistry<Speaker, SpeakerData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the speaker data format.
@@ -15,74 +16,8 @@ class SpeakerRegistry extends BaseRegistry<Speaker, SpeakerData>
public static final SPEAKER_DATA_VERSION_RULE:thx.semver.VersionRule = "1.0.x";
public static var instance(get, never):SpeakerRegistry;
static var _instance:Null<SpeakerRegistry> = null;
static function get_instance():SpeakerRegistry
{
if (_instance == null) _instance = new SpeakerRegistry();
return _instance;
}
public function new()
{
super('SPEAKER', 'dialogue/speakers', SPEAKER_DATA_VERSION_RULE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<SpeakerData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<SpeakerData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<SpeakerData>
{
var parser = new json2object.JsonParser<SpeakerData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):Speaker
{
return ScriptedSpeaker.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedSpeaker.listScriptClasses();
}
}
@@ -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.
*/
@@ -3,8 +3,10 @@ package funkin.data.freeplay.album;
import funkin.ui.freeplay.Album;
import funkin.data.freeplay.album.AlbumData;
import funkin.ui.freeplay.ScriptedAlbum;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class AlbumRegistry extends BaseRegistry<Album, AlbumData>
class AlbumRegistry extends BaseRegistry<Album, AlbumData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the album data format.
@@ -15,70 +17,8 @@ class AlbumRegistry extends BaseRegistry<Album, AlbumData>
public static final ALBUM_DATA_VERSION_RULE:thx.semver.VersionRule = '1.0.x';
public static final instance:AlbumRegistry = new AlbumRegistry();
public function new()
{
super('ALBUM', 'ui/freeplay/albums', ALBUM_DATA_VERSION_RULE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
* @param id The ID of the entry to load.
* @return The parsed data object.
*/
public function parseEntryData(id:String):Null<AlbumData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser:json2object.JsonParser<AlbumData> = new json2object.JsonParser<AlbumData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
* @return The parsed data object.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<AlbumData>
{
var parser:json2object.JsonParser<AlbumData> = new json2object.JsonParser<AlbumData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):Album
{
return ScriptedAlbum.init(clsName, 'unknown');
}
function getScriptedClassNames():Array<String>
{
return ScriptedAlbum.listScriptClasses();
}
}
@@ -5,5 +5,10 @@ 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).
## [1.0.1]
### Added
- Added `stickerPack` to specify which sticker pack to use when transitioning into and out of song featuring this character.
- If the value isn't present, it will use a default sticker pack instead.
## [1.0.0]
Initial release.
@@ -31,6 +31,15 @@ class PlayerData
@:default(false)
public var showUnownedChars:Bool = false;
/**
* The default sticker pack to use for songs featuring this playable character.
* Can be overridden by specific songs.
* @default `default`
*/
@:optional
@:default(funkin.util.Constants.DEFAULT_STICKER_PACK)
public var stickerPack:String = Constants.DEFAULT_STICKER_PACK;
/**
* Which freeplay style to use for this character.
*/
@@ -325,12 +334,20 @@ typedef PlayerResultsAnimationData =
*/
var renderType:String;
var assetPath:String;
@:optional
var assetPath:Null<String>;
@:optional
var scriptClass:Null<String>;
@:optional
@:default([0, 0])
var offsets:Array<Float>;
@:optional
@:default("both")
var filter:String;
@:optional
@:default(500)
var zIndex:Int;
@@ -347,6 +364,10 @@ typedef PlayerResultsAnimationData =
@:default('')
var startFrameLabel:Null<String>;
@:optional
@:default('')
var sound:Null<String>;
@:optional
@:default(true)
var looped:Bool;
@@ -4,8 +4,10 @@ import funkin.data.freeplay.player.PlayerData;
import funkin.ui.freeplay.charselect.PlayableCharacter;
import funkin.ui.freeplay.charselect.ScriptedPlayableCharacter;
import funkin.save.Save;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the stage data format.
@@ -16,15 +18,6 @@ class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
public static final PLAYER_DATA_VERSION_RULE:thx.semver.VersionRule = "1.0.x";
public static var instance(get, never):PlayerRegistry;
static var _instance:Null<PlayerRegistry> = null;
static function get_instance():PlayerRegistry
{
if (_instance == null) _instance = new PlayerRegistry();
return _instance;
}
/**
* A mapping between stage character IDs and Freeplay playable character IDs.
