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https://github.com/ninjamuffin99/Funkin.git
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finally did it
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64
source/funkin/SolidColorSprite.hx
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64
source/funkin/SolidColorSprite.hx
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@ -0,0 +1,64 @@
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package funkin;
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import flixel.FlxSprite;
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/**
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* Provides a clone of a sprite that is filled with a single color while keeping its alpha.
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*/
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class SolidColorSprite extends FlxSprite
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{
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/**
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* The FlxSprite that this sprite referes to.
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*/
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public var reference:FlxSprite;
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/**
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* The red color strength, from 0.0 to 1.0.
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*/
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public var red:Float;
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/**
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* The green color strength, from 0.0 to 1.0.
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*/
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public var green:Float;
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/**
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* The blue color strength, from 0.0 to 1.0.
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*/
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public var blue:Float;
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function new(reference:FlxSprite, red:Float = 1.0, green:Float = 1.0, blue:Float = 1.0)
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{
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super();
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this.reference = reference;
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this.red = red;
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this.green = green;
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this.blue = blue;
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}
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override function draw():Void
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{
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super.draw();
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final rMult = reference.colorTransform.redMultiplier;
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final gMult = reference.colorTransform.greenMultiplier;
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final bMult = reference.colorTransform.blueMultiplier;
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final aMult = reference.colorTransform.alphaMultiplier;
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final rOff = Std.int(reference.colorTransform.redOffset);
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final gOff = Std.int(reference.colorTransform.greenOffset);
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final bOff = Std.int(reference.colorTransform.blueOffset);
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final aOff = Std.int(reference.colorTransform.alphaOffset);
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final tmpCameras = reference._cameras;
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final tmpShader = reference.shader;
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reference._cameras = _cameras;
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reference.shader = shader;
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reference.setColorTransform(0, 0, 0, 1, Std.int(red * 255 + 0.5), Std.int(green * 255 + 0.5), Std.int(blue * 255 + 0.5), 0);
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reference.draw();
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reference._cameras = tmpCameras;
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reference.shader = tmpShader;
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reference.setColorTransform(rMult, gMult, bMult, aMult, rOff, gOff, bOff, aOff);
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}
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}
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@ -31,6 +31,7 @@ import flixel.ui.FlxBar;
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import flixel.util.FlxColor;
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import flixel.util.FlxColor;
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import funkin.api.newgrounds.NGio;
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import funkin.api.newgrounds.NGio;
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import flixel.util.FlxTimer;
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import flixel.util.FlxTimer;
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import openfl.Lib;
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import openfl.display.BitmapData;
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import openfl.display.BitmapData;
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import openfl.geom.Rectangle;
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import openfl.geom.Rectangle;
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import funkin.audio.VoicesGroup;
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import funkin.audio.VoicesGroup;
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@ -589,6 +590,9 @@ class PlayState extends MusicBeatSubState
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}
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}
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initStrumlines();
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initStrumlines();
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// Initialize sprites for the buffer texture.
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initMaskSprites();
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// Initialize the judgements and combo meter.
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// Initialize the judgements and combo meter.
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comboPopUps = new PopUpStuff();
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comboPopUps = new PopUpStuff();
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comboPopUps.cameras = [camHUD];
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comboPopUps.cameras = [camHUD];
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@ -1272,6 +1276,8 @@ class PlayState extends MusicBeatSubState
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super.destroy();
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super.destroy();
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// It's manually obtained, don't forget to release it!
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maskTextureBase.dispose();
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FlxG.signals.postUpdate.remove(syncBufferCameras);
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FlxG.signals.postUpdate.remove(syncBufferCameras);
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bufferCameraFrontEnd.remove(camMask);
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bufferCameraFrontEnd.remove(camMask);
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}
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}
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@ -1308,11 +1314,7 @@ class PlayState extends MusicBeatSubState
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camCutscene = new FlxCamera();
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camCutscene = new FlxCamera();
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camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera.
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camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera.
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// Init cameras and stuff for buffers.
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initBufferCameras();
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camMask = new FlxCamera();
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maskTexture = new BitmapData(FlxG.width, FlxG.height, true, FlxColor.TRANSPARENT);
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bufferCameraFrontEnd.reset(camMask);
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FlxG.signals.postUpdate.add(syncBufferCameras);
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FlxG.cameras.reset(camGame);
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FlxG.cameras.reset(camGame);
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FlxG.cameras.add(camHUD, false);
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FlxG.cameras.add(camHUD, false);
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@ -1327,6 +1329,24 @@ class PlayState extends MusicBeatSubState
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add(cameraFollowPoint);
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add(cameraFollowPoint);
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}
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}
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function initBufferCameras():Void
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{
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// Init cameras and stuff for buffers.
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camMask = new FlxCamera();
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// note: removing this line will cause NullReferenceError inside OpenGLRenderer lol
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camMask.flashSprite.cacheAsBitmap = true;
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// Prevent potential memory leak.
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if (maskTextureBase != null) maskTextureBase.dispose();
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// We need to directly create texture using Context3D, otherwise cannot render Sprite
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// using OpenGLRenderer, which disables any shader applied to it.
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maskTextureBase = Lib.current.stage.context3D.createTexture(FlxG.width, FlxG.height, Context3DTextureFormat.BGRA, true);
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maskTexture = BitmapData.fromTexture(maskTextureBase);
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// This must be done BEFORE `FlxG.cameras.reset`.
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bufferCameraFrontEnd.reset(camMask);
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// Sync buffer cameras after every update.
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FlxG.signals.postUpdate.add(syncBufferCameras);
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}
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/**
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/**
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* Initializes the health bar on the HUD.
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* Initializes the health bar on the HUD.
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*/
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*/
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@ -1419,14 +1439,6 @@ class PlayState extends MusicBeatSubState
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#if debug
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#if debug
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FlxG.console.registerObject('stage', currentStage);
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FlxG.console.registerObject('stage', currentStage);
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#end
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#end
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// Add mask sprites to the mask camera.
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for (sprite in currentStage.maskSprites)
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{
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sprite.cameras = [camMask];
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}
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// Set buffer textures.
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currentStage.maskTexture = maskTexture;
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}
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}
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else
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else
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{
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{
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this.refresh();
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this.refresh();
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}
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}
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function initMaskSprites():Void
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{
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// Add mask sprites to the mask camera.
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for (sprite in currentStage.maskSprites)
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{
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this.add(sprite);
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sprite.cameras = [camMask];
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}
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// Set buffer textures to the current stage.
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currentStage.maskTexture = maskTexture;
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}
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/**
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/**
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* Initializes the Discord Rich Presence.
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* Initializes the Discord Rich Presence.
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*/
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*/
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