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SHADER SHIT FOR EVIL SCHOOL LOL!

This commit is contained in:
Cameron Taylor 2021-09-08 20:01:55 -04:00
parent 144a526f1c
commit 713a3dd623
2 changed files with 45 additions and 6 deletions

View file

@ -435,7 +435,28 @@ class PlayState extends MusicBeatState
bgGirls.updateHitbox();
add(bgGirls);
case 'thorns':
loadStage('schoolEvil');
// loadStage('schoolEvil');
curStage = 'schoolEvil';
var schoolBG:FlxSprite = new FlxSprite(-200, 0).loadGraphic(Paths.image('weeb/evilSchoolBG'));
wiggleShit.waveAmplitude = 0.02;
wiggleShit.waveSpeed = 2;
wiggleShit.waveFrequency = 4;
schoolBG.shader = wiggleShit.shader;
schoolBG.setGraphicSize(Std.int(schoolBG.width * 6));
schoolBG.updateHitbox();
// schoolBG.scale.set(6, 6);
add(schoolBG);
schoolBG.scrollFactor.set(0.7, 1);
var schoolFront:FlxSprite = new FlxSprite(-250, schoolBG.y + 20).loadGraphic(Paths.image('weeb/evilSchoolFG'));
schoolFront.shader = wiggleShit.shader;
schoolFront.setGraphicSize(Std.int(schoolFront.width * 6));
schoolFront.updateHitbox();
add(schoolFront);
case 'guns' | 'stress' | 'ugh':
loadStage('tank');
@ -485,7 +506,7 @@ class PlayState extends MusicBeatState
var fgTank3:BGSprite = new BGSprite('tank3', 1300, 1200, 3.5, 2.5, ['fg']);
foregroundSprites.add(fgTank3);
case "darnell":
case "week8Lol":
loadStage('phillyStreets');
default:
@ -1855,6 +1876,8 @@ class PlayState extends MusicBeatState
super.update(elapsed);
wiggleShit.update(elapsed);
scoreTxt.text = "Score:" + songScore;
var androidPause:Bool = false;
@ -2969,7 +2992,6 @@ class PlayState extends MusicBeatState
// Conductor.changeBPM(SONG.bpm);
}
// FlxG.log.add('change bpm' + SONG.notes[Std.int(curStep / 16)].changeBPM);
wiggleShit.update(Conductor.crochet);
// HARDCODING FOR MILF ZOOMS!
@ -3001,7 +3023,7 @@ class PlayState extends MusicBeatState
{
var animShit:ComboCounter = new ComboCounter(-100, 300, combo);
animShit.scrollFactor.set(0.6, 0.6);
add(animShit);
// add(animShit);
var frameShit:Float = (1 / 24) * 2; // equals 2 frames in the animation

View file

@ -96,8 +96,25 @@ class WiggleShader extends FlxShader
if (effectType == EFFECT_TYPE_DREAMY)
{
float offsetX = sin(pt.y * uFrequency + uTime * uSpeed) * uWaveAmplitude;
pt.x += offsetX; // * (pt.y - 1.0); // <- Uncomment to stop bottom part of the screen from moving
float w = 1 / openfl_TextureSize.y;
float h = 1 / openfl_TextureSize.x;
// look mom, I know how to write shaders now
pt.x = floor(pt.x / h) * h;
float offsetX = sin(pt.x * uFrequency + uTime * uSpeed) * uWaveAmplitude;
pt.y += floor(offsetX / w) * w; // * (pt.y - 1.0); // <- Uncomment to stop bottom part of the screen from moving
pt.y = floor(pt.y / w) * w;
float offsetY = sin(pt.y * (uFrequency / 2.0) + uTime * (uSpeed / 2.0)) * (uWaveAmplitude / 2.0);
pt.x += floor(offsetY / h) * h; // * (pt.y - 1.0); // <- Uncomment to stop bottom part of the screen from moving
}
else if (effectType == EFFECT_TYPE_WAVY)
{