*/
@@ -130,79 +123,4 @@ class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
{
return ownedCharacterIds.exists(characterId);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<PlayerData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<PlayerData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<PlayerData>
{
var parser = new json2object.JsonParser<PlayerData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):PlayableCharacter
{
return ScriptedPlayableCharacter.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedPlayableCharacter.listScriptClasses();
}
/**
* A list of all the playable characters from the base game, in order.
*/
public function listBaseGamePlayerIds():Array<String>
{
return ["bf", "pico"];
}
/**
* A list of all installed playable characters that are not from the base game.
*/
public function listModdedPlayerIds():Array<String>
{
return listEntryIds().filter(function(id:String):Bool {
return listBaseGamePlayerIds().indexOf(id) == -1;
});
}
}
@@ -3,8 +3,10 @@ package funkin.data.freeplay.style;
import funkin.ui.freeplay.FreeplayStyle;
import funkin.data.freeplay.style.FreeplayStyleData;
import funkin.ui.freeplay.ScriptedFreeplayStyle;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class FreeplayStyleRegistry extends BaseRegistry<FreeplayStyle, FreeplayStyleData>
class FreeplayStyleRegistry extends BaseRegistry<FreeplayStyle, FreeplayStyleData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the style data format.
@@ -15,70 +17,8 @@ class FreeplayStyleRegistry extends BaseRegistry<FreeplayStyle, FreeplayStyleDat
public static final FREEPLAYSTYLE_DATA_VERSION_RULE:thx.semver.VersionRule = '1.0.x';
public static final instance:FreeplayStyleRegistry = new FreeplayStyleRegistry();
public function new()
{
super('FREEPLAYSTYLE', 'ui/freeplay/styles', FREEPLAYSTYLE_DATA_VERSION_RULE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
* @param id The ID of the entry to load.
* @return The parsed data object.
*/
public function parseEntryData(id:String):Null<FreeplayStyleData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser:json2object.JsonParser<FreeplayStyleData> = new json2object.JsonParser<FreeplayStyleData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
* @return The parsed data object.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<FreeplayStyleData>
{
var parser:json2object.JsonParser<FreeplayStyleData> = new json2object.JsonParser<FreeplayStyleData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):FreeplayStyle
{
return ScriptedFreeplayStyle.init(clsName, 'unknown');
}
function getScriptedClassNames():Array<String>
{
return ScriptedFreeplayStyle.listScriptClasses();
}
}
@@ -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;
}
@@ -3,8 +3,10 @@ package funkin.data.notestyle;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.play.notes.notestyle.ScriptedNoteStyle;
import funkin.data.notestyle.NoteStyleData;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class NoteStyleRegistry extends BaseRegistry<NoteStyle, NoteStyleData>
class NoteStyleRegistry extends BaseRegistry<NoteStyle, NoteStyleData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the note style data format.
@@ -13,16 +15,7 @@ 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 var instance(get, never):NoteStyleRegistry;
static var _instance:Null<NoteStyleRegistry> = null;
static function get_instance():NoteStyleRegistry
{
if (_instance == null) _instance = new NoteStyleRegistry();
return _instance;
}
public static final NOTE_STYLE_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <1.2.0";
public function new()
{
@@ -33,61 +26,4 @@ class NoteStyleRegistry extends BaseRegistry<NoteStyle, NoteStyleData>
{
return fetchEntry(Constants.DEFAULT_NOTE_STYLE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<NoteStyleData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<NoteStyleData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<NoteStyleData>
{
var parser = new json2object.JsonParser<NoteStyleData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):NoteStyle
{
return ScriptedNoteStyle.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedNoteStyle.listScriptClasses();
}
}
+5
View File
@@ -5,6 +5,11 @@ 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).
## [2.2.5]
### Added
- Added `playData.stickerPack` to specify which sticker pack to use when transitioning into and out of a song.
- If the value isn't present, it will use the character's sticker pack instead.
## [2.2.4]
### Added
- Added `playData.characters.opponentVocals` to specify which vocal track(s) to play for the opponent.
