mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-01-10 22:28:12 +00:00
Merge pull request #555 from FunkinCrew/feature/results-animation
Results animations + Rank tally, also Freeplay Stars
This commit is contained in:
commit
4c43f1ab85
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@ -23,7 +23,7 @@ Please check out our [Contributor's guide](./CONTRIBUTORS.md) on how you can act
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## Programming
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- [ninjamuffin99](https://twitter.com/ninja_muffin99) - Lead Programmer
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- [MasterEric](https://twitter.com/EliteMasterEric) - Programmer
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- [EliteMasterEric](https://twitter.com/EliteMasterEric) - Programmer
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- [MtH](https://twitter.com/emmnyaa) - Charting and Additional Programming
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- [GeoKureli](https://twitter.com/Geokureli/) - Additional Programming
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- Our contributors on GitHub
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2
assets
2
assets
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@ -1 +1 @@
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Subproject commit fe52d20de7025d90cadb429dbdedf6d986727088
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Subproject commit fd112e293ee0f823ee98d5b8bd8a85e934f772f6
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@ -3,7 +3,7 @@
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"description": "An introductory mod.",
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"contributors": [
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{
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"name": "MasterEric"
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"name": "EliteMasterEric"
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}
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],
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"api_version": "0.1.0",
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@ -3,7 +3,7 @@
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"description": "Newgrounds? More like OLDGROUNDS lol.",
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"contributors": [
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{
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"name": "MasterEric"
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"name": "EliteMasterEric"
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}
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],
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"api_version": "0.1.0",
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@ -12,6 +12,8 @@ import funkin.ui.MusicBeatSubState;
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import flixel.math.FlxRect;
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import flixel.text.FlxBitmapText;
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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.ui.freeplay.FreeplayState;
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import flixel.tweens.FlxTween;
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@ -26,107 +28,84 @@ import funkin.play.components.TallyCounter;
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/**
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* The state for the results screen after a song or week is finished.
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*/
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@:nullSafety
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class ResultState extends MusicBeatSubState
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{
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final params:ResultsStateParams;
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var resultsVariation:ResultVariations;
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var songName:FlxBitmapText;
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var difficulty:FlxSprite;
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final rank:ResultRank;
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final songName:FlxBitmapText;
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final difficulty:FlxSprite;
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var maskShaderSongName:LeftMaskShader = new LeftMaskShader();
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var maskShaderDifficulty:LeftMaskShader = new LeftMaskShader();
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final maskShaderSongName:LeftMaskShader = new LeftMaskShader();
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final maskShaderDifficulty:LeftMaskShader = new LeftMaskShader();
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final resultsAnim:FunkinSprite;
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final ratingsPopin:FunkinSprite;
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final scorePopin:FunkinSprite;
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final bgFlash:FlxSprite;
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final highscoreNew:FlxSprite;
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final score:ResultScore;
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var bfPerfect:Null<FlxAtlasSprite> = null;
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var bfExcellent:Null<FlxAtlasSprite> = null;
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var bfGood:Null<FlxSprite> = null;
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var gfGood:Null<FlxSprite> = null;
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var bfShit:Null<FlxAtlasSprite> = null;
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public function new(params:ResultsStateParams)
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{
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super();
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this.params = params;
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rank = calculateRank(params);
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// rank = SHIT;
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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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var fontLetters:String = "AaBbCcDdEeFfGgHhiIJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz:1234567890";
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songName = new FlxBitmapText(FlxBitmapFont.fromMonospace(Paths.image("resultScreen/tardlingSpritesheet"), fontLetters, FlxPoint.get(49, 62)));
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songName.text = params.title;
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songName.letterSpacing = -15;
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songName.angle = -4.4;
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songName.zIndex = 1000;
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difficulty = new FlxSprite(555);
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difficulty.zIndex = 1000;
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bgFlash = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFFFEB69, 0xFFFFE66A], 90);
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resultsAnim = FunkinSprite.createSparrow(-200, -10, "resultScreen/results");
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ratingsPopin = FunkinSprite.createSparrow(-150, 120, "resultScreen/ratingsPopin");
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scorePopin = FunkinSprite.createSparrow(-180, 520, "resultScreen/scorePopin");
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highscoreNew = new FlxSprite(310, 570);
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score = new ResultScore(35, 305, 10, params.scoreData.score);
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}
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override function create():Void
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{
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/*
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if (params.scoreData.sick == params.scoreData.totalNotesHit
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&& params.scoreData.maxCombo == params.scoreData.totalNotesHit) resultsVariation = PERFECT;
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else if (params.scoreData.missed + params.scoreData.bad + params.scoreData.shit >= params.scoreData.totalNotes * 0.50)
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resultsVariation = SHIT; // if more than half of your song was missed, bad, or shit notes, you get shit ending!
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else
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resultsVariation = NORMAL;
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*/
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resultsVariation = NORMAL;
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FunkinSound.playMusic('results$resultsVariation',
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{
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startingVolume: 1.0,
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overrideExisting: true,
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restartTrack: true,
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loop: resultsVariation != SHIT
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});
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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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// TEMP-ish, just used to sorta "cache" the 3000x3000 image!
