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https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-17 12:23:36 +00:00
simple pause screen
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d02442f529
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11
CHANGELOG.md
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11
CHANGELOG.md
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# Changelog
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All notable changes will be documented in this file.
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## [Unreleased]
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### Added
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- 32bit support
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- Controller (dancepads) support
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## [1.0.0] - 2020-10-05
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### Added
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- Uh, everything. This the game's initial gamejam release. We put it out
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@ -29,6 +29,7 @@
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<set name="BUILD_DIR" value="export/debug" if="debug" />
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<set name="BUILD_DIR" value="export/debug" if="debug" />
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<set name="BUILD_DIR" value="export/release" unless="debug" />
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<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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<classpath name="source" />
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26
source/PauseSubState.hx
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source/PauseSubState.hx
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package;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.FlxSubState;
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import flixel.util.FlxColor;
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class PauseSubState extends FlxSubState
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{
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public function new()
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{
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super();
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var bg:FlxSprite = new FlxSprite().makeGraphic(FlxG.width, FlxG.height, FlxColor.BLACK);
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bg.alpha = 0.6;
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bg.scrollFactor.set();
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add(bg);
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}
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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if (FlxG.keys.justPressed.ENTER)
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close();
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}
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}
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@ -4,6 +4,7 @@ import flixel.FlxG;
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import flixel.FlxObject;
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import flixel.FlxObject;
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import flixel.FlxSprite;
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import flixel.FlxSprite;
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import flixel.FlxState;
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import flixel.FlxState;
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import flixel.FlxSubState;
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import flixel.addons.display.FlxGridOverlay;
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import flixel.addons.display.FlxGridOverlay;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.graphics.atlas.FlxAtlas;
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import flixel.graphics.atlas.FlxAtlas;
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@ -388,10 +389,46 @@ class PlayState extends FlxTransitionableState
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var sectionScored:Bool = false;
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var sectionScored:Bool = false;
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override function openSubState(SubState:FlxSubState)
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{
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if (paused)
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{
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FlxG.sound.music.pause();
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vocals.pause();
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}
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super.openSubState(SubState);
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}
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override function closeSubState()
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{
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if (paused)
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{
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vocals.time = FlxG.sound.music.time;
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FlxG.sound.music.play();
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vocals.play();
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paused = false;
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}
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super.closeSubState();
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}
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private var paused:Bool = false;
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override public function update(elapsed:Float)
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override public function update(elapsed:Float)
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{
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{
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super.update(elapsed);
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super.update(elapsed);
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if (FlxG.keys.justPressed.ENTER)
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{
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persistentUpdate = false;
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persistentDraw = true;
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paused = true;
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openSubState(new PauseSubState());
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}
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healthHeads.setGraphicSize(Std.int(FlxMath.lerp(100, healthHeads.width, 0.98)));
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healthHeads.setGraphicSize(Std.int(FlxMath.lerp(100, healthHeads.width, 0.98)));
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healthHeads.x = healthBar.x + (healthBar.width * (FlxMath.remapToRange(healthBar.percent, 0, 100, 100, 0) * 0.01)) - (healthHeads.width / 2);
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healthHeads.x = healthBar.x + (healthBar.width * (FlxMath.remapToRange(healthBar.percent, 0, 100, 100, 0) * 0.01)) - (healthHeads.width / 2);
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