+7
View File
@@ -471,6 +471,13 @@ class SongPlayData implements ICloneable<SongPlayData>
@:optional
public var album:Null<String>;
/**
* The sticker pack for the song to use during transitions.
* If `null`, display the character's sticker pack.
*/
@:optional
public var stickerPack:Null<String>;
/**
* The start time for the audio preview in Freeplay.
* Defaults to 0 seconds in.
+37 -43
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;
@@ -9,11 +10,13 @@ import funkin.play.song.ScriptedSong;
import funkin.play.song.Song;
import funkin.util.assets.DataAssets;
import funkin.util.VersionUtil;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
using funkin.data.song.migrator.SongDataMigrator;
@:nullSafety
class SongRegistry extends BaseRegistry<Song, SongMetadata>
class SongRegistry extends BaseRegistry<Song, SongMetadata> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the stage data format.
@@ -39,19 +42,6 @@ class SongRegistry extends BaseRegistry<Song, SongMetadata>
return '${Constants.TITLE} - ${Constants.VERSION}';
}
/**
* TODO: What if there was a Singleton macro which automatically created the property for us?
*/
public static var instance(get, never):SongRegistry;
static var _instance:Null<SongRegistry> = null;
static function get_instance():SongRegistry
{
if (_instance == null) _instance = new SongRegistry();
return _instance;
}
public function new()
{
super('SONG', 'songs', SONG_METADATA_VERSION_RULE);
@@ -171,7 +161,7 @@ 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 +182,13 @@ 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"))
{
@@ -417,16 +408,6 @@ class SongRegistry extends BaseRegistry<Song, SongMetadata>
}
}
function createScriptedEntry(clsName:String):Song
{
return ScriptedSong.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedSong.listScriptClasses();
}
function loadEntryMetadataFile(id:String, ?variation:String):Null<JsonFile>
{
variation = variation == null ? Constants.DEFAULT_VARIATION : variation;
@@ -502,24 +483,37 @@ class SongRegistry extends BaseRegistry<Song, SongMetadata>
}
/**
* A list of all the story weeks from the base game, in order.
* TODO: Should this be hardcoded?
* A list of all difficulties for a specific character.
*/
public function listBaseGameSongIds():Array<String>
public function listAllDifficulties(characterId:String):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"
];
}
var allDifficulties:Array<String> = Constants.DEFAULT_DIFFICULTY_LIST.copy();
var character = PlayerRegistry.instance.fetchEntry(characterId);
/**
* A list of all installed story weeks that are not from the base game.
*/
public function listModdedSongIds():Array<String>
{
return listEntryIds().filter(function(id:String):Bool {
return listBaseGameSongIds().indexOf(id) == -1;
});
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;
}
}
+6
View File
@@ -5,6 +5,12 @@ 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.
+61 -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;
@@ -167,12 +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>;
/**
@@ -198,6 +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 =
@@ -231,4 +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;
};
+5 -92
View File
@@ -1,110 +1,23 @@
package funkin.data.stage;
import funkin.data.stage.StageData;
import funkin.play.stage.Stage;
import funkin.play.stage.ScriptedStage;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class StageRegistry extends BaseRegistry<Stage, StageData>
class StageRegistry extends BaseRegistry<Stage, StageData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the stage data format.
* Handle breaking changes by incrementing this value
* and adding migration to the `migrateStageData()` function.
*/
public static final STAGE_DATA_VERSION:thx.semver.Version = "1.0.2";
public static final STAGE_DATA_VERSION:thx.semver.Version = "1.0.3";
public static final STAGE_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <=1.0.2";
public static var instance(get, never):StageRegistry;
static var _instance:Null<StageRegistry> = null;
static function get_instance():StageRegistry
{
if (_instance == null) _instance = new StageRegistry();
return _instance;
}
public static final STAGE_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <1.1.0";
public function new()
{
super('STAGE', 'stages', STAGE_DATA_VERSION_RULE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<StageData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<StageData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<StageData>
{
var parser = new json2object.JsonParser<StageData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):Stage
{
return ScriptedStage.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedStage.listScriptClasses();
}
/**
* A list of all the stages from the base game, in order.
