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Scrolling results text
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Subproject commit 11bcd1b79169df4f0aa46d72c867e960a287d28a
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Subproject commit 7a0d92d3007de42c452b2ea97a917d8c8d114ee7
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@ -219,9 +219,9 @@ class InitState extends FlxState
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FlxG.switchState(() -> new funkin.play.ResultState(
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{
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storyMode: false,
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title: "CUM SONG",
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title: "Cum Song Erect by Kawai Sprite",
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songId: "cum",
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difficultyId: "hard",
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difficultyId: "nightmare",
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isNewHighscore: true,
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scoreData:
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{
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@ -15,8 +15,10 @@ import funkin.ui.freeplay.FreeplayScore;
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import flixel.text.FlxText;
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import flixel.util.FlxColor;
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import flixel.tweens.FlxEase;
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import funkin.graphics.FunkinCamera;
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import funkin.ui.freeplay.FreeplayState;
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import flixel.tweens.FlxTween;
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import flixel.addons.display.FlxBackdrop;
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import funkin.audio.FunkinSound;
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import flixel.util.FlxGradient;
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import flixel.util.FlxTimer;
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@ -59,6 +61,10 @@ class ResultState extends MusicBeatSubState
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var gfGood:Null<FlxSprite> = null;
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var bfShit:Null<FlxAtlasSprite> = null;
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final cameraBG:FunkinCamera;
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final cameraScroll:FunkinCamera;
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final cameraEverything:FunkinCamera;
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public function new(params:ResultsStateParams)
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{
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super();
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@ -67,6 +73,10 @@ class ResultState extends MusicBeatSubState
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rank = Scoring.calculateRank(params.scoreData) ?? SHIT;
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cameraBG = new FunkinCamera('resultsBG', 0, 0, FlxG.width, FlxG.height);
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cameraScroll = new FunkinCamera('resultsScroll', 0, 0, FlxG.width, FlxG.height);
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cameraEverything = new FunkinCamera('resultsEverything', 0, 0, FlxG.width, FlxG.height);
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// We build a lot of this stuff in the constructor, then place it in create().
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// This prevents having to do `null` checks everywhere.
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@ -101,17 +111,32 @@ class ResultState extends MusicBeatSubState
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{
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if (FlxG.sound.music != null) FlxG.sound.music.stop();
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// We need multiple cameras so we can put one at an angle.
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cameraScroll.angle = -3.8;
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cameraBG.bgColor = FlxColor.MAGENTA;
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cameraScroll.bgColor = FlxColor.TRANSPARENT;
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cameraEverything.bgColor = FlxColor.TRANSPARENT;
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FlxG.cameras.add(cameraBG, false);
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FlxG.cameras.add(cameraScroll, false);
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FlxG.cameras.add(cameraEverything, false);
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FlxG.cameras.setDefaultDrawTarget(cameraEverything, true);
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// Reset the camera zoom on the results screen.
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FlxG.camera.zoom = 1.0;
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var bg:FlxSprite = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFFECC5C, 0xFFFDC05C], 90);
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bg.scrollFactor.set();
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bg.zIndex = 10;
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bg.cameras = [cameraBG];
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add(bg);
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bgFlash.scrollFactor.set();
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bgFlash.visible = false;
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bgFlash.zIndex = 20;
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bgFlash.cameras = [cameraBG];
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add(bgFlash);
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// The sound system which falls into place behind the score text. Plays every time!
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@ -455,16 +480,27 @@ class ResultState extends MusicBeatSubState
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function displayRankText():Void
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{
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var rankTextVert:FunkinSprite = FunkinSprite.create(FlxG.width - 64, 100, rank.getVerTextAsset());
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rankTextVert.zIndex = 2000;
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var rankTextVert:FlxBackdrop = new FlxBackdrop(Paths.image(rank.getVerTextAsset()), Y, 0, 30);
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rankTextVert.x = FlxG.width - 64;
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rankTextVert.y = 100;
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rankTextVert.zIndex = 990;
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add(rankTextVert);
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// Scrolling.
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rankTextVert.velocity.y = -50;
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for (i in 0...10)
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{
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var rankTextBack:FunkinSprite = FunkinSprite.create(FlxG.width / 2 - 80, 50, rank.getHorTextAsset());
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rankTextBack.y += (rankTextBack.height * i / 2) + 10;
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var rankTextBack:FlxBackdrop = new FlxBackdrop(Paths.image(rank.getHorTextAsset()), X, 10, 0);
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rankTextBack.x = FlxG.width / 2 - 320;
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rankTextBack.y = 50 + (150 * i / 2) + 10;
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// rankTextBack.angle = -3.8;
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rankTextBack.zIndex = 100;
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rankTextBack.cameras = [cameraScroll];
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add(rankTextBack);
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// Scrolling.
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rankTextBack.velocity.x = (i % 2 == 0) ? -10.0 : 10.0;
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}
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refresh();
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