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https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-15 11:22:55 +00:00
assets submod
This commit is contained in:
commit
130440fd6e
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 9050732ec1cc69cbca9a9a73ee817459f84bdc53
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Subproject commit 8d5bc0dce1e0cb4f545037ce4040e7a5f2d85871
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@ -11,7 +11,6 @@ class MenuItem extends FlxSpriteGroup
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{
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public var targetY:Float = 0;
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public var week:FlxSprite;
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public var flashingInt:Int = 0;
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public function new(x:Float, y:Float, weekNum:Int = 0, weekType:WeekType)
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{
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@ -30,28 +29,28 @@ class MenuItem extends FlxSpriteGroup
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}
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var isFlashing:Bool = false;
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var flashTick:Float = 0;
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final flashFramerate:Float = 20;
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public function startFlashing():Void
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{
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isFlashing = true;
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}
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// if it runs at 60fps, fake framerate will be 6
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// if it runs at 144 fps, fake framerate will be like 14, and will update the graphic every 0.016666 * 3 seconds still???
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// so it runs basically every so many seconds, not dependant on framerate??
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// I'm still learning how math works thanks whoever is reading this lol
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var fakeFramerate:Int = Math.round((1 / FlxG.elapsed) / 10);
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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y = MathUtil.coolLerp(y, (targetY * 120) + 480, 0.17);
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if (isFlashing) flashingInt += 1;
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if (flashingInt % fakeFramerate >= Math.floor(fakeFramerate / 2)) week.color = 0xFF33ffff;
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else
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week.color = FlxColor.WHITE;
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if (isFlashing)
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{
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flashTick += elapsed;
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if (flashTick >= 1 / flashFramerate)
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{
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flashTick %= 1 / flashFramerate;
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week.color = (week.color == FlxColor.WHITE) ? 0xFF33ffff : FlxColor.WHITE;
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}
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}
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}
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}
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@ -214,7 +214,7 @@ class FreeplayState extends MusicBeatSubState
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prepForNewRank = true;
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}
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if (stickers != null)
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if (stickers?.members != null)
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{
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stickerSubState = stickers;
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}
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@ -1738,7 +1738,7 @@ class FreeplayState extends MusicBeatSubState
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dj.confirm();
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grpCapsules.members[curSelected].forcePosition();
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grpCapsules.members[curSelected].songText.flickerText();
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grpCapsules.members[curSelected].confirm();
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// FlxTween.color(bgDad, 0.33, 0xFFFFFFFF, 0xFF555555, {ease: FlxEase.quadOut});
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FlxTween.color(pinkBack, 0.33, 0xFFFFD0D5, 0xFF171831, {ease: FlxEase.quadOut});
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@ -2039,6 +2039,8 @@ class FreeplaySongData
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function set_currentDifficulty(value:String):String
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{
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if (currentDifficulty == value) return value;
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currentDifficulty = value;
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updateValues(displayedVariations);
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return value;
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@ -543,8 +543,6 @@ class SongMenuItem extends FlxSpriteGroup
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charPath += 'monsterpixel';
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case 'mom-car':
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charPath += 'mommypixel';
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case 'dad':
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charPath += 'daddypixel';
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case 'darnell-blazin':
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charPath += 'darnellpixel';
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case 'senpai-angry':
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@ -559,7 +557,17 @@ class SongMenuItem extends FlxSpriteGroup
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return;
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}
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var isAnimated = openfl.utils.Assets.exists(Paths.file('images/$charPath.xml'));
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if (isAnimated)
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{
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pixelIcon.frames = Paths.getSparrowAtlas(charPath);
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}
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else
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{
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pixelIcon.loadGraphic(Paths.image(charPath));
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}
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pixelIcon.scale.x = pixelIcon.scale.y = 2;
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switch (char)
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@ -571,6 +579,22 @@ class SongMenuItem extends FlxSpriteGroup
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}
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// pixelIcon.origin.x = capsule.origin.x;
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// pixelIcon.offset.x -= pixelIcon.origin.x;
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if (isAnimated)
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{
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pixelIcon.active = true;
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pixelIcon.animation.addByPrefix('idle', 'idle0', 10, true);
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pixelIcon.animation.addByPrefix('confirm', 'confirm0', 10, false);
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pixelIcon.animation.addByPrefix('confirm-hold', 'confirm-hold0', 10, true);
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pixelIcon.animation.finishCallback = function(name:String):Void {
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trace('Finish pixel animation: ${name}');
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if (name == 'confirm') pixelIcon.animation.play('confirm-hold');
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};
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pixelIcon.animation.play('idle');
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}
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}
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var frameInTicker:Float = 0;
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@ -711,6 +735,18 @@ class SongMenuItem extends FlxSpriteGroup
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super.update(elapsed);
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}
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/**
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* Play any animations associated with selecting this song.
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*/
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public function confirm():Void
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{
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if (songText != null) songText.flickerText();
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if (pixelIcon != null)
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{
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pixelIcon.animation.play('confirm');
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}
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}
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public function intendedY(index:Int):Float
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{
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return (index * ((height * realScaled) + 10)) + 120;
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@ -13,13 +13,10 @@ class LevelTitle extends FlxSpriteGroup
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public final level:Level;
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public var targetY:Float;
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public var isFlashing:Bool = false;
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var title:FlxSprite;
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var lock:FlxSprite;
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var flashingInt:Int = 0;
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public function new(x:Int, y:Int, level:Level)
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{
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super(x, y);
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@ -46,20 +43,23 @@ class LevelTitle extends FlxSpriteGroup
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}
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}
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// if it runs at 60fps, fake framerate will be 6
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// if it runs at 144 fps, fake framerate will be like 14, and will update the graphic every 0.016666 * 3 seconds still???
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// so it runs basically every so many seconds, not dependant on framerate??
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// I'm still learning how math works thanks whoever is reading this lol
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var fakeFramerate:Int = Math.round((1 / FlxG.elapsed) / 10);
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public var isFlashing:Bool = false;
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var flashTick:Float = 0;
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final flashFramerate:Float = 20;
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public override function update(elapsed:Float):Void
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{
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this.y = MathUtil.coolLerp(y, targetY, 0.17);
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if (isFlashing) flashingInt += 1;
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if (flashingInt % fakeFramerate >= Math.floor(fakeFramerate / 2)) title.color = 0xFF33ffff;
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else
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title.color = FlxColor.WHITE;
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if (isFlashing)
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{
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flashTick += elapsed;
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if (flashTick >= 1 / flashFramerate)
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{
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flashTick %= 1 / flashFramerate;
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title.color = (title.color == FlxColor.WHITE) ? 0xFF33ffff : FlxColor.WHITE;
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}
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}
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}
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public function showLock():Void
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@ -113,7 +113,7 @@ class StoryMenuState extends MusicBeatState
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{
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super();
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if (stickers != null)
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if (stickers?.members != null)
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{
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stickerSubState = stickers;
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}
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@ -346,7 +346,7 @@ class LoadingState extends MusicBeatSubState
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return 'Done precaching ${path}';
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}, true);
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trace("Queued ${path} for precaching");
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trace('Queued ${path} for precaching');
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// FunkinSprite.cacheTexture(path);
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}
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