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var cacheBullShit:FlxSprite = new FlxSprite().loadGraphic(Paths.image("resultScreen/soundSystem"));
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add(cacheBullShit);
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var dumb:FlxSprite = new FlxSprite().loadGraphic(Paths.image("resultScreen/scorePopin"));
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add(dumb);
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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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add(bg);
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var bgFlash:FlxSprite = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFFFEB69, 0xFFFFE66A], 90);
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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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add(bgFlash);
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// var bfGfExcellent:FlxAtlasSprite = new FlxAtlasSprite(380, -170, Paths.animateAtlas("resultScreen/resultsBoyfriendExcellent", "shared"));
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// bfGfExcellent.visible = false;
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// add(bfGfExcellent);
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//
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// var bfPerfect:FlxAtlasSprite = new FlxAtlasSprite(370, -180, Paths.animateAtlas("resultScreen/resultsBoyfriendPerfect", "shared"));
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// bfPerfect.visible = false;
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// add(bfPerfect);
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//
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// var bfSHIT:FlxAtlasSprite = new FlxAtlasSprite(0, 20, Paths.animateAtlas("resultScreen/resultsBoyfriendSHIT", "shared"));
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// bfSHIT.visible = false;
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// add(bfSHIT);
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//
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// bfGfExcellent.anim.onComplete = () -> {
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// bfGfExcellent.anim.curFrame = 28;
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// bfGfExcellent.anim.play(); // unpauses this anim, since it's on PlayOnce!
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// };
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//
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// bfPerfect.anim.onComplete = () -> {
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// bfPerfect.anim.curFrame = 136;
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// bfPerfect.anim.play(); // unpauses this anim, since it's on PlayOnce!
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// };
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//
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// bfSHIT.anim.onComplete = () -> {
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// bfSHIT.anim.curFrame = 150;
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// bfSHIT.anim.play(); // unpauses this anim, since it's on PlayOnce!
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// };
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var gf:FlxSprite = FunkinSprite.createSparrow(625, 325, 'resultScreen/resultGirlfriendGOOD');
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gf.animation.addByPrefix("clap", "Girlfriend Good Anim", 24, false);
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gf.visible = false;
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gf.animation.finishCallback = _ -> {
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gf.animation.play('clap', true, false, 9);
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};
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add(gf);
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var boyfriend:FlxSprite = FunkinSprite.createSparrow(640, -200, 'resultScreen/resultBoyfriendGOOD');
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boyfriend.animation.addByPrefix("fall", "Boyfriend Good Anim0", 24, false);
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boyfriend.visible = false;
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boyfriend.animation.finishCallback = function(_) {
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boyfriend.animation.play('fall', true, false, 14);
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};
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add(boyfriend);
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// The sound system which falls into place behind the score text. Plays every time!
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var soundSystem:FlxSprite = FunkinSprite.createSparrow(-15, -180, 'resultScreen/soundSystem');
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soundSystem.animation.addByPrefix("idle", "sound system", 24, false);
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soundSystem.visible = false;
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@ -134,9 +113,75 @@ class ResultState extends MusicBeatSubState
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soundSystem.animation.play("idle");
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soundSystem.visible = true;
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});
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soundSystem.zIndex = 1100;
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add(soundSystem);
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difficulty = new FlxSprite(555);
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switch (rank)
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{
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case PERFECT | PERFECT_GOLD | PERFECT_PLATINUM:
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bfPerfect = new FlxAtlasSprite(370, -180, Paths.animateAtlas("resultScreen/results-bf/resultsPERFECT", "shared"));
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bfPerfect.visible = false;
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bfPerfect.zIndex = 500;
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add(bfPerfect);
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bfPerfect.anim.onComplete = () -> {
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if (bfPerfect != null)
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{
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bfPerfect.anim.curFrame = 137;
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bfPerfect.anim.play(); // unpauses this anim, since it's on PlayOnce!
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}
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};
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case EXCELLENT:
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bfExcellent = new FlxAtlasSprite(380, -170, Paths.animateAtlas("resultScreen/results-bf/resultsEXCELLENT", "shared"));
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bfExcellent.visible = false;
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bfExcellent.zIndex = 500;
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add(bfExcellent);
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bfExcellent.onAnimationFinish.add((animName) -> {
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if (bfExcellent != null)
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{
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bfExcellent.playAnimation('Loop Start');
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}
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});
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case GOOD | GREAT:
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gfGood = FunkinSprite.createSparrow(625, 325, 'resultScreen/results-bf/resultsGOOD/resultGirlfriendGOOD');
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gfGood.animation.addByPrefix("clap", "Girlfriend Good Anim", 24, false);
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gfGood.visible = false;
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gfGood.zIndex = 500;
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gfGood.animation.finishCallback = _ -> {
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if (gfGood != null)
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{
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gfGood.animation.play('clap', true, false, 9);
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}
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};
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add(gfGood);
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bfGood = FunkinSprite.createSparrow(640, -200, 'resultScreen/results-bf/resultsGOOD/resultBoyfriendGOOD');
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bfGood.animation.addByPrefix("fall", "Boyfriend Good Anim0", 24, false);
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bfGood.visible = false;
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bfGood.zIndex = 501;
