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Move TitleState into its own package.

This commit is contained in:
EliteMasterEric 2023-08-08 15:41:25 -04:00
parent 7ee86f37af
commit 3f99e0e3da
3 changed files with 6 additions and 42 deletions

View file

@ -24,6 +24,7 @@ import funkin.play.song.SongData.SongDataParser;
import funkin.play.stage.StageData.StageDataParser; import funkin.play.stage.StageData.StageDataParser;
import funkin.play.character.CharacterData.CharacterDataParser; import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.modding.module.ModuleHandler; import funkin.modding.module.ModuleHandler;
import funkin.ui.title.TitleState;
#if discord_rpc #if discord_rpc
import Discord.DiscordClient; import Discord.DiscordClient;
#end #end

View file

@ -22,6 +22,7 @@ import funkin.shaderslmfao.ScreenWipeShader;
import funkin.ui.AtlasMenuList; import funkin.ui.AtlasMenuList;
import funkin.ui.MenuList.MenuItem; import funkin.ui.MenuList.MenuItem;
import funkin.ui.MenuList; import funkin.ui.MenuList;
import funkin.ui.title.TitleState;
import funkin.ui.story.StoryMenuState; import funkin.ui.story.StoryMenuState;
import funkin.ui.OptionsState; import funkin.ui.OptionsState;
import funkin.ui.PreferencesMenu; import funkin.ui.PreferencesMenu;

View file

@ -192,7 +192,6 @@ class TitleState extends MusicBeatState
else else
initialized = true; initialized = true;
if (FlxG.sound.music != null) FlxG.sound.music.onComplete = function() FlxG.switchState(new VideoState());
} }
function playMenuMusic():Void function playMenuMusic():Void
@ -304,50 +303,19 @@ class TitleState extends MusicBeatState
var targetState:FlxState = new MainMenuState(); var targetState:FlxState = new MainMenuState();
#if newgrounds
if (!OutdatedSubState.leftState)
{
NGio.checkVersion(function(version) {
// Check if version is outdated
var localVersion:String = "v" + Application.current.meta.get('version');
var onlineVersion = version.split(" ")[0].trim();
if (version.trim() != onlineVersion)
{
trace('OLD VERSION!');
// targetState = new OutdatedSubState();
}
else
{
// targetState = new MainMenuState();
}
// REDO FOR ITCH/FINAL SHIT
});
}
#end
new FlxTimer().start(2, function(tmr:FlxTimer) { new FlxTimer().start(2, function(tmr:FlxTimer) {
// These assets are very unlikely to be used for the rest of gameplay, so it unloads them from cache/memory // These assets are very unlikely to be used for the rest of gameplay, so it unloads them from cache/memory
// Saves about 50mb of RAM or so??? // Saves about 50mb of RAM or so???
Assets.cache.clear(Paths.image('gfDanceTitle')); // TODO: This BREAKS the title screen if you return back to it! Figure out how to fix that.
Assets.cache.clear(Paths.image('logoBumpin')); // Assets.cache.clear(Paths.image('gfDanceTitle'));
Assets.cache.clear(Paths.image('titleEnter')); // Assets.cache.clear(Paths.image('logoBumpin'));
// Assets.cache.clear(Paths.image('titleEnter'));
// ngSpr?? // ngSpr??
FlxG.switchState(targetState); FlxG.switchState(targetState);
}); });
// FlxG.sound.play(Paths.music('titleShoot'), 0.7); // FlxG.sound.play(Paths.music('titleShoot'), 0.7);
} }
if (pressedEnter && !skippedIntro && initialized) skipIntro(); if (pressedEnter && !skippedIntro && initialized) skipIntro();
/*
#if web
if (!initialized && controls.ACCEPT)
{
// netStream.dispose();
// FlxG.stage.removeChild(video);
startIntro();
skipIntro();
}
#end
*/
if (controls.UI_LEFT) swagShader.update(-elapsed * 0.1); if (controls.UI_LEFT) swagShader.update(-elapsed * 0.1);
if (controls.UI_RIGHT) swagShader.update(elapsed * 0.1); if (controls.UI_RIGHT) swagShader.update(elapsed * 0.1);
@ -358,12 +326,6 @@ class TitleState extends MusicBeatState
override function draw() override function draw()
{ {
super.draw(); super.draw();
// if (gfDance != null)
// {
// trace(gfDance.frame.uv);
// maskShader.frameUV = gfDance.frame.uv;
// }
} }
var cheatArray:Array<Int> = [0x0001, 0x0010, 0x0001, 0x0010, 0x0100, 0x1000, 0x0100, 0x1000]; var cheatArray:Array<Int> = [0x0001, 0x0010, 0x0001, 0x0010, 0x0100, 0x1000, 0x0100, 0x1000];