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Funkin/source/GameOverSubstate.hx

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package;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.FlxSubState;
import flixel.math.FlxPoint;
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import flixel.util.FlxColor;
import flixel.util.FlxTimer;
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class GameOverSubstate extends MusicBeatSubstate
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{
var bf:Boyfriend;
var camFollow:FlxObject;
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var stageSuffix:String = "";
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public function new(x:Float, y:Float)
{
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var daStage = PlayState.curStage;
var daBf:String = '';
switch (daStage)
{
case 'school':
stageSuffix = '-pixel';
daBf = 'bf-pixel-dead';
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case 'schoolEvil':
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stageSuffix = '-pixel';
daBf = 'bf-pixel-dead';
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default:
daBf = 'bf';
}
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super();
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Conductor.songPosition = 0;
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bf = new Boyfriend(x, y, daBf);
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add(bf);
camFollow = new FlxObject(bf.getGraphicMidpoint().x, bf.getGraphicMidpoint().y, 1, 1);
add(camFollow);
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FlxG.sound.play(Paths.sound('fnf_loss_sfx' + stageSuffix));
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Conductor.changeBPM(100);
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// FlxG.camera.followLerp = 1;
// FlxG.camera.focusOn(FlxPoint.get(FlxG.width / 2, FlxG.height / 2));
FlxG.camera.scroll.set();
FlxG.camera.target = null;
bf.playAnim('firstDeath');
}
override function update(elapsed:Float)
{
super.update(elapsed);
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if (controls.ACCEPT)
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{
endBullshit();
}
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if (controls.BACK)
{
FlxG.sound.music.stop();
if (PlayState.isStoryMode)
FlxG.switchState(new StoryMenuState());
else
FlxG.switchState(new FreeplayState());
}
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if (bf.animation.curAnim.name == 'firstDeath' && bf.animation.curAnim.curFrame == 12)
{
FlxG.camera.follow(camFollow, LOCKON, 0.01);
}
if (bf.animation.curAnim.name == 'firstDeath' && bf.animation.curAnim.finished)
{
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FlxG.sound.playMusic(Paths.music('gameOver' + stageSuffix));
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}
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if (FlxG.sound.music.playing)
{
Conductor.songPosition = FlxG.sound.music.time;
}
}
override function beatHit()
{
super.beatHit();
FlxG.log.add('beat');
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}
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var isEnding:Bool = false;
function endBullshit():Void
{
if (!isEnding)
{
isEnding = true;
bf.playAnim('deathConfirm', true);
FlxG.sound.music.stop();
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FlxG.sound.play(Paths.music('gameOverEnd' + stageSuffix));
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new FlxTimer().start(0.7, function(tmr:FlxTimer)
{
FlxG.camera.fade(FlxColor.BLACK, 2, false, function()
{
LoadingState.loadAndSwitchState(new PlayState());
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});
});
}
}
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}