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bfGood.animation.finishCallback = function(_) {
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if (bfGood != null)
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{
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bfGood.animation.play('fall', true, false, 14);
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}
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};
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add(bfGood);
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case SHIT:
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bfShit = new FlxAtlasSprite(0, 20, Paths.animateAtlas("resultScreen/results-bf/resultsSHIT", "shared"));
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bfShit.visible = false;
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bfShit.zIndex = 500;
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add(bfShit);
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bfShit.onAnimationFinish.add((animName) -> {
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if (bfShit != null)
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{
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bfShit.playAnimation('Loop Start');
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}
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});
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}
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var diffSpr:String = switch (PlayState.instance.currentDifficulty)
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{
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@ -157,11 +202,6 @@ class ResultState extends MusicBeatSubState
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difficulty.loadGraphic(Paths.image("resultScreen/" + diffSpr));
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add(difficulty);
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var fontLetters:String = "AaBbCcDdEeFfGgHhiIJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz:1234567890";
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songName = new FlxBitmapText(FlxBitmapFont.fromMonospace(Paths.image("resultScreen/tardlingSpritesheet"), fontLetters, FlxPoint.get(49, 62)));
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songName.text = params.title;
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songName.letterSpacing = -15;
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songName.angle = -4.4;
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add(songName);
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var angleRad = songName.angle * Math.PI / 180;
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@ -179,34 +219,36 @@ class ResultState extends MusicBeatSubState
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var blackTopBar:FlxSprite = new FlxSprite().loadGraphic(Paths.image("resultScreen/topBarBlack"));
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blackTopBar.y = -blackTopBar.height;
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FlxTween.tween(blackTopBar, {y: 0}, 0.4, {ease: FlxEase.quartOut, startDelay: 0.5});
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blackTopBar.zIndex = 1010;
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add(blackTopBar);
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var resultsAnim:FunkinSprite = FunkinSprite.createSparrow(-200, -10, "resultScreen/results");
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resultsAnim.animation.addByPrefix("result", "results instance 1", 24, false);
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resultsAnim.animation.play("result");
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resultsAnim.zIndex = 1200;
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add(resultsAnim);
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var ratingsPopin:FunkinSprite = FunkinSprite.createSparrow(-150, 120, "resultScreen/ratingsPopin");
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ratingsPopin.animation.addByPrefix("idle", "Categories", 24, false);
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ratingsPopin.visible = false;
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ratingsPopin.zIndex = 1200;
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add(ratingsPopin);
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var scorePopin:FunkinSprite = FunkinSprite.createSparrow(-180, 520, "resultScreen/scorePopin");
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scorePopin.animation.addByPrefix("score", "tally score", 24, false);
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scorePopin.visible = false;
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scorePopin.zIndex = 1200;
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add(scorePopin);
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var highscoreNew:FlxSprite = new FlxSprite(310, 570);
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highscoreNew.frames = Paths.getSparrowAtlas("resultScreen/highscoreNew");
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highscoreNew.animation.addByPrefix("new", "NEW HIGHSCORE", 24);
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highscoreNew.visible = false;
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highscoreNew.setGraphicSize(Std.int(highscoreNew.width * 0.8));
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highscoreNew.updateHitbox();
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highscoreNew.zIndex = 1200;
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add(highscoreNew);
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var hStuf:Int = 50;
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var ratingGrp:FlxTypedGroup<TallyCounter> = new FlxTypedGroup<TallyCounter>();
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ratingGrp.zIndex = 1200;
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add(ratingGrp);
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/**
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@ -236,8 +278,8 @@ class ResultState extends MusicBeatSubState
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var tallyMissed:TallyCounter = new TallyCounter(260, (hStuf * 9) + extraYOffset, params.scoreData.tallies.missed, 0xFFC68AE6);
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ratingGrp.add(tallyMissed);
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var score:ResultScore = new ResultScore(35, 305, 10, params.scoreData.score);
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score.visible = false;
|
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score.zIndex = 1200;
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add(score);
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for (ind => rating in ratingGrp.members)
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@ -249,7 +291,68 @@ class ResultState extends MusicBeatSubState
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});
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}
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new FlxTimer().start(0.5, _ -> {
|
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startRankTallySequence();
|
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refresh();
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super.create();
|
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}
|
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|
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var rankTallyTimer:Null<FlxTimer> = null;
|
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var clearPercentTarget:Int = 100;
|
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var clearPercentLerp:Int = 0;
|
||||
|
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function startRankTallySequence():Void
|
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{
|
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clearPercentTarget = Math.floor((params.scoreData.tallies.totalNotesHit) / params.scoreData.tallies.totalNotes * 100);
|
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// clearPercentTarget = 97;
|
||||
|
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var clearPercentText = new FlxText(FlxG.width / 2, FlxG.height / 2, 0, 'CLEAR: ${clearPercentLerp}%');
|
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clearPercentText.setFormat(Paths.font('vcr.ttf'), 64, FlxColor.BLACK, FlxTextAlign.RIGHT);
|
||||
clearPercentText.zIndex = 1000;
|
||||
add(clearPercentText);
|
||||
|
||||
rankTallyTimer = new FlxTimer().start(1 / 24, _ -> {
|
||||
// Tick up.
|
||||
if (clearPercentLerp < clearPercentTarget)
|
||||
{
|
||||
clearPercentLerp++;
|
||||
|
||||
clearPercentText.text = 'CLEAR: ${clearPercentLerp}%';
|
||||
FunkinSound.playOnce(Paths.sound('scrollMenu'));
|
||||
}
|
||||
|
||||
// Don't overshoot.
|
||||
if (clearPercentLerp > clearPercentTarget)
|
||||
{
|
||||
clearPercentLerp = clearPercentTarget;
|
||||
}
|
||||
|
||||
if (clearPercentLerp == clearPercentTarget)
|
||||
{
|
||||
if (rankTallyTimer != null)
|
||||
{
|
||||
rankTallyTimer.destroy();
|
||||
rankTallyTimer = null;
|
||||
}
|
||||
|
||||
// Play confirm sound.
