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game over in progress
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c531aad3f6
commit
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@ -385,6 +385,23 @@ class Character extends FlxSprite
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antialiasing = false;
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flipX = true;
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case 'bf-pixel-dead':
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frames = FlxAtlasFrames.fromSparrow('assets/images/weeb/bfPixelsDEAD.png', 'assets/images/weeb/bfPixelsDEAD.xml');
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animation.addByPrefix('singUP', "BF Dies pixel", 24, false);
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animation.addByPrefix('firstDeath', "BF Dies pixel", 24, false);
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animation.addByPrefix('deathLoop', "Retry Loop", 24, true);
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animation.addByPrefix('deathConfirm', "RETRY CONFIRM", 24, false);
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animation.play('firstDeath');
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addOffset('firstDeath');
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addOffset('deathLoop');
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addOffset('deathConfirm');
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// pixel bullshit
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setGraphicSize(Std.int(width * 6));
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updateHitbox();
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antialiasing = false;
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flipX = true;
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case 'senpai':
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frames = FlxAtlasFrames.fromSparrow('assets/images/weeb/senpai.png', 'assets/images/weeb/senpai.xml');
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animation.addByPrefix('idle', 'Senpai Idle', 24, false);
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@ -12,21 +12,32 @@ class GameOverSubstate extends MusicBeatSubstate
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var bf:Boyfriend;
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var camFollow:FlxObject;
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// var
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var stageSuffix:String = "";
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public function new(x:Float, y:Float)
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{
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var daStage = PlayState.curStage;
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var daBf:String = '';
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switch (daStage)
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{
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case 'school':
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stageSuffix = '-pixel';
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daBf = 'bf-pixel-dead';
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default:
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daBf = 'bf';
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}
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super();
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Conductor.songPosition = 0;
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bf = new Boyfriend(x, y);
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bf = new Boyfriend(x, y, daBf);
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add(bf);
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camFollow = new FlxObject(bf.getGraphicMidpoint().x, bf.getGraphicMidpoint().y, 1, 1);
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add(camFollow);
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FlxG.sound.play('assets/sounds/fnf_loss_sfx' + TitleState.soundExt);
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FlxG.sound.play('assets/sounds/fnf_loss_sfx' + stageSuffix + TitleState.soundExt);
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Conductor.changeBPM(100);
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// FlxG.camera.followLerp = 1;
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@ -63,7 +74,7 @@ class GameOverSubstate extends MusicBeatSubstate
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if (bf.animation.curAnim.name == 'firstDeath' && bf.animation.curAnim.finished)
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{
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FlxG.sound.playMusic('assets/music/gameOver' + TitleState.soundExt);
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FlxG.sound.playMusic('assets/music/gameOver' + stageSuffix + TitleState.soundExt);
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}
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if (FlxG.sound.music.playing)
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@ -88,7 +99,7 @@ class GameOverSubstate extends MusicBeatSubstate
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isEnding = true;
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bf.playAnim('deathConfirm', true);
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FlxG.sound.music.stop();
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FlxG.sound.play('assets/music/gameOverEnd' + TitleState.soundExt);
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FlxG.sound.play('assets/music/gameOverEnd' + stageSuffix + TitleState.soundExt);
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new FlxTimer().start(0.7, function(tmr:FlxTimer)
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{
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FlxG.camera.fade(FlxColor.BLACK, 2, false, function()
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