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Funkin/Project.xml

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<?xml version="1.0" encoding="utf-8"?>
<project>
<!-- _________________________ Application Settings _________________________ -->
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.0" company="ninjamuffin99" />
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<!--Switch Export with Unique ApplicationID and Icon-->
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<set name="APP_ID" value="0x0100f6c013bbc000" />
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<!--The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file
or you can set the actual size of your file manually at "FlxPreloaderBase-onUpdate-bytesTotal"-->
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<!-- <app preloader="Preloader" resizable="true" /> -->
<app preloader="Preloader" />
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<!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2-->
<set name="SWF_VERSION" value="11.8" />
<!-- ____________________________ Window Settings ___________________________ -->
<!--These window settings apply to all targets-->
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<window width="1280" height="720" fps="" background="#000000" hardware="true" vsync="false" />
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<!--HTML5-specific-->
<window if="html5" resizable="true" />
<!--Desktop-specific-->
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<window if="desktop" orientation="landscape" fullscreen="false" resizable="true" vsync="false" />
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<!--Mobile-specific-->
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<window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" resizable="false" />
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<!-- _____________________________ Path Settings ____________________________ -->
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<set name="BUILD_DIR" value="export/debug" if="debug" />
<set name="BUILD_DIR" value="export/release" unless="debug" />
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<set name="BUILD_DIR" value="export/32bit" if="32bit" />
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<classpath name="source" />
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<assets path="assets/preload" rename="assets" exclude="*.ogg" if="web" />
<assets path="assets/preload" rename="assets" exclude="*.mp3" unless="web" />
<define name="PRELOAD_ALL" unless="web" />
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<define name="NO_PRELOAD_ALL" unless="PRELOAD_ALL" />
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<section if="PRELOAD_ALL">
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<library name="songs" preload="true" />
<library name="shared" preload="true" />
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<library name="tutorial" preload="true" />
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<library name="week1" preload="true" />
<library name="week2" preload="true" />
<library name="week3" preload="true" />
<library name="week4" preload="true" />
<library name="week5" preload="true" />
<library name="week6" preload="true" />
<library name="week7" preload="true" />
<library name="weekend1" preload="true" />
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</section>
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<section if="NO_PRELOAD_ALL">
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<library name="songs" preload="false" />
<library name="shared" preload="false" />
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<library name="tutorial" preload="false" />
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<library name="week1" preload="false" />
<library name="week2" preload="false" />
<library name="week3" preload="false" />
<library name="week4" preload="false" />
<library name="week5" preload="false" />
<library name="week6" preload="false" />
<library name="week7" preload="false" />
<library name="weekend1" preload="false" />
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</section>
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<assets path="assets/songs" library="songs" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/songs" library="songs" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/shared" library="shared" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/shared" library="shared" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/tutorial" library="tutorial" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/tutorial" library="tutorial" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/week1" library="week1" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/week1" library="week1" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/week2" library="week2" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/week2" library="week2" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/week3" library="week3" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/week3" library="week3" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/week4" library="week4" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/week4" library="week4" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/week5" library="week5" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/week5" library="week5" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/week6" library="week6" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/week6" library="week6" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/week7" library="week7" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/week7" library="week7" exclude="*.fla|*.mp3" unless="web" />
<assets path="assets/weekend1" library="weekend1" exclude="*.fla|*.ogg" if="web" />
<assets path="assets/weekend1" library="weekend1" exclude="*.fla|*.mp3" unless="web" />
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<!-- <assets path='example_mods' rename='mods' embed='false'/> -->
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<!--
AUTOMATICALLY MOVING EXAMPLE MODS INTO THE BUILD CAUSES ISSUES
Currently, this line will add the mod files to the library manifest,
which causes issues if the mod is not enabled.
If we can exclude the `mods` folder from the manifest, we can re-enable this line.
<assets path='example_mods' rename='mods' embed='false' exclude="*.md" />
-->
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<assets path='art/readme.txt' rename='do NOT readme.txt' />
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<assets path="CHANGELOG.md" rename='changelog.txt' />
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<!-- NOTE FOR FUTURE SELF SINCE FONTS ARE ALWAYS FUCKY
TO FIX ONE OF THEM, I CONVERTED IT TO OTF. DUNNO IF YOU NEED TO
THEN UHHH I USED THE NAME OF THE FONT WITH SETFORMAT() ON THE TEXT!!!
NOT USING A DIRECT THING TO THE ASSET!!!
