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https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-27 23:46:45 +00:00
lil bullshit in progress hehe
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parent
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commit
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@ -92,5 +92,5 @@
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<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
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<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
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<icon path="art/icon.png"/>
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<icon path="art/icon.png"/>
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<haxedef name="SKIP_TO_PLAYSTATE" if="debug" />
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<!-- <haxedef name="SKIP_TO_PLAYSTATE" if="debug" /> -->
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</project>
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</project>
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BIN
assets/music/Spookeez.ogg
Normal file
BIN
assets/music/Spookeez.ogg
Normal file
Binary file not shown.
BIN
assets/music/Spookeez_Inst.ogg
Normal file
BIN
assets/music/Spookeez_Inst.ogg
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Binary file not shown.
BIN
assets/music/Spookeez_Voices.ogg
Normal file
BIN
assets/music/Spookeez_Voices.ogg
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Binary file not shown.
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@ -23,12 +23,17 @@ class FreeplayState extends MusicBeatState
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for (i in 0...songs.length)
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for (i in 0...songs.length)
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{
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{
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var songText:Alphabet = new Alphabet(40, (70 * i) + 30, songs[i], true, false);
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var songText:Alphabet = new Alphabet(0, (70 * i) + 30, songs[i], true, false);
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add(songText);
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add(songText);
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songText.x += 40;
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// DONT PUT X IN THE FIRST PARAMETER OF new ALPHABET() !!
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// songText.screenCenter(X);
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// songText.screenCenter(X);
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}
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}
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FlxG.sound.playMusic('assets/music/title' + TitleState.soundExt, 0);
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FlxG.sound.music.fadeIn(2, 0, 0.8);
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selector = new FlxText();
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selector = new FlxText();
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selector.size = 40;
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selector.size = 40;
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selector.text = ">";
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selector.text = ">";
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add(selector);
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add(selector);
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@ -7,7 +7,7 @@ import flixel.math.FlxPoint;
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import flixel.util.FlxColor;
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import flixel.util.FlxColor;
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import flixel.util.FlxTimer;
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import flixel.util.FlxTimer;
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class GameOverSubstate extends FlxSubState
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class GameOverSubstate extends MusicBeatSubstate
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{
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{
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var bf:Boyfriend;
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var bf:Boyfriend;
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var camFollow:FlxObject;
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var camFollow:FlxObject;
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@ -16,6 +16,8 @@ class GameOverSubstate extends FlxSubState
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{
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{
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super();
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super();
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Conductor.songPosition = 0;
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bf = new Boyfriend(x, y);
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bf = new Boyfriend(x, y);
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add(bf);
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add(bf);
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@ -23,6 +25,7 @@ class GameOverSubstate extends FlxSubState
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add(camFollow);
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add(camFollow);
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FlxG.sound.play('assets/sounds/fnf_loss_sfx' + TitleState.soundExt);
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FlxG.sound.play('assets/sounds/fnf_loss_sfx' + TitleState.soundExt);
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Conductor.changeBPM(100);
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// FlxG.camera.followLerp = 1;
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// FlxG.camera.followLerp = 1;
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// FlxG.camera.focusOn(FlxPoint.get(FlxG.width / 2, FlxG.height / 2));
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// FlxG.camera.focusOn(FlxPoint.get(FlxG.width / 2, FlxG.height / 2));
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@ -50,6 +53,18 @@ class GameOverSubstate extends FlxSubState
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{
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{
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FlxG.sound.playMusic('assets/music/gameOver' + TitleState.soundExt);
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FlxG.sound.playMusic('assets/music/gameOver' + TitleState.soundExt);
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}
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}
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if (FlxG.sound.music.playing)
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{
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Conductor.songPosition = FlxG.sound.music.time;
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}
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}
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override function beatHit()
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{
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super.beatHit();
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FlxG.log.add('beat');
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}
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}
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var isEnding:Bool = false;
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var isEnding:Bool = false;
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78
source/MusicBeatSubstate.hx
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78
source/MusicBeatSubstate.hx
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@ -0,0 +1,78 @@
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package;
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import flixel.FlxSubState;
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class MusicBeatSubstate extends FlxSubState
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{
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public function new()
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{
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super();
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}
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private var lastBeat:Float = 0;
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private var lastStep:Float = 0;
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private var totalBeats:Int = 0;
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private var totalSteps:Int = 0;
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private var curStep:Int = 0;
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private var curBeat:Int = 0;
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private var controls(get, never):Controls;
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inline function get_controls():Controls
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return PlayerSettings.player1.controls;
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override function create()
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{
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#if (!web)
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TitleState.soundExt = '.ogg';
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#end
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super.create();
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}
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override function update(elapsed:Float)
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{
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everyStep();
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updateCurStep();
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curBeat = Math.round(curStep / 4);
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super.update(elapsed);
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}
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/**
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* CHECKS EVERY FRAME
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*/
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private function everyStep():Void
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{
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if (Conductor.songPosition > lastStep + Conductor.stepCrochet - Conductor.safeZoneOffset
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|| Conductor.songPosition < lastStep + Conductor.safeZoneOffset)
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{
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if (Conductor.songPosition > lastStep + Conductor.stepCrochet)
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{
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stepHit();
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}
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}
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}
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private function updateCurStep():Void
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{
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curStep = Math.floor(Conductor.songPosition / Conductor.stepCrochet);
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}
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public function stepHit():Void
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{
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totalSteps += 1;
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lastStep += Conductor.stepCrochet;
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if (totalSteps % 4 == 0)
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beatHit();
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}
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public function beatHit():Void
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{
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lastBeat += Conductor.crochet;
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totalBeats += 1;
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}
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}
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