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easy quick reset stuff in progres

This commit is contained in:
Cameron Taylor 2021-09-24 10:56:05 -04:00
parent dc74a434c0
commit 65bbee0e36

View file

@ -56,7 +56,11 @@ class PlayState extends MusicBeatState
private var gf:Character;
private var boyfriend:Boyfriend;
/**
* Notes that should be ON SCREEN and have UPDATES running on them!
*/
private var notes:FlxTypedGroup<Note>;
private var unspawnNotes:Array<Note> = [];
private var strumLine:FlxSprite;
@ -659,8 +663,6 @@ class PlayState extends MusicBeatState
if (dialogue != null)
{
doof = new DialogueBox(false, dialogue);
// doof.x += 70;
// doof.y = FlxG.height * 0.5;
doof.scrollFactor.set();
doof.finishThing = startCountdown;
doof.cameras = [camHUD];
@ -674,7 +676,6 @@ class PlayState extends MusicBeatState
strumLine.y = FlxG.height - 150; // 150 just random ass number lol
strumLine.scrollFactor.set();
strumLineNotes = new FlxTypedGroup<FlxSprite>();
add(strumLineNotes);
@ -1403,7 +1404,14 @@ class PlayState extends MusicBeatState
generateStaticArrows(1);
talking = false;
restartCountdownTimer();
}
function restartCountdownTimer():Void
{
startedCountdown = true;
Conductor.songPosition = 0;
Conductor.songPosition -= Conductor.crochet * 5;
@ -1490,7 +1498,13 @@ class PlayState extends MusicBeatState
previousFrameTime = FlxG.game.ticks;
if (!paused)
FlxG.sound.playMusic(Paths.inst(SONG.song), 1, false);
{
if (FlxG.sound.music != null)
FlxG.sound.music.play(true);
else
FlxG.sound.playMusic(Paths.inst(SONG.song), 1, false);
}
FlxG.sound.music.onComplete = endSong;
vocals.play();
@ -1507,15 +1521,12 @@ class PlayState extends MusicBeatState
{
// FlxG.log.add(ChartParser.parse());
var songData = SONG;
Conductor.changeBPM(songData.bpm);
Conductor.changeBPM(SONG.bpm);
curSong = songData.song;
curSong = SONG.song;
if (SONG.needsVoices)
{
vocals = new VoicesGroup(SONG.song, SONG.voiceList);
}
else
vocals = new VoicesGroup(SONG.song, null, false);
@ -1527,10 +1538,27 @@ class PlayState extends MusicBeatState
notes = new FlxTypedGroup<Note>();
add(notes);
regenNoteData();
generatedMusic = true;
}
function regenNoteData():Void
{
// make unspawn notes shit def empty
unspawnNotes = [];
notes.forEach(function(nt)
{
nt.kill();
notes.remove(nt, true);
nt.destroy();
});
var noteData:Array<SwagSection>;
// NEW SHIT
noteData = songData.notes;
noteData = SONG.notes;
for (section in noteData)
{
@ -1582,8 +1610,6 @@ class PlayState extends MusicBeatState
}
unspawnNotes.sort(sortByShit);
generatedMusic = true;
}
// Now you are probably wondering why I made 2 of these very similar functions
@ -1804,6 +1830,17 @@ class PlayState extends MusicBeatState
camHUD.visible = !camHUD.visible;
if (FlxG.keys.justPressed.K)
{
startingSong = true;
FlxG.sound.music.pause();
FlxG.sound.music.time = 0;
regenNoteData();
// resyncVocals();
// FlxG.sound.music.play();
restartCountdownTimer();
// FlxScreenGrab.grab(null, true, true);
/*
@ -2044,7 +2081,6 @@ class PlayState extends MusicBeatState
var dunceNote:Note = unspawnNotes[0];
notes.add(dunceNote);
var index:Int = unspawnNotes.indexOf(dunceNote);
unspawnNotes.shift();
}