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better prototyping bullshit
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@ -18,6 +18,10 @@ class Note extends FlxSprite
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public var noteScore:Float = 1;
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public static var swagWidth:Float = 160 * 0.7;
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public static var PURP_NOTE:Int = 0;
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public static var GREEN_NOTE:Int = 2;
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public static var BLUE_NOTE:Int = 1;
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public static var RED_NOTE:Int = 3;
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public function new(strumTime:Float, noteData:Int, ?prevNote:Note)
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{
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@ -347,31 +347,31 @@ class PlayState extends MusicBeatState
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babyArrow.alpha = 0;
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FlxTween.tween(babyArrow, {y: babyArrow.y + 10, alpha: 1}, 1, {ease: FlxEase.circOut, startDelay: 0.5 + (0.2 * i)});
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babyArrow.ID = i + 1;
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babyArrow.ID = i;
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if (player == 1)
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{
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playerStrums.add(babyArrow);
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}
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switch (Math.abs(i + 1))
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switch (Math.abs(i))
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{
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case 1:
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case 2:
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babyArrow.x += Note.swagWidth * 2;
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babyArrow.animation.addByPrefix('static', 'arrowUP');
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babyArrow.animation.addByPrefix('pressed', 'up press', 24, false);
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babyArrow.animation.addByPrefix('confirm', 'up confirm', 24, false);
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case 2:
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case 3:
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babyArrow.x += Note.swagWidth * 3;
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babyArrow.animation.addByPrefix('static', 'arrowRIGHT');
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babyArrow.animation.addByPrefix('pressed', 'right press', 24, false);
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babyArrow.animation.addByPrefix('confirm', 'right confirm', 24, false);
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case 3:
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case 1:
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babyArrow.x += Note.swagWidth * 1;
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babyArrow.animation.addByPrefix('static', 'arrowDOWN');
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babyArrow.animation.addByPrefix('pressed', 'down press', 24, false);
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babyArrow.animation.addByPrefix('confirm', 'down confirm', 24, false);
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case 4:
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case 0:
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babyArrow.x += Note.swagWidth * 0;
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babyArrow.animation.addByPrefix('static', 'arrowLEFT');
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babyArrow.animation.addByPrefix('pressed', 'left press', 24, false);
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@ -810,18 +810,23 @@ class PlayState extends MusicBeatState
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{
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for (daNote in possibleNotes)
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{
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var purp:Int = Note.PURP_NOTE;
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var green:Int = Note.GREEN_NOTE;
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var red:Int = Note.RED_NOTE;
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var blue:Int = Note.BLUE_NOTE;
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switch (daNote.noteData)
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{
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case 1: // NOTES YOU JUST PRESSED
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case 2: // NOTES YOU JUST PRESSED
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if (upP || rightP || downP || leftP)
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noteCheck(upP, daNote);
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case 2:
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if (upP || rightP || downP || leftP)
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noteCheck(rightP, daNote);
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case 3:
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if (upP || rightP || downP || leftP)
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noteCheck(rightP, daNote);
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case 1:
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if (upP || rightP || downP || leftP)
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noteCheck(downP, daNote);
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case 4:
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case 0:
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if (upP || rightP || downP || leftP)
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noteCheck(leftP, daNote);
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}
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@ -870,22 +875,22 @@ class PlayState extends MusicBeatState
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{
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switch (spr.ID)
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{
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case 1:
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case 2:
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if (upP && spr.animation.curAnim.name != 'confirm')
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spr.animation.play('pressed');
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if (upR)
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spr.animation.play('static');
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case 2:
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case 3:
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if (rightP && spr.animation.curAnim.name != 'confirm')
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spr.animation.play('pressed');
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if (rightR)
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spr.animation.play('static');
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case 3:
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case 1:
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if (downP && spr.animation.curAnim.name != 'confirm')
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spr.animation.play('pressed');
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if (downR)
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spr.animation.play('static');
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case 4:
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case 0:
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if (leftP && spr.animation.curAnim.name != 'confirm')
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spr.animation.play('pressed');
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if (leftR)
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@ -972,13 +977,13 @@ class PlayState extends MusicBeatState
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}
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if (leftP)
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noteMiss(4);
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noteMiss(0);
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if (upP)
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noteMiss(1);
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if (rightP)
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noteMiss(2);
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if (downP)
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if (rightP)
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noteMiss(3);
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if (downP)
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noteMiss(2);
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}
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function noteCheck(keyP:Bool, note:Note):Void
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@ -996,20 +1001,20 @@ class PlayState extends MusicBeatState
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{
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combo += 1;
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if (note.noteData > 0)
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if (note.noteData >= 0)
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health += 0.03;
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else
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health += 0.007;
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switch (Math.abs(note.noteData))
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switch (note.noteData)
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{
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case 1:
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boyfriend.playAnim('singUP');
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case 2:
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boyfriend.playAnim('singRIGHT');
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boyfriend.playAnim('singUP');
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case 3:
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boyfriend.playAnim('singRIGHT');
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case 1:
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boyfriend.playAnim('singDOWN');
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case 4:
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case 0:
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boyfriend.playAnim('singLEFT');
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}
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