-->
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<assets path="assets/fonts" embed='true' />
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<!-- _______________________________ Libraries ______________________________ -->
<haxelib name="lime" /> <!-- Game engine backend -->
<haxelib name="openfl" /> <!-- Game engine backend -->
<haxelib name="flixel" /> <!-- Game engine -->
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<haxedev set='webgl' />
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<!--In case you want to use the addons package-->
<haxelib name="flixel-addons" /> <!-- Additional utilities for Flixel -->
<haxelib name="hscript" /> <!-- Scripting -->
<haxelib name="flixel-ui" /> <!-- UI framework (deprecate this? -->
<haxelib name="haxeui-core"/> <!-- UI framework -->
<haxelib name="haxeui-flixel"/> <!-- Integrate HaxeUI with Flixel -->
<haxelib name="polymod" /> <!-- Modding framework -->
<haxelib name="flxanimate" /> <!-- Texture atlas rendering -->
<haxelib name="hxcodec" /> <!-- Video playback -->
<haxelib name="thx.semver" />
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<haxelib name="hxcpp-debug-server" if="desktop debug" />
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<!--Disable the Flixel core focus lost screen-->
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<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />
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<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
<haxedef name="FLX_NO_DEBUG" unless="debug" />
<!--Enable this for Nape release builds for a serious peformance improvement-->
<haxedef name="NAPE_RELEASE_BUILD" unless="debug" />
<!-- _________________________________ Custom _______________________________ -->
<!-- Disable trace() calls in release builds to bump up performance. -->
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<haxeflag name="--no-traces" unless="debug" />
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<!-- HScript relies heavily on Reflection, which means we can't use DCE. -->
<haxeflag name="-dce no" />
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<!-- Ensure all Funkin' classes are available at runtime. -->
<haxeflag name="--macro" value="include('funkin')" />
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<!-- Ensure all UI components are available at runtime. -->
<haxeflag name="--macro" value="include('haxe.ui.components')" />
<haxeflag name="--macro" value="include('haxe.ui.containers')" />
<haxeflag name="--macro" value="include('haxe.ui.containers.menus')" />
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<!--
Ensure additional class packages are available at runtime (some only really used by scripts).
Ignore packages we can't include.
-->
<haxeflag name="--macro" value="include('flixel', true, [ 'flixel.addons.editors.spine.*', 'flixel.addons.nape.*', 'flixel.system.macros.*' ])" />
<!-- Necessary to provide stack traces for HScript. -->
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<haxedef name="hscriptPos" />
<haxedef name="HXCPP_CHECK_POINTER" />
<haxedef name="HXCPP_STACK_LINE" />
<!-- This macro allows addition of new functionality to existing Flixel. -->
<haxeflag name="--macro" value="addMetadata('@:build(funkin.util.macro.FlxMacro.buildFlxBasic())', 'flixel.FlxBasic')" />
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<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
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<icon path="art/icon16.png" size='16' />
<icon path="art/icon32.png" size='32' />
<icon path="art/icon64.png" size='64' />
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<icon path="art/iconOG.png" />
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<!-- <haxedef name="SKIP_TO_PLAYSTATE" if="debug" /> -->
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<haxedef name="CAN_OPEN_LINKS" unless="switch" />
<haxedef name="CAN_CHEAT" if="switch debug" />
<haxedef name="haxeui_no_mouse_reset" />
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<!-- Skip the Intro -->
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<section if="debug">
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<!-- Starts the game at the specified week, at the first song -->
<!-- <haxedef name="week" value="1" if="debug"/> -->
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<!-- Starts the game at the specified song -->
<!-- <haxedef name="song" value="bopeebo" if="debug"/> -->
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<!-- Difficulty, only used for week or song, defaults to 1 -->
<!-- <haxedef name="dif" value="2" if="debug"/> -->
</section>
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<!-- <haxedef name="CLEAR_INPUT_SAVE"/> -->
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<section if="newgrounds">
<!-- Enables Ng.core.verbose -->
<!-- <haxedef name="NG_VERBOSE" /> -->
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<!-- Enables a NG debug session, so medals don't permently unlock -->
<!-- <haxedef name="NG_DEBUG" /> -->
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<!-- pretends that the saved session Id was expired, forcing the reconnect prompt -->
<!-- <haxedef name="NG_FORCE_EXPIRED_SESSION" if="debug" /> -->
</section>
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<!-- <prebuild haxe="trace('prebuilding');"/> -->
<!-- <postbuild haxe="art/Postbuild.hx"/> -->
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<!-- <config:ios allow-provisioning-updates="true" team-id="" /> -->
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<!-- Options for Polymod -->
<section if="polymod">
<!-- Turns on additional debug logging. -->
<haxedef name="POLYMOD_DEBUG" value="true" if="debug" />
<!-- The file extension to use for script files. -->
<haxedef name="POLYMOD_SCRIPT_EXT" value=".hscript" />
<!-- Which asset library to use for scripts. -->
<haxedef name="POLYMOD_SCRIPT_LIBRARY" value="scripts" />
<!-- The base path from which scripts should be accessed. -->
<haxedef name="POLYMOD_ROOT_PATH" value="scripts/" />
<!-- Determines the subdirectory of the mod folder used for file appending. -->
<haxedef name="POLYMOD_APPEND_FOLDER" value="_append" />
<!-- Determines the subdirectory of the mod folder used for file merges. -->
<haxedef name="POLYMOD_MERGE_FOLDER" value="_merge" />
<!-- Determines the file in the mod folder used for metadata. -->
<haxedef name="POLYMOD_MOD_METADATA_FILE" value="_polymod_meta.json" />
<!-- Determines the file in the mod folder used for the icon. -->
<haxedef name="POLYMOD_MOD_ICON_FILE" value="_polymod_icon.png" />
</section>
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<section if='TOOLS'>
<!-- Compiles tool for old song conversion shit -->
<!-- Assumes you use it on windows/desktop!!!! -->
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<postbuild command='haxe -main art/SongConverter.hx --cs export/songShit' />
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<assets path='export/songShit/bin/SongConverter.exe' rename='SongConverter.exe' />
<!-- <postbuild command='ren export/songShit/bin export/songShit/tools '/> -->
<!-- <postbuild command='move export/songShit/tools export/release/windows/bin'/> -->
</section>
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</project>