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Work-in-progress for Week 7
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@ -112,10 +112,6 @@ class PlayState extends MusicBeatState
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var foregroundSprites:FlxTypedGroup<BGSprite>;
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var tankmanRun:FlxTypedGroup<TankmenBG>;
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var gfCutsceneLayer:FlxGroup;
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var bfTankCutsceneLayer:FlxGroup;
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var tankWatchtower:BGSprite;
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var tankGround:BGSprite;
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var talking:Bool = true;
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var songScore:Int = 0;
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@ -417,52 +413,9 @@ class PlayState extends MusicBeatState
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loadStage(curStageId);
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case 'guns' | 'stress' | 'ugh':
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loadStageOld('tank');
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curStageId = 'tankmanBattlefield';
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loadStage(curStageId);
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// this goes after tankSky and before tankMountains in stage file
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// need to accomodate for the velocity thing!
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var tankSky:BGSprite = new BGSprite('tankClouds', FlxG.random.int(-700, -100), FlxG.random.int(-20, 20), 0.1, 0.1);
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tankSky.active = true;
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tankSky.velocity.x = FlxG.random.float(5, 15);
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add(tankSky);
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tankWatchtower = new BGSprite('tankWatchtower', 100, 50, 0.5, 0.5, ['watchtower gradient color']);
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add(tankWatchtower);
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tankGround = new BGSprite('tankRolling', 300, 300, 0.5, 0.5, ['BG tank w lighting'], true);
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add(tankGround);
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// tankGround.active = false;
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tankmanRun = new FlxTypedGroup<TankmenBG>();
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add(tankmanRun);
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var tankGround:BGSprite = new BGSprite('tankGround', -420, -150);
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tankGround.setGraphicSize(Std.int(tankGround.width * 1.15));
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tankGround.updateHitbox();
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add(tankGround);
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moveTank();
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// smokeLeft.screenCenter();
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var fgTank0:BGSprite = new BGSprite('tank0', -500, 650, 1.7, 1.5, ['fg']);
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foregroundSprites.add(fgTank0);
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var fgTank1:BGSprite = new BGSprite('tank1', -300, 750, 2, 0.2, ['fg']);
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foregroundSprites.add(fgTank1);
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// just called 'foreground' just cuz small inconsistency no bbiggei
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var fgTank2:BGSprite = new BGSprite('tank2', 450, 940, 1.5, 1.5, ['foreground']);
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foregroundSprites.add(fgTank2);
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var fgTank4:BGSprite = new BGSprite('tank4', 1300, 900, 1.5, 1.5, ['fg']);
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foregroundSprites.add(fgTank4);
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var fgTank5:BGSprite = new BGSprite('tank5', 1620, 700, 1.5, 1.5, ['fg']);
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foregroundSprites.add(fgTank5);
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var fgTank3:BGSprite = new BGSprite('tank3', 1300, 1200, 3.5, 2.5, ['fg']);
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foregroundSprites.add(fgTank3);
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default:
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curStageId = "mainStage";
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loadStage(curStageId);
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@ -602,13 +555,6 @@ class PlayState extends MusicBeatState
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else
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{
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add(gf);
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gfCutsceneLayer = new FlxGroup();
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add(gfCutsceneLayer);
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bfTankCutsceneLayer = new FlxGroup();
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add(bfTankCutsceneLayer);
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add(dad);
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add(boyfriend);
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}
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@ -622,6 +568,7 @@ class PlayState extends MusicBeatState
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blackShit.scrollFactor.set();
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add(blackShit);
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#if html5
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var vid:FlxVideo = new FlxVideo('music/ughCutscene.mp4');
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vid.finishCallback = function()
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{
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@ -630,6 +577,12 @@ class PlayState extends MusicBeatState
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startCountdown();
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cameraMovement();
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};
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#else
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remove(blackShit);
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FlxTween.tween(FlxG.camera, {zoom: defaultCamZoom}, (Conductor.crochet / 1000) * 5, {ease: FlxEase.quadInOut});
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startCountdown();
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cameraMovement();
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#end
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FlxG.camera.zoom = defaultCamZoom * 1.2;
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@ -800,6 +753,7 @@ class PlayState extends MusicBeatState
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blackShit.scrollFactor.set();
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add(blackShit);
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#if html5
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var vid:FlxVideo = new FlxVideo('music/gunsCutscene.mp4');
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vid.finishCallback = function()
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{
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@ -809,6 +763,13 @@ class PlayState extends MusicBeatState
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startCountdown();
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cameraMovement();
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};
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#else
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remove(blackShit);
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FlxTween.tween(FlxG.camera, {zoom: defaultCamZoom}, (Conductor.crochet / 1000) * 5, {ease: FlxEase.quadInOut});
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startCountdown();
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cameraMovement();
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#end
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/* camFollow.setPosition(camPos.x, camPos.y);
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@ -874,6 +835,7 @@ class PlayState extends MusicBeatState
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blackShit.scrollFactor.set();
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add(blackShit);
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#if html5
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var vid:FlxVideo = new FlxVideo('music/stressCutscene.mp4');
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vid.finishCallback = function()
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{
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@ -883,6 +845,13 @@ class PlayState extends MusicBeatState
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startCountdown();
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cameraMovement();
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};
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#else
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remove(blackShit);
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FlxTween.tween(FlxG.camera, {zoom: defaultCamZoom}, (Conductor.crochet / 1000) * 5, {ease: FlxEase.quadInOut});
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startCountdown();
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cameraMovement();
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#end
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/* camHUD.visible = false;
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@ -1764,12 +1733,6 @@ class PlayState extends MusicBeatState
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// Conductor.lastSongPos = FlxG.sound.music.time;
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}
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switch (curStageId)
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{
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case 'tank':
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moveTank();
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}
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super.update(elapsed); // idk if there's a particular reason why some code is before super.update(), and some is after. Prob nothing too much to worry about.
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var androidPause:Bool = false;
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@ -2623,25 +2586,6 @@ class PlayState extends MusicBeatState
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FlxG.camera.focusOn(camFollow.getPosition());
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}
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function moveTank():Void
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{
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if (!inCutscene)
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{
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var daAngleOffset:Float = 1;
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tankAngle += FlxG.elapsed * tankSpeed;
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tankGround.angle = tankAngle - 90 + 15;
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tankGround.x = tankX + Math.cos(FlxAngle.asRadians((tankAngle * daAngleOffset) + 180)) * 1500;
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tankGround.y = 1300 + Math.sin(FlxAngle.asRadians((tankAngle * daAngleOffset) + 180)) * 1100;
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}
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}
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var tankResetShit:Bool = false;
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var tankMoving:Bool = false;
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var tankAngle:Float = FlxG.random.int(-90, 45);
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var tankSpeed:Float = FlxG.random.float(5, 7);
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var tankX:Float = 400;
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override function stepHit()
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{
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super.stepHit();
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@ -2749,18 +2693,6 @@ class PlayState extends MusicBeatState
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dad.playAnim('cheer', true);
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}
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foregroundSprites.forEach(function(spr:BGSprite)
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{
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spr.dance();
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});
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// boppin friends
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switch (curStageId)
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{
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case 'tank':
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tankWatchtower.dance();
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}
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if (curStage != null)
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{
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// We're using Eric's stage handler. The stage should know that a beat has been hit.
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