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PureColor shader
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parent
c58ee24579
commit
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@ -28,6 +28,7 @@ import freeplayStuff.SongMenuItem;
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import lime.app.Future;
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import lime.app.Future;
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import lime.utils.Assets;
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import lime.utils.Assets;
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import shaderslmfao.AngleMask;
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import shaderslmfao.AngleMask;
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import shaderslmfao.PureColor;
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import shaderslmfao.StrokeShader;
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import shaderslmfao.StrokeShader;
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using StringTools;
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using StringTools;
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@ -198,7 +199,7 @@ class FreeplayState extends MusicBeatSubstate
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grpCapsules = new FlxTypedGroup<SongMenuItem>();
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grpCapsules = new FlxTypedGroup<SongMenuItem>();
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add(grpCapsules);
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add(grpCapsules);
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grpDifficulties = new FlxSpriteGroup(-300, 100);
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grpDifficulties = new FlxSpriteGroup(-300, 80);
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add(grpDifficulties);
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add(grpDifficulties);
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grpDifficulties.add(new FlxSprite().loadGraphic(Paths.image('freeplay/freeplayEasy')));
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grpDifficulties.add(new FlxSprite().loadGraphic(Paths.image('freeplay/freeplayEasy')));
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@ -232,8 +233,8 @@ class FreeplayState extends MusicBeatSubstate
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{
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{
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FlxTween.tween(grpDifficulties, {x: 90}, 0.6, {ease: FlxEase.quartOut});
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FlxTween.tween(grpDifficulties, {x: 90}, 0.6, {ease: FlxEase.quartOut});
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add(new DifficultySelector(20, grpDifficulties.y, false, controls));
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add(new DifficultySelector(20, grpDifficulties.y - 10, false, controls));
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add(new DifficultySelector(325, grpDifficulties.y, true, controls));
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add(new DifficultySelector(325, grpDifficulties.y - 10, true, controls));
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var animShit:ComboCounter = new ComboCounter(100, 300, 1000000);
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var animShit:ComboCounter = new ComboCounter(100, 300, 1000000);
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// add(animShit);
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// add(animShit);
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@ -591,8 +592,10 @@ class FreeplayState extends MusicBeatSubstate
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curShit.visible = true;
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curShit.visible = true;
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curShit.offset.y += 5;
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curShit.offset.y += 5;
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curShit.alpha = 0.5;
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new FlxTimer().start(1 / 24, function(swag)
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new FlxTimer().start(1 / 24, function(swag)
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{
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{
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curShit.alpha = 1;
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curShit.updateHitbox();
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curShit.updateHitbox();
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});
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});
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}
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}
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@ -664,6 +667,7 @@ class FreeplayState extends MusicBeatSubstate
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class DifficultySelector extends FlxSprite
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class DifficultySelector extends FlxSprite
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{
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{
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var controls:Controls;
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var controls:Controls;
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var whiteShader:PureColor;
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public function new(x:Float, y:Float, flipped:Bool, controls:Controls)
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public function new(x:Float, y:Float, flipped:Bool, controls:Controls)
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{
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{
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@ -675,6 +679,10 @@ class DifficultySelector extends FlxSprite
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animation.addByPrefix('shine', "arrow pointer loop", 24);
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animation.addByPrefix('shine', "arrow pointer loop", 24);
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animation.play('shine');
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animation.play('shine');
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whiteShader = new PureColor(FlxColor.WHITE);
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shader = whiteShader;
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flipX = flipped;
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flipX = flipped;
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}
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}
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@ -692,8 +700,11 @@ class DifficultySelector extends FlxSprite
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{
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{
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offset.y -= 5;
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offset.y -= 5;
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whiteShader.colorSet = true;
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new FlxTimer().start(2 / 24, function(tmr)
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new FlxTimer().start(2 / 24, function(tmr)
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{
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{
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whiteShader.colorSet = false;
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updateHitbox();
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updateHitbox();
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});
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});
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}
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}
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48
source/shaderslmfao/PureColor.hx
Normal file
48
source/shaderslmfao/PureColor.hx
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@ -0,0 +1,48 @@
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package shaderslmfao;
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import flixel.system.FlxAssets.FlxShader;
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import flixel.util.FlxColor;
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class PureColor extends FlxShader
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{
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public var col(default, set):FlxColor;
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public var colorSet(default, set):Bool;
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function set_colorSet(bol:Bool):Bool
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{
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colSet.value = [bol];
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return bol;
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}
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function set_col(val:FlxColor):FlxColor
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{
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funnyColor.value = [val.red, val.green, val.blue, val.alpha];
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return val;
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}
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@:glFragmentSource('
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#pragma header
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uniform vec4 funnyColor;
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uniform bool colSet;
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void main()
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{
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vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv);
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if (color.a > 0.0 && colSet)
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color = vec4(funnyColor.r, funnyColor.g, funnyColor.b, color.a);
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gl_FragColor = color;
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}
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')
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public function new(colr:FlxColor)
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{
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super();
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this.col = colr;
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this.colorSet = false;
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}
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}
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