|
||||
FunkinSound.playOnce(Paths.sound('confirmMenu'));
|
||||
|
||||
new FlxTimer().start(1.0, _ -> {
|
||||
remove(clearPercentText);
|
||||
|
||||
afterRankTallySequence();
|
||||
});
|
||||
}
|
||||
}, 0); // 0 = Loop until stopped
|
||||
|
||||
if (ratingsPopin == null)
|
||||
{
|
||||
trace("Could not build ratingsPopin!");
|
||||
}
|
||||
else
|
||||
{
|
||||
ratingsPopin.animation.play("idle");
|
||||
ratingsPopin.visible = true;
|
||||
|
||||
|
@ -272,16 +375,112 @@ class ResultState extends MusicBeatSubState
|
|||
highscoreNew.visible = false;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
switch (resultsVariation)
|
||||
refresh();
|
||||
}
|
||||
|
||||
function afterRankTallySequence():Void
|
||||
{
|
||||
FunkinSound.playMusic(rank.getMusicPath(),
|
||||
{
|
||||
// case SHIT:
|
||||
// bfSHIT.visible = true;
|
||||
// bfSHIT.playAnimation("");
|
||||
startingVolume: 1.0,
|
||||
overrideExisting: true,
|
||||
restartTrack: true,
|
||||
loop: rank.shouldMusicLoop()
|
||||
});
|
||||
|
||||
case NORMAL:
|
||||
boyfriend.animation.play('fall');
|
||||
boyfriend.visible = true;
|
||||
FlxG.sound.music.onComplete = () -> {
|
||||
if (rank == SHIT)
|
||||
{
|
||||
FunkinSound.playMusic('bluu',
|
||||
{
|
||||
startingVolume: 0.0,
|
||||
overrideExisting: true,
|
||||
restartTrack: true,
|
||||
loop: true
|
||||
});
|
||||
FlxG.sound.music.fadeIn(10.0, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
switch (rank)
|
||||
{
|
||||
case PERFECT | PERFECT_GOLD | PERFECT_PLATINUM:
|
||||
if (bfPerfect == null)
|
||||
{
|
||||
trace("Could not build PERFECT animation!");
|
||||
}
|
||||
else
|
||||
{
|
||||
bfPerfect.visible = true;
|
||||
bfPerfect.playAnimation('');
|
||||
|
||||
new FlxTimer().start((1 / 24) * 12, _ -> {
|
||||
bgFlash.visible = true;
|
||||
FlxTween.tween(bgFlash, {alpha: 0}, 0.4);
|
||||
new FlxTimer().start((1 / 24) * 2, _ ->
|
||||
{
|
||||
// bgFlash.alpha = 0.5;
|
||||
|
||||
// bgFlash.visible = false;
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
case EXCELLENT:
|
||||
if (bfExcellent == null)
|
||||
{
|
||||
trace("Could not build EXCELLENT animation!");
|
||||
}
|
||||
else
|
||||
{
|
||||
bfExcellent.visible = true;
|
||||
bfExcellent.playAnimation('Intro');
|
||||
|
||||
new FlxTimer().start((1 / 24) * 12, _ -> {
|
||||
bgFlash.visible = true;
|
||||
FlxTween.tween(bgFlash, {alpha: 0}, 0.4);
|
||||
new FlxTimer().start((1 / 24) * 2, _ ->
|
||||
{
|
||||
// bgFlash.alpha = 0.5;
|
||||
|
||||
// bgFlash.visible = false;
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
case SHIT:
|
||||
if (bfShit == null)
|
||||
{
|
||||
trace("Could not build SHIT animation!");
|
||||
}
|
||||
else
|
||||
{
|
||||
bfShit.visible = true;
|
||||
bfShit.playAnimation('Intro');
|
||||
|
||||
new FlxTimer().start((1 / 24) * 12, _ -> {
|
||||
bgFlash.visible = true;
|
||||
FlxTween.tween(bgFlash, {alpha: 0}, 0.4);
|
||||
new FlxTimer().start((1 / 24) * 2, _ ->
|
||||
{
|
||||
// bgFlash.alpha = 0.5;
|
||||
|
||||
// bgFlash.visible = false;
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
case GREAT | GOOD:
|
||||
if (bfGood == null)
|
||||
{
|
||||
trace("Could not build GOOD animation!");
|
||||
}
|
||||
else
|
||||
{
|
||||
bfGood.animation.play('fall');
|
||||
bfGood.visible = true;
|
||||
|
||||
new FlxTimer().start((1 / 24) * 12, _ -> {
|
||||
bgFlash.visible = true;
|
||||
|
@ -296,20 +495,19 @@ class ResultState extends MusicBeatSubState
|
|||
|
||||
new FlxTimer().start((1 / 24) * 22, _ -> {
|
||||
// plays about 22 frames (at 24fps timing) after bf spawns in
|
||||
gf.animation.play('clap', true);
|
||||
gf.visible = true;
|
||||
if (gfGood != null)
|
||||
{
|
||||
gfGood.animation.play('clap', true);
|
||||
gfGood.visible = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
trace("Could not build GOOD animation!");
|
||||
}
|
||||
});
|
||||
// case PERFECT:
|
||||
// bfPerfect.visible = true;
|
||||
// bfPerfect.playAnimation("");
|
||||
|
||||
// bfGfExcellent.visible = true;
|
||||
// bfGfExcellent.playAnimation("");
|
||||
default:
|
||||
}
|
||||
});
|
||||
|
||||
super.create();
|
||||
}
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
function timerThenSongName():Void
|
||||
|
@ -345,11 +543,8 @@ class ResultState extends MusicBeatSubState
|
|||
{
|
||||
super.draw();
|
||||
|
||||
if (songName != null)
|
||||
{
|
||||
songName.clipRect = FlxRect.get(Math.max(0, 540 - songName.x), 0, FlxG.width, songName.height);
|
||||
// PROBABLY SHOULD FIX MEMORY FREE OR WHATEVER THE PUT() FUNCTION DOES !!!! FEELS LIKE IT STUTTERS!!!
