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https://github.com/ninjamuffin99/Funkin.git
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commit
72d7c1273d
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@ -100,8 +100,15 @@ class Main extends Sprite
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// George recommends binding the save before FlxGame is created.
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Save.load();
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var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen);
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addChild(new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen));
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// FlxG.game._customSoundTray wants just the class, it calls new from
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// create() in there, which gets called when it's added to stage
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// which is why it needs to be added before addChild(game) here
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@:privateAccess
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game._customSoundTray = funkin.ui.options.FunkinSoundTray;
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addChild(game);
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#if hxcpp_debug_server
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trace('hxcpp_debug_server is enabled! You can now connect to the game with a debugger.');
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147
source/funkin/ui/options/FunkinSoundTray.hx
Normal file
147
source/funkin/ui/options/FunkinSoundTray.hx
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@ -0,0 +1,147 @@
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package funkin.ui.options;
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import flixel.system.ui.FlxSoundTray;
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import flixel.tweens.FlxTween;
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import flixel.system.FlxAssets;
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import flixel.tweens.FlxEase;
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import openfl.display.Bitmap;
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import openfl.display.BitmapData;
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import openfl.utils.Assets;
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import funkin.util.MathUtil;
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/**
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* Extends the default flixel soundtray, but with some art
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* and lil polish!
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*
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* Gets added to the game in Main.hx, right after FlxGame is new'd
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* since it's a Sprite rather than Flixel related object
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*/
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class FunkinSoundTray extends FlxSoundTray
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{
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var graphicScale:Float = 0.30;
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var lerpYPos:Float = 0;
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var volumeMaxSound:String;
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public function new()
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{
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// calls super, then removes all children to add our own
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// graphics
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super();
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removeChildren();
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var bg:Bitmap = new Bitmap(Assets.getBitmapData(Paths.image("soundtray/volumebox")));
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bg.scaleX = graphicScale;
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bg.scaleY = graphicScale;
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addChild(bg);
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y = -height;
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visible = false;
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// makes an alpha'd version of all the bars (bar_10.png)
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var backingBar:Bitmap = new Bitmap(Assets.getBitmapData(Paths.image("soundtray/bars_10")));
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backingBar.x = 10;
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backingBar.y = 5;
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backingBar.scaleX = graphicScale;
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backingBar.scaleY = graphicScale;
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addChild(backingBar);
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backingBar.alpha = 0.4;
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// clear the bars array entirely, it was initialized
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// in the super class
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_bars = [];
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// 1...11 due to how block named the assets,
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// we are trying to get assets bars_1-10
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for (i in 1...11)
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{
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var bar:Bitmap = new Bitmap(Assets.getBitmapData(Paths.image("soundtray/bars_" + i)));
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bar.x = 10;
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bar.y = 5;
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bar.scaleX = graphicScale;
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bar.scaleY = graphicScale;
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addChild(bar);
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_bars.push(bar);
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}
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y = -height;
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screenCenter();
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volumeUpSound = Paths.sound("soundtray/Volup");
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volumeDownSound = Paths.sound("soundtray/Voldown");
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volumeMaxSound = Paths.sound("soundtray/VolMAX");
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trace("Custom tray added!");
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}
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override public function update(MS:Float):Void
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{
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y = MathUtil.coolLerp(y, lerpYPos, 0.1);
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// Animate sound tray thing
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if (_timer > 0)
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{
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_timer -= (MS / 1000);
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}
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else if (y > -height)
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{
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lerpYPos = -height - 10;
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if (y <= -height)
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{
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visible = false;
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active = false;
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#if FLX_SAVE
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// Save sound preferences
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if (FlxG.save.isBound)
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{
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FlxG.save.data.mute = FlxG.sound.muted;
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FlxG.save.data.volume = FlxG.sound.volume;
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FlxG.save.flush();
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}
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#end
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}
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}
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}
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/**
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* Makes the little volume tray slide out.
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*
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* @param up Whether the volume is increasing.
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*/
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override public function show(up:Bool = false):Void
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{
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_timer = 1;
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lerpYPos = 10;
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visible = true;
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active = true;
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var globalVolume:Int = Math.round(FlxG.sound.volume * 10);
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if (FlxG.sound.muted)
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{
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globalVolume = 0;
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}
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if (!silent)
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{
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var sound = up ? volumeUpSound : volumeDownSound;
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if (globalVolume == 10) sound = volumeMaxSound;
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if (sound != null) FlxG.sound.load(sound).play();
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}
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for (i in 0..._bars.length)
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{
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if (i < globalVolume)
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{
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_bars[i].visible = true;
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}
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else
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{
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_bars[i].visible = false;
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}
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}
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}
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}
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