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flash fix

This commit is contained in:
cyn 2024-05-13 11:23:16 -07:00 committed by EliteMasterEric
parent 69a9a45131
commit dad8b0815d
2 changed files with 23 additions and 24 deletions

View file

@ -11,7 +11,6 @@ class MenuItem extends FlxSpriteGroup
{
public var targetY:Float = 0;
public var week:FlxSprite;
public var flashingInt:Int = 0;
public function new(x:Float, y:Float, weekNum:Int = 0, weekType:WeekType)
{
@ -30,28 +29,28 @@ class MenuItem extends FlxSpriteGroup
}
var isFlashing:Bool = false;
var flashTick:Float = 0;
final flashFramerate:Float = 20;
public function startFlashing():Void
{
isFlashing = true;
}
// if it runs at 60fps, fake framerate will be 6
// if it runs at 144 fps, fake framerate will be like 14, and will update the graphic every 0.016666 * 3 seconds still???
// so it runs basically every so many seconds, not dependant on framerate??
// I'm still learning how math works thanks whoever is reading this lol
var fakeFramerate:Int = Math.round((1 / FlxG.elapsed) / 10);
override function update(elapsed:Float)
{
super.update(elapsed);
y = MathUtil.coolLerp(y, (targetY * 120) + 480, 0.17);
if (isFlashing) flashingInt += 1;
if (flashingInt % fakeFramerate >= Math.floor(fakeFramerate / 2)) week.color = 0xFF33ffff;
else
week.color = FlxColor.WHITE;
if (isFlashing)
{
flashTick += elapsed;
if (flashTick >= 1 / flashFramerate)
{
flashTick %= 1 / flashFramerate;
week.color = (week.color == FlxColor.WHITE) ? 0xFF33ffff : FlxColor.WHITE;
}
}
}
}

View file

@ -13,13 +13,10 @@ class LevelTitle extends FlxSpriteGroup
public final level:Level;
public var targetY:Float;
public var isFlashing:Bool = false;
var title:FlxSprite;
var lock:FlxSprite;
var flashingInt:Int = 0;
public function new(x:Int, y:Int, level:Level)
{
super(x, y);
@ -46,20 +43,23 @@ class LevelTitle extends FlxSpriteGroup
}
}
// if it runs at 60fps, fake framerate will be 6
// if it runs at 144 fps, fake framerate will be like 14, and will update the graphic every 0.016666 * 3 seconds still???
// so it runs basically every so many seconds, not dependant on framerate??
// I'm still learning how math works thanks whoever is reading this lol
var fakeFramerate:Int = Math.round((1 / FlxG.elapsed) / 10);
public var isFlashing:Bool = false;
var flashTick:Float = 0;
final flashFramerate:Float = 20;
public override function update(elapsed:Float):Void
{
this.y = MathUtil.coolLerp(y, targetY, 0.17);
if (isFlashing) flashingInt += 1;
if (flashingInt % fakeFramerate >= Math.floor(fakeFramerate / 2)) title.color = 0xFF33ffff;
else
title.color = FlxColor.WHITE;
if (isFlashing)
{
flashTick += elapsed;
if (flashTick >= 1 / flashFramerate)
{
flashTick %= 1 / flashFramerate;
title.color = (title.color == FlxColor.WHITE) ? 0xFF33ffff : FlxColor.WHITE;
}
}
}
public function showLock():Void