|
||||
}
|
||||
songName.clipRect = FlxRect.get(Math.max(0, 540 - songName.x), 0, FlxG.width, songName.height);
|
||||
// PROBABLY SHOULD FIX MEMORY FREE OR WHATEVER THE PUT() FUNCTION DOES !!!! FEELS LIKE IT STUTTERS!!!
|
||||
|
||||
// if (songName != null && songName.frame != null)
|
||||
// maskShaderSongName.frameUV = songName.frame.uv;
|
||||
|
@ -401,14 +596,100 @@ class ResultState extends MusicBeatSubState
|
|||
|
||||
super.update(elapsed);
|
||||
}
|
||||
|
||||
public static function calculateRank(params:ResultsStateParams):ResultRank
|
||||
{
|
||||
// Perfect (Platinum) is a Sick Full Clear
|
||||
var isPerfectPlat = (params.scoreData.tallies.sick + params.scoreData.tallies.good) == params.scoreData.tallies.totalNotes
|
||||
&& params.scoreData.tallies.sick / params.scoreData.tallies.totalNotes >= Constants.RANK_PERFECT_PLAT_THRESHOLD;
|
||||
if (isPerfectPlat) return ResultRank.PERFECT_PLATINUM;
|
||||
|
||||
// Perfect (Gold) is an 85% Sick Full Clear
|
||||
var isPerfectGold = (params.scoreData.tallies.sick + params.scoreData.tallies.good) == params.scoreData.tallies.totalNotes
|
||||
&& params.scoreData.tallies.sick / params.scoreData.tallies.totalNotes >= Constants.RANK_PERFECT_GOLD_THRESHOLD;
|
||||
if (isPerfectGold) return ResultRank.PERFECT_GOLD;
|
||||
|
||||
// Else, use the standard grades
|
||||
|
||||
// Clear % (including bad and shit). 1.00 is a full clear but not a full combo
|
||||
var clear = (params.scoreData.tallies.totalNotesHit) / params.scoreData.tallies.totalNotes;
|
||||
|
||||
if (clear == Constants.RANK_PERFECT_THRESHOLD)
|
||||
{
|
||||
return ResultRank.PERFECT;
|
||||
}
|
||||
else if (clear >= Constants.RANK_EXCELLENT_THRESHOLD)
|
||||
{
|
||||
return ResultRank.EXCELLENT;
|
||||
}
|
||||
else if (clear >= Constants.RANK_GREAT_THRESHOLD)
|
||||
{
|
||||
return ResultRank.GREAT;
|
||||
}
|
||||
else if (clear >= Constants.RANK_GOOD_THRESHOLD)
|
||||
{
|
||||
return ResultRank.GOOD;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ResultRank.SHIT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum abstract ResultVariations(String)
|
||||
enum abstract ResultRank(String)
|
||||
{
|
||||
var PERFECT_PLATINUM;
|
||||
var PERFECT_GOLD;
|
||||
var PERFECT;
|
||||
var EXCELLENT;
|
||||
var NORMAL;
|
||||
var GREAT;
|
||||
var GOOD;
|
||||
var SHIT;
|
||||
|
||||
public function getMusicPath():String
|
||||
{
|
||||
switch (abstract)
|
||||
{
|
||||
case PERFECT_PLATINUM:
|
||||
return 'resultsPERFECT';
|
||||
case PERFECT_GOLD:
|
||||
return 'resultsPERFECT';
|
||||
case PERFECT:
|
||||
return 'resultsPERFECT';
|
||||
case EXCELLENT:
|
||||
return 'resultsNORMAL';
|
||||
case GREAT:
|
||||
return 'resultsNORMAL';
|
||||
case GOOD:
|
||||
return 'resultsNORMAL';
|
||||
case SHIT:
|
||||
return 'resultsSHIT';
|
||||
}
|
||||
}
|
||||
|
||||
public function shouldMusicLoop():Bool
|
||||
{
|
||||
switch (abstract)
|
||||
{
|
||||
case PERFECT_PLATINUM:
|
||||
return true;
|
||||
case PERFECT_GOLD:
|
||||
return true;
|
||||
case PERFECT:
|
||||
return true;
|
||||
case EXCELLENT:
|
||||
return true;
|
||||
case GREAT:
|
||||
return true;
|
||||
case GOOD:
|
||||
return true;
|
||||
case SHIT:
|
||||
return false;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
typedef ResultsStateParams =
|
||||
|
|
|
@ -24,7 +24,7 @@ import funkin.util.MathUtil;
|
|||
* - i.e. `PlayState.instance.iconP1.playAnimation("losing")`
|
||||
* - Scripts can also utilize all functionality that a normal FlxSprite would have access to, such as adding supplimental animations.
|
||||
* - i.e. `PlayState.instance.iconP1.animation.addByPrefix("jumpscare", "jumpscare", 24, false);`
|
||||
* @author MasterEric
|
||||
* @author EliteMasterEric
|
||||
*/
|
||||
@:nullSafety
|
||||
class HealthIcon extends FunkinSprite
|
||||
|
|
|
@ -399,6 +399,27 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
|
|||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Given that this character is selected in the Freeplay menu,
|
||||
* which variations should be available?
|
||||
* @param charId The character ID to query.
|
||||
* @return An array of available variations.
|
||||
*/
|
||||
public function getVariationsByCharId(?charId:String):Array<String>
|
||||
{
|
||||
if (charId == null) charId = Constants.DEFAULT_CHARACTER;
|
||||
|
||||
if (variations.contains(charId))
|
||||
{
|
||||
return [charId];
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: How to exclude character variations while keeping other custom variations?
|
||||
return variations;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* List all the difficulties in this song.