* TODO: Should this be hardcoded?
*/
public function listBaseGameStageIds():Array<String>
{
return [
"mainStage", "mainStageErect", "spookyMansion", "phillyTrain", "phillyTrainErect", "limoRide", "limoRideErect", "mallXmas", "mallXmasErect", "mallEvil",
"school", "schoolEvil", "tankmanBattlefield", "phillyStreets", "phillyStreetsErect", "phillyBlazin",
];
}
/**
* A list of all installed story weeks that are not from the base game.
*/
public function listModdedStageIds():Array<String>
{
return listEntryIds().filter(function(id:String):Bool {
return listBaseGameStageIds().indexOf(id) == -1;
});
}
}
+9
View File
@@ -0,0 +1,9 @@
# Sticker Pack Data Schema Changelog
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).
## [1.0.0]
Initial release. Sticker packs have been restructured compared to previous versions to be less complicated.
@@ -0,0 +1,30 @@
package funkin.data.stickers;
/**
* A type definition for a sticker pack.
* It includes things like its name, the artist, and what sticker graphics to use.
* @see https://lib.haxe.org/p/json2object/
*/
typedef StickerData =
{
/**
* Semantic version of the sticker set data.
*/
public var version:String;
/**
* Readable name of the sticker set.
*/
public var name:String;
/**
* The artist of the sticker set.
*/
public var artist:String;
/**
* The stickers in the set.
* This is simply a list of asset files to use.
*/
public var stickers:Array<String>;
}
@@ -0,0 +1,89 @@
package funkin.data.stickers;
import funkin.data.stickers.StickerData;
import funkin.ui.transition.stickers.StickerPack;
import funkin.ui.transition.stickers.ScriptedStickerPack;
class StickerRegistry extends BaseRegistry<StickerPack, StickerData>
{
/**
* The current version string for the sticker pack data format.
* Handle breaking changes by incrementing this value
* and adding migration to the `migrateStickerData()` function.
*/
public static final STICKER_DATA_VERSION:thx.semver.Version = '1.0.0';
public static final STICKER_DATA_VERSION_RULE:thx.semver.VersionRule = '1.0.x';
public static final instance:StickerRegistry = new StickerRegistry();
public function new()
{
super('STICKER', 'stickerpacks', STICKER_DATA_VERSION_RULE);
}
public function fetchDefault():StickerPack
{
return fetchEntry(Constants.DEFAULT_STICKER_PACK);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
* @param id The ID of the entry to load.
* @return The parsed data object.
*/
public function parseEntryData(id:String):Null<StickerData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser:json2object.JsonParser<StickerData> = new json2object.JsonParser<StickerData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
* @return The parsed data object.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<StickerData>
{
var parser:json2object.JsonParser<StickerData> = new json2object.JsonParser<StickerData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):StickerPack
{
return ScriptedStickerPack.init(clsName, 'unknown');
}
function getScriptedClassNames():Array<String>
{
return ScriptedStickerPack.listScriptClasses();
}
}
+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]
+24 -92
View File
@@ -2,10 +2,11 @@ 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;
import funkin.util.tools.ISingleton;
import funkin.data.DefaultRegistryImpl;
class LevelRegistry extends BaseRegistry<Level, LevelData>
class LevelRegistry extends BaseRegistry<Level, LevelData> implements ISingleton implements DefaultRegistryImpl
{
/**
* The current version string for the level data format.
@@ -14,112 +15,43 @@ 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 var instance(get, never):LevelRegistry;
static var _instance:Null<LevelRegistry> = null;
static function get_instance():LevelRegistry
{
if (_instance == null) _instance = new LevelRegistry();
return _instance;
}
public static final LEVEL_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <1.1.0";
public function new()
{
super('LEVEL', 'levels', LEVEL_DATA_VERSION_RULE);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<LevelData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<LevelData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<LevelData>
{
var parser = new json2object.JsonParser<LevelData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):Level
{
return ScriptedLevel.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedLevel.listScriptClasses();
}
/**
* A list of all the story weeks from the base game, in order.
* TODO: Should this be hardcoded?
