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readd IntroSubState from char unlock
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@ -8,22 +8,24 @@ import hxcodec.flixel.FlxVideoSprite;
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#end
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import funkin.ui.MusicBeatSubState;
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import funkin.audio.FunkinSound;
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import funkin.save.Save;
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/**
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* After about 2 minutes of inactivity on the title screen,
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* the game will enter the Attract state, as a reference to physical arcade machines.
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*
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* In the current version, this just plays the ~~Kickstarter trailer~~ Erect teaser, but this can be changed to
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* gameplay footage, a generic game trailer, or something more elaborate.
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* When you first enter the character select state, it will play an introductory video opening up the lights
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*/
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class IntroSubState extends MusicBeatSubState
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{
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static final ATTRACT_VIDEO_PATH:String = Paths.stripLibrary(Paths.videos('introSelect'));
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static final LIGHTS_VIDEO_PATH:String = Paths.stripLibrary(Paths.videos('introSelect'));
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var introSound:FunkinSound = null;
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public override function create():Void
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{
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if (Save.instance.oldChar)
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{
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onLightsEnd();
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return;
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}
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// Pause existing music.
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if (FlxG.sound.music != null)
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{
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@ -32,15 +34,20 @@ class IntroSubState extends MusicBeatSubState
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}
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#if html5
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trace('Playing web video ${ATTRACT_VIDEO_PATH}');
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playVideoHTML5(ATTRACT_VIDEO_PATH);
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trace('Playing web video ${LIGHTS_VIDEO_PATH}');
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playVideoHTML5(LIGHTS_VIDEO_PATH);
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#end
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#if hxCodec
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trace('Playing native video ${ATTRACT_VIDEO_PATH}');
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playVideoNative(ATTRACT_VIDEO_PATH);
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trace('Playing native video ${LIGHTS_VIDEO_PATH}');
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playVideoNative(LIGHTS_VIDEO_PATH);
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#end
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// Im TOO lazy to even care, so uh, yep
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FlxG.camera.zoom = 0.66666666666666666666666666666667;
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vid.x = -(FlxG.width - (FlxG.width * FlxG.camera.zoom));
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vid.y = -((FlxG.height - (FlxG.height * FlxG.camera.zoom)) * 0.75);
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introSound = new FunkinSound();
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introSound.loadEmbedded(Paths.sound('CS_Lights'));
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introSound.pitch = 1;
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@ -64,7 +71,7 @@ class IntroSubState extends MusicBeatSubState
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{
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vid.zIndex = 0;
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vid.finishCallback = onAttractEnd;
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vid.finishCallback = onLightsEnd;
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add(vid);
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}
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@ -88,7 +95,7 @@ class IntroSubState extends MusicBeatSubState
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if (vid != null)
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{
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vid.zIndex = 0;
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vid.bitmap.onEndReached.add(onAttractEnd);
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vid.bitmap.onEndReached.add(onLightsEnd);
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add(vid);
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vid.play(filePath, false);
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@ -104,30 +111,33 @@ class IntroSubState extends MusicBeatSubState
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{
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super.update(elapsed);
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if (controls.ACCEPT)
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{
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onAttractEnd();
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}
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// if (!introSound.paused)
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// {
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// #if html5
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// @:privateAccess
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// vid.netStream.seek(introSound.time);
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// #elseif hxCodec
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// vid.bitmap.time = Std.int(introSound.time);
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// #end
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// }
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}
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/**
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* When the attraction state ends (after the video ends or the user presses any button),
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* switch immediately to the title screen.
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* When the lights video finishes, it will close the substate
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*/
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function onAttractEnd():Void
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function onLightsEnd():Void
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{
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#if (html5 || hxCodec)
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if (vid != null)
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{
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#if hxCodec
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vid.stop();
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#end
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remove(vid);
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vid.destroy();
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vid = null;
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}
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#end
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FlxG.camera.zoom = 1;
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close();
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}
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