|
||||
*
|
||||
|
|
|
@ -137,7 +137,7 @@ using Lambda;
|
|||
*
|
||||
* Some functionality is split into handler classes to help maintain my sanity.
|
||||
*
|
||||
* @author MasterEric
|
||||
* @author EliteMasterEric
|
||||
*/
|
||||
// @:nullSafety
|
||||
|
||||
|
|
|
@ -38,7 +38,7 @@ class AlbumRoll extends FlxSpriteGroup
|
|||
|
||||
var newAlbumArt:FlxAtlasSprite;
|
||||
|
||||
// var difficultyStars:DifficultyStars;
|
||||
var difficultyStars:DifficultyStars;
|
||||
var _exitMovers:Null<FreeplayState.ExitMoverData>;
|
||||
|
||||
var albumData:Album;
|
||||
|
@ -65,9 +65,9 @@ class AlbumRoll extends FlxSpriteGroup
|
|||
|
||||
add(newAlbumArt);
|
||||
|
||||
// difficultyStars = new DifficultyStars(140, 39);
|
||||
// difficultyStars.stars.visible = false;
|
||||
// add(difficultyStars);
|
||||
difficultyStars = new DifficultyStars(140, 39);
|
||||
difficultyStars.stars.visible = false;
|
||||
add(difficultyStars);
|
||||
}
|
||||
|
||||
function onAlbumFinish(animName:String):Void
|
||||
|
@ -86,9 +86,14 @@ class AlbumRoll extends FlxSpriteGroup
|
|||
{
|
||||
if (albumId == null)
|
||||
{
|
||||
// difficultyStars.stars.visible = false;
|
||||
this.visible = false;
|
||||
difficultyStars.stars.visible = false;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.visible = true;
|
||||
}
|
||||
|
||||
albumData = AlbumRegistry.instance.fetchEntry(albumId);
|
||||
|
||||
|
@ -144,10 +149,10 @@ class AlbumRoll extends FlxSpriteGroup
|
|||
newAlbumArt.visible = true;
|
||||
newAlbumArt.playAnimation(animNames.get('$albumId-active'), false, false, false);
|
||||
|
||||
// difficultyStars.stars.visible = false;
|
||||
difficultyStars.stars.visible = false;
|
||||
new FlxTimer().start(0.75, function(_) {
|
||||
// showTitle();
|
||||
// showStars();
|
||||
showStars();
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -156,16 +161,17 @@ class AlbumRoll extends FlxSpriteGroup
|
|||
newAlbumArt.playAnimation(animNames.get('$albumId-trans'), false, false, false);
|
||||
}
|
||||
|
||||
// public function setDifficultyStars(?difficulty:Int):Void
|
||||
// {
|
||||
// if (difficulty == null) return;
|
||||
// difficultyStars.difficulty = difficulty;
|
||||
// }
|
||||
// /**
|
||||
// * Make the album stars visible.
|
||||
// */
|
||||
// public function showStars():Void
|
||||
// {
|
||||
// difficultyStars.stars.visible = false; // true;
|
||||
// }
|
||||
public function setDifficultyStars(?difficulty:Int):Void
|
||||
{
|
||||
if (difficulty == null) return;
|
||||
difficultyStars.difficulty = difficulty;
|
||||
}
|
||||
|
||||
/**
|
||||
* Make the album stars visible.
|
||||
*/
|
||||
public function showStars():Void
|
||||
{
|
||||
difficultyStars.stars.visible = true; // true;
|
||||
}
|
||||
}
|
||||
|
|
106
source/funkin/ui/freeplay/DifficultyStars.hx
Normal file
106
source/funkin/ui/freeplay/DifficultyStars.hx
Normal file
|
@ -0,0 +1,106 @@
|
|||
package funkin.ui.freeplay;
|
||||
|
||||
import flixel.group.FlxSpriteGroup;
|
||||
import funkin.graphics.adobeanimate.FlxAtlasSprite;
|
||||
import funkin.graphics.shaders.HSVShader;
|
||||
|
||||
class DifficultyStars extends FlxSpriteGroup
|
||||
{
|
||||
/**
|
||||
* Internal handler var for difficulty... ranges from 0... to 15
|
||||
* 0 is 1 star... 15 is 0 stars!
|
||||
*/
|
||||
var curDifficulty(default, set):Int = 0;
|
||||
|
||||
/**
|
||||
* Range between 0 and 15
|
||||
*/
|
||||
public var difficulty(default, set):Int = 1;
|
||||
|
||||
public var stars:FlxAtlasSprite;
|
||||
|
||||
var flames:FreeplayFlames;
|
||||
|
||||
var hsvShader:HSVShader;
|
||||
|
||||
public function new(x:Float, y:Float)
|
||||
{
|
||||
super(x, y);
|
||||
|
||||
hsvShader = new HSVShader();
|
||||
|
||||
flames = new FreeplayFlames(0, 0);
|
||||
add(flames);
|
||||
|
||||
stars = new FlxAtlasSprite(0, 0, Paths.animateAtlas("freeplay/freeplayStars"));
|
||||
stars.anim.play("diff stars");
|
||||
add(stars);
|
||||
|
||||
stars.shader = hsvShader;
|
||||
|
||||
for (memb in flames.members)
|
||||
memb.shader = hsvShader;
|
||||
}
|
||||
|
||||
override function update(elapsed:Float):Void
|
||||
{
|
||||
super.update(elapsed);
|
||||
|
||||
// "loops" the current animation
|
||||
// for clarity, the animation file looks like
|
||||
// frame : stars
|
||||
// 0-99: 1 star
|
||||
// 100-199: 2 stars
|
||||
// ......