* @return Array<String>
*/
public function listBaseGameLevelIds():Array<String>
public function listBaseGameEntryIds():Array<String>
{
// This MUST be hard-coded (overriding the auto-generated method)
// because the auto-generated method spits out values in alphabetical order.
return [
"tutorial",
"week1",
"week2",
"week3",
"week4",
"week5",
"week6",
"week7",
"weekend1"
'tutorial',
'week1',
'week2',
'week3',
'week4',
'week5',
'week6',
'week7',
'weekend1'
];
}
/**
* A list of all the story weeks in the game, in order.
* Modded levels are in alphabetical order at the end of the list.
* @return Array<String>
*/
public function listSortedLevelIds():Array<String>
{
var result = listEntryIds();
result.sort(SortUtil.defaultsThenAlphabetically.bind(listBaseGameLevelIds()));
var result:Array<String> = listEntryIds();
result.sort(SortUtil.defaultsThenAlphabetically.bind(listBaseGameEntryIds()));
return result;
}
/**
* A list of all installed story weeks that are not from the base game.
*/
public function listModdedLevelIds():Array<String>
{
return listEntryIds().filter(function(id:String):Bool {
return listBaseGameLevelIds().indexOf(id) == -1;
});
}
}
+30 -14
View File
@@ -3,38 +3,54 @@ package funkin.effects;
import flixel.addons.effects.FlxTrail;
import funkin.play.stage.Bopper;
import flixel.FlxSprite;
import flixel.system.FlxAssets;
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
*/
@:nullSafety
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.
* @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)
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);
super(target, graphic, length, delay, alpha, diff);
}
override public function update(elapsed:Float):Void
/**
* 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 effectOffset.set((targ.animOffsets[0] - targ.globalOffsets[0]) * targ.scale.x,
(targ.animOffsets[1] - targ.globalOffsets[1]) * targ.scale.y);
}
@:privateAccess
frameOffset.set((targ.animOffsets[0] - targ.globalOffsets[0]) * targ.scale.x, (targ.animOffsets[1] - targ.globalOffsets[1]) * targ.scale.y);
super.update(elapsed);
_recentPositions[0]?.subtract(frameOffset.x, frameOffset.y);
}
}
}
+1
View File
@@ -4,6 +4,7 @@ import flixel.util.FlxTimer;
import flixel.FlxCamera;
import openfl.filters.ColorMatrixFilter;
@:nullSafety
class RetroCameraFade
{
// im lazy, but we only use this for week 6
@@ -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.
@@ -3,10 +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 flixel.math.FlxPoint;
import flxanimate.animate.FlxKeyFrame;
@@ -37,6 +35,11 @@ class FlxAtlasSprite extends FlxAnimate
*/
public var onAnimationComplete:FlxTypedSignal<String->Void> = new FlxTypedSignal();
/**
* Signal dispatched when a looping animation finishes playing.
*/
public var onAnimationLoop:FlxTypedSignal<String->Void> = new FlxTypedSignal();
var currentAnimation:String;
var canPlayOtherAnims:Bool = true;
@@ -63,8 +66,6 @@ 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('');
@@ -198,33 +199,44 @@ 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));
}
@@ -252,7 +264,7 @@ 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 = [];
@@ -295,16 +307,18 @@ class FlxAtlasSprite extends FlxAnimate
if (isLoopComplete())
{
anim.pause();
_onAnimationComplete();
if (looping)
{
anim.curFrame = (fr != null) ? fr.index : 0;
anim.resume();
_onAnimationLoop();
}
else if (fr != null && anim.curFrame != anim.length - 1)
{
anim.curFrame--;
cleanupAnimation(currentAnimation ?? "");
_onAnimationComplete();
}
}
}
@@ -322,11 +336,32 @@ class FlxAtlasSprite extends FlxAnimate
}
}
function _onAnimationLoop():Void
{
if (currentAnimation != null)
{
onAnimationLoop.dispatch(currentAnimation);
}
else
{
onAnimationLoop.dispatch('');
}
}
var prevFrames:Map<Int, FlxFrame> = [];
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;
@@ -1,7 +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];
}
}
+4 -4
View File
@@ -8,13 +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);
}
}
@@ -1,6 +1,5 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import openfl.display.BitmapData;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
+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;

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