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tank guy and quality of life shit
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@ -5,8 +5,15 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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### Added
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- TANKMAN! 3 NEW SONGS BY KAWAISPRITE (UGH, GUNS, STRESS)! Charting help by MtH!
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- Monster added into week 2, FINALLY (Charting help by MtH and ChaoticGamer!)
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- Can now change song difficulty mid-game.
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- Shows some song info on pause screen.
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- Cute little icons onto freeplay menu
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### Changed
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- ASSET LOADING OVERHAUL, WAY FASTER LOAD TIMES ON WEB!!! (THANKS TO GEOKURELI WOKE KING)
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- Made difficulty selector on freeplay menu more apparent
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### Fixed
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- That one random note on Bopeebo
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19
source/BGSprite.hx
Normal file
19
source/BGSprite.hx
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@ -0,0 +1,19 @@
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package;
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import flixel.FlxSprite;
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class BGSprite extends FlxSprite
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{
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/**
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Cool lil utility thing just so that it can easy do antialiasing and scrollfactor bullshit
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*/
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public function new(image:String, x:Float = 0, y:Float = 0, parX:Float = 1, parY:Float = 1)
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{
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super(x, y);
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loadGraphic(Paths.image(image));
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scrollFactor.set(parX, parY);
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antialiasing = true;
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active = false;
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}
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}
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@ -219,9 +219,6 @@ class FreeplayState extends MusicBeatState
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if (accepted)
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{
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var poop:String = Highscore.formatSong(songs[curSelected].songName.toLowerCase(), curDifficulty);
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trace(poop);
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PlayState.SONG = Song.loadFromJson(poop, songs[curSelected].songName.toLowerCase());
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PlayState.isStoryMode = false;
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PlayState.storyDifficulty = curDifficulty;
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@ -17,7 +17,10 @@ class PauseSubState extends MusicBeatSubstate
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{
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var grpMenuShit:FlxTypedGroup<Alphabet>;
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var menuItems:Array<String> = ['Resume', 'Restart Song', 'Exit to menu'];
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var pauseOG:Array<String> = ['Resume', 'Restart Song', 'Change Difficulty', 'Exit to menu'];
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var difficultyChoices:Array<String> = ['EASY', 'NORMAL', 'HARD', 'BACK'];
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var menuItems:Array<String> = [];
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var curSelected:Int = 0;
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var pauseMusic:FlxSound;
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@ -26,6 +29,8 @@ class PauseSubState extends MusicBeatSubstate
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{
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super();
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menuItems = pauseOG;
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pauseMusic = new FlxSound().loadEmbedded(Paths.music('breakfast'), true, true);
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pauseMusic.volume = 0;
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pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
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@ -74,6 +79,19 @@ class PauseSubState extends MusicBeatSubstate
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grpMenuShit = new FlxTypedGroup<Alphabet>();
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add(grpMenuShit);
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regenMenu();
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cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
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}
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private function regenMenu():Void
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{
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grpMenuShit.forEachAlive(function(thing:Alphabet)
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{
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grpMenuShit.remove(thing);
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thing.destroy();
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});
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for (i in 0...menuItems.length)
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{
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var songText:Alphabet = new Alphabet(0, (70 * i) + 30, menuItems[i], true, false);
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@ -82,9 +100,8 @@ class PauseSubState extends MusicBeatSubstate
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grpMenuShit.add(songText);
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}
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curSelected = 0;
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changeSelection();
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cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
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}
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override function update(elapsed:Float)
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@ -115,10 +132,24 @@ class PauseSubState extends MusicBeatSubstate
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{
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case "Resume":
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close();
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case "EASY" | 'NORMAL' | "HARD":
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PlayState.SONG = Song.loadFromJson(Highscore.formatSong(PlayState.SONG.song.toLowerCase(), curSelected),
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PlayState.SONG.song.toLowerCase());
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PlayState.storyDifficulty = curSelected;
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FlxG.resetState();
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case 'Change Difficulty':
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menuItems = difficultyChoices;
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regenMenu();
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case 'BACK':
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menuItems = pauseOG;
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regenMenu();
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case "Restart Song":
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FlxG.resetState();
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case "Exit to menu":
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PlayState.deathCounter += 1;
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PlayState.deathCounter = 0;
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FlxG.switchState(new MainMenuState());
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}
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}
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@ -174,7 +174,7 @@ class PlayState extends MusicBeatState
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dialogue = CoolUtil.coolTextFile(Paths.txt('thorns/thornsDialogue'));
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}
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switch (Song.song.toLowerCase())
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switch (SONG.song.toLowerCase())
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{
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case 'spookeez' | 'monster' | 'south':
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curStage = "spooky";
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@ -469,13 +469,36 @@ class PlayState extends MusicBeatState
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add(waveSpriteFG);
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*/
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case 'guns' | 'stress' | 'ugh':
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// defaultCamZoom = 0.9;
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curStage = 'tank';
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var bg:BGSprite = new BGSprite('tankSky', 0, -200, 0, 0);
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add(bg);
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var tankSky:BGSprite = new BGSprite('tankClouds', 0, 10, 0.1, 0.1);
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add(tankSky);
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var tankMountains:BGSprite = new BGSprite('tankMountains', -100, 150, 0.2, 0.2);
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add(tankMountains);
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var tankBuildings:BGSprite = new BGSprite('tankBuildings', -200, 370, 0.25, 0.25);
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add(tankBuildings);
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var tankRuins:BGSprite = new BGSprite('tankRuins', -200, 170, 0.35, 0.35);
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add(tankRuins);
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var tankWatchtower:BGSprite = new BGSprite('tankWatchtower', 300, 50, 0.5, 0.5);
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add(tankWatchtower);
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var tankGround:BGSprite = new BGSprite('tankGround', -400, -20);
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add(tankGround);
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default:
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defaultCamZoom = 0.9;
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curStage = 'stage';
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var bg:FlxSprite = new FlxSprite(-600, -200).loadGraphic(Paths.image('stageback'));
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bg.antialiasing = true;
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bg.scrollFactor.set(0.9, 0.9);
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bg.active = false;
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var bg:BGSprite = new BGSprite('stageback', -600, -200, 0.9, 0.9);
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add(bg);
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var stageFront:FlxSprite = new FlxSprite(-650, 600).loadGraphic(Paths.image('stagefront'));
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