|
||||
// 1300-1499: 15 stars
|
||||
// 1500 : 0 stars
|
||||
if (curDifficulty < 15 && stars.anim.curFrame >= (curDifficulty + 1) * 100)
|
||||
{
|
||||
stars.anim.play("diff stars", true, false, curDifficulty * 100);
|
||||
}
|
||||
}
|
||||
|
||||
function set_difficulty(value:Int):Int
|
||||
{
|
||||
difficulty = value;
|
||||
|
||||
if (difficulty <= 0)
|
||||
{
|
||||
difficulty = 0;
|
||||
curDifficulty = 15;
|
||||
}
|
||||
else if (difficulty <= 15)
|
||||
{
|
||||
difficulty = value;
|
||||
curDifficulty = difficulty - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
difficulty = 15;
|
||||
curDifficulty = difficulty - 1;
|
||||
}
|
||||
|
||||
if (difficulty > 10) flames.flameCount = difficulty - 10;
|
||||
else
|
||||
flames.flameCount = 0;
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
function set_curDifficulty(value:Int):Int
|
||||
{
|
||||
curDifficulty = value;
|
||||
if (curDifficulty == 15)
|
||||
{
|
||||
stars.anim.play("diff stars", true, false, 1500);
|
||||
stars.anim.pause();
|
||||
}
|
||||
else
|
||||
{
|
||||
stars.anim.curFrame = Std.int(curDifficulty * 100);
|
||||
stars.anim.play("diff stars", true, false, curDifficulty * 100);
|
||||
}
|
||||
|
||||
return curDifficulty;
|
||||
}
|
||||
}
|
|
@ -50,8 +50,19 @@ class FreeplayFlames extends FlxSpriteGroup
|
|||
}
|
||||
}
|
||||
|
||||
var timers:Array<FlxTimer> = [];
|
||||
|
||||
function set_flameCount(value:Int):Int
|
||||
{
|
||||
// Stop all existing timers.
|
||||
// This fixes a bug where quickly switching difficulties would show flames.
|
||||
for (timer in timers)
|
||||
{
|
||||
timer.active = false;
|
||||
timer.destroy();
|
||||
timers.remove(timer);
|
||||
}
|
||||
|
||||
this.flameCount = value;
|
||||
var visibleCount:Int = 0;
|
||||
for (i in 0...5)
|
||||
|
@ -62,10 +73,18 @@ class FreeplayFlames extends FlxSpriteGroup
|
|||
{
|
||||
if (!flame.visible)
|
||||
{
|
||||
new FlxTimer().start(flameTimer * visibleCount, function(_) {
|
||||
var nextTimer:FlxTimer = new FlxTimer().start(flameTimer * visibleCount, function(currentTimer:FlxTimer) {
|
||||
if (i >= this.flameCount)
|
||||
{
|
||||
trace('EARLY EXIT');
|
||||
return;
|
||||
}
|
||||
timers.remove(currentTimer);
|
||||
flame.animation.play("flame", true);
|
||||
flame.visible = true;
|
||||
});
|
||||
timers.push(nextTimer);
|
||||
|
||||
visibleCount++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -120,8 +120,6 @@ class FreeplayState extends MusicBeatSubState
|
|||
var curCapsule:SongMenuItem;
|
||||
var curPlaying:Bool = false;
|
||||
|
||||
var displayedVariations:Array<String>;
|
||||
|
||||
var dj:DJBoyfriend;
|
||||
|
||||
var ostName:FlxText;
|
||||
|
@ -184,10 +182,6 @@ class FreeplayState extends MusicBeatSubState
|
|||
// Add a null entry that represents the RANDOM option
|
||||
songs.push(null);
|
||||
|
||||
// TODO: This makes custom variations disappear from Freeplay. Figure out a better solution later.
|
||||
// Default character (BF) shows default and Erect variations. Pico shows only Pico variations.
|
||||
displayedVariations = (currentCharacter == 'bf') ? [Constants.DEFAULT_VARIATION, 'erect'] : [currentCharacter];
|
||||
|
||||
// programmatically adds the songs via LevelRegistry and SongRegistry
|
||||
for (levelId in LevelRegistry.instance.listSortedLevelIds())
|
||||
{
|
||||
|
@ -195,7 +189,8 @@ class FreeplayState extends MusicBeatSubState
|
|||
{
|
||||
var song:Song = SongRegistry.instance.fetchEntry(songId);
|
||||
|
||||
// Only display songs which actually have available charts for the current character.
|
||||
// Only display songs which actually have available difficulties for the current character.
|
||||
var displayedVariations = song.getVariationsByCharId(currentCharacter);
|
||||
var availableDifficultiesForSong:Array<String> = song.listDifficulties(displayedVariations, false);
|
||||
if (availableDifficultiesForSong.length == 0) continue;
|
||||
|
||||
|
@ -488,10 +483,6 @@ class FreeplayState extends MusicBeatSubState
|
|||
|
||||
albumRoll.playIntro();
|
||||
|
||||
new FlxTimer().start(0.75, function(_) {
|
||||
// albumRoll.showTitle();
|
||||
});
|
||||
|
||||
FlxTween.tween(grpDifficulties, {x: 90}, 0.6, {ease: FlxEase.quartOut});
|
||||
|
||||
diffSelLeft.visible = true;
|
||||
|
@ -1072,6 +1063,9 @@ class FreeplayState extends MusicBeatSubState
|
|||
albumRoll.albumId = newAlbumId;
|
||||
albumRoll.skipIntro();
|
||||
}
|
||||
|
||||
// Set difficulty star count.
|
||||
albumRoll.setDifficultyStars(daSong?.difficultyRating);
|
||||
}
|
||||
|
||||
// Clears the cache of songs, frees up memory, they' ll have to be loaded in later tho function clearDaCache(actualSongTho:String)
|
||||
|
@ -1383,11 +1377,12 @@ class FreeplaySongData
|
|||
|
||||
public var songName(default, null):String = '';
|
||||
public var songCharacter(default, null):String = '';
|
||||
public var songRating(default, null):Int = 0;
|
||||
public var difficultyRating(default, null):Int = 0;
|
||||
public var albumId(default, null):Null<String> = null;
|
||||
|
||||
public var currentDifficulty(default, set):String = Constants.DEFAULT_DIFFICULTY;
|
||||
public var displayedVariations(default, null):Array<String> = [Constants.DEFAULT_VARIATION];
|
||||
|
||||
var displayedVariations:Array<String> = [Constants.DEFAULT_VARIATION];
|
||||
|
||||
function set_currentDifficulty(value:String):String
|
||||
{
|
||||
|
@ -1417,7 +1412,7 @@ class FreeplaySongData
|
|||
if (songDifficulty == null) return;
|
||||
this.songName = songDifficulty.songName;
|
||||
this.songCharacter = songDifficulty.characters.opponent;
|
||||
this.songRating = songDifficulty.difficultyRating;
|
||||
this.difficultyRating = songDifficulty.difficultyRating;
|
||||
if (songDifficulty.album == null)
|
||||
{
|
||||
FlxG.log.warn('No album for: ${songDifficulty.songName}');
|
||||
|
|
|
@ -168,7 +168,7 @@ class SongMenuItem extends FlxSpriteGroup
|
|||
songText.text = songData?.songName ?? 'Random';
|
||||
// Update capsule character.
|
||||
if (songData?.songCharacter != null) setCharacter(songData.songCharacter);
|
||||
updateDifficultyRating(songData?.songRating ?? 0);
|
||||
updateDifficultyRating(songData?.difficultyRating ?? 0);
|
||||
// Update opacity, offsets, etc.
|
||||
updateSelected();
|
||||
}
|
||||
|
|
|
@ -455,6 +455,17 @@ class Constants
|
|||
public static final JUDGEMENT_BAD_COMBO_BREAK:Bool = true;
|
||||
public static final JUDGEMENT_SHIT_COMBO_BREAK:Bool = true;
|
||||
|
||||
// % Sick
|
||||
public static final RANK_PERFECT_PLAT_THRESHOLD:Float = 1.0; // % Sick
|
||||
public static final RANK_PERFECT_GOLD_THRESHOLD:Float = 0.85; // % Sick
|
||||
|
||||
// % Hit
|
||||
public static final RANK_PERFECT_THRESHOLD:Float = 1.00;
|
||||
public static final RANK_EXCELLENT_THRESHOLD:Float = 0.90;
|
||||
public static final RANK_GREAT_THRESHOLD:Float = 0.75;
|
||||
public static final RANK_GOOD_THRESHOLD:Float = 0.60;
|
||||
|
||||
// public static final RANK_SHIT_THRESHOLD:Float = 0.00;
|
||||
/**
|
||||
* FILE EXTENSIONS
|
||||
*/
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 4.7 KiB |
|
@ -1,27 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<TextureAtlas imagePath="arrows.png">
|
||||
<SubTexture name="staticLeft0001" x="0" y="0" width="17" height="17" />
|
||||
<SubTexture name="staticDown0001" x="17" y="0" width="17" height="17" />
|
||||
<SubTexture name="staticUp0001" x="34" y="0" width="17" height="17" />
|
||||
<SubTexture name="staticRight0001" x="51" y="0" width="17" height="17" />
|
||||
<SubTexture name="noteLeft0001" x="0" y="17" width="17" height="17" />
|
||||
<SubTexture name="noteDown0001" x="17" y="17" width="17" height="17" />
|
||||
<SubTexture name="noteUp0001" x="34" y="17" width="17" height="17" />
|
||||
<SubTexture name="noteRight0001" x="51" y="17" width="17" height="17" />
|
||||
<SubTexture name="pressedLeft0001" x="0" y="17" width="17" height="17" />
|
||||
<SubTexture name="pressedDown0001" x="17" y="17" width="17" height="17" />
|
||||
<SubTexture name="pressedUp0001" x="34" y="17" width="17" height="17" />
|
||||
<SubTexture name="pressedRight0001" x="51" y="17" width="17" height="17" />
|
||||
<SubTexture name="pressedLeft0002" x="0" y="34" width="17" height="17" />
|
||||
<SubTexture name="pressedDown0002" x="17" y="34" width="17" height="17" />
|
||||
<SubTexture name="pressedUp0002" x="34" y="34" width="17" height="17" />
|
||||
<SubTexture name="pressedRight0002" x="51" y="34" width="17" height="17" />
|
||||
<SubTexture name="confirmLeft0001" x="0" y="51" width="17" height="17" />
|
||||
<SubTexture name="confirmDown0001" x="17" y="51" width="17" height="17" />
|
||||
<SubTexture name="confirmUp0001" x="34" y="51" width="17" height="17" />
|
||||
<SubTexture name="confirmRight0001" x="51" y="51" width="17" height="17" />
|
||||
<SubTexture name="confirmLeft0002" x="0" y="68" width="17" height="17" />
|
||||
<SubTexture name="confirmDown0002" x="17" y="68" width="17" height="17" />
|
||||
<SubTexture name="confirmUp0002" x="34" y="68" width="17" height="17" />
|
||||
<SubTexture name="confirmRight0002" x="51" y="68" width="17" height="17" />
|
||||
</TextureAtlas>
|
Loading…
Reference in a new issue