mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-15 11:22:55 +00:00
Merge pull request #554 from FunkinCrew/bugfix/public-fixes
Eric's public bug fixes
This commit is contained in:
commit
e26d4ac440
2
assets
2
assets
|
@ -1 +1 @@
|
|||
Subproject commit 962130b2243a839106607d08a11599b1857bf8b3
|
||||
Subproject commit 783f22e741c85223da7f3f815b28fc4c6f240cbc
|
|
@ -1,31 +1,31 @@
|
|||
# Funkin' Debug Hotkeys
|
||||
|
||||
`F4` (EVERYWHERE) - Leave Current State and move to Main Menu
|
||||
`F5` (EVERYWHERE) - Hot Reload Data Files
|
||||
Most of this functionality is only available on debug builds of the game!
|
||||
|
||||
`Y` (Title Screen) - WOAH
|
||||
## Any State
|
||||
- `F2`: ***OVERLAY***: Enables the Flixel debug overlay, which has partial support for scripting.
|
||||
- `F3`: ***SCREENSHOT***: Takes a screenshot of the game and saves it to the local `screenshots` directory. Works outside of debug builds too!
|
||||
- `F4`: ***EJECT***: Forcibly switch state to the Main Menu (with no extra transition). Useful if you're stuck in a level and you need to get out!
|
||||
- `F5`: ***HOT RELOAD***: Forcibly reload the game's scripts and data files, then restart the current state. If any files in the `assets` folder have been modified, the game should process the changes for you! NOTE: Known bug, this does not reset song charts or song scripts, but it should reset everything else (such as stage layout data and character animation data).
|
||||
- `CTRL-SHIFT-L`: ***FORCE CRASH***: Immediately crash the game with a detailed crash log and a stack trace.
|
||||
|
||||
`~` (Main Menu) - Access Debug Menu
|
||||
## **Play State**
|
||||
- `H`: ***HIDE UI***: Makes the user interface invisible. Works in Pause Menu, great for screenshots.
|
||||
- `1`: ***END SONG***: Immediately ends the song and moves to Results Screen on Freeplay, or next song on Story Mode.
|
||||
- `2`: ***GAIN HEALTH***: Debug function, add 10% to the player's health.
|
||||
- `3`: ***LOSE HEALTH***: Debug function, subtract 5% to the player's health.
|
||||
- `9`: NEATO!
|
||||
- `PAGEUP` (MacOS: `Fn-Up`): ***FORWARDS TIME TRAVEL****: Move forward by 2 sections. Hold SHIFT to move forward by 20 sections instead.
|
||||
- `PAGEDOWN` (MacOS: `Fn-Down`): ***BACKWARDS TIME TRAVEL****: Move backward by 2 sections. Hold SHIFT to move backward by 20 sections instead.
|
||||
|
||||
`U` (Play) - Open Stage Editor State
|
||||
`H` (Play) - Show/Hide HUD
|
||||
`1` (Play) - End Song
|
||||
`2` (Play) - Add 10% Health
|
||||
`3` (Play) - Subtract 5% Health
|
||||
`7` (Play) - (NOT WORKING) Open Chart Editor
|
||||
`8` (Play) - Open Animation Editor
|
||||
`9` (Play) - (Easter Egg) Classic Health Icon
|
||||
`PGUP`/`Fn+Up` (Play) - Skip Forward In Time
|
||||
`PGDN`/`Fn+Down` (Play) - 🦃 That's right, we're going to go BACK IN TIME
|
||||
## **Freeplay State**
|
||||
- `F` (Freeplay Menu) - Move to Favorites
|
||||
- `Q` (Freeplay Menu) - Back one category
|
||||
- `E` (Freeplay Menu) - Forward one category
|
||||
|
||||
`F` (Freeplay Menu) - Move to Favorites
|
||||
`P` (Freeplay Menu) - Switch to Pico (probably doesn't work)
|
||||
`T` (Freeplay Menu) - Start typing in search bar
|
||||
`Q` (Freeplay Menu) - Back one letter
|
||||
`E` (Freeplay Menu) - Forward one letter
|
||||
## **Title State**
|
||||
- `Y` - WOAH
|
||||
|
||||
`Arrows` (Stage Editor) - Move Prop
|
||||
`Ctrl-Z` (Stage Editor) - Undo
|
||||
`Y` (Stage Editor) - Leave Stage Editor
|
||||
|
||||
`H` (Pause Menu) - Hide the Pause Menu UI (good for screenshots!)
|
||||
## **Main Menu**
|
||||
- `~`: ***DEBUG****: Opens a menu to access the Chart Editor and other work-in-progress editors. Rebindable in the options menu.
|
||||
- `CTRL-ALT-SHIFT-W`: ***ALL ACCESS***: Unlocks all songs in Freeplay. Only available on debug builds.
|
||||
|
|
|
@ -527,6 +527,14 @@ class Controls extends FlxActionSet
|
|||
action.inputs[i].inputID = toAdd;
|
||||
}
|
||||
hasReplaced = true;
|
||||
} else if (input.device == KEYBOARD && input.inputID == toAdd) {
|
||||
// This key is already bound!
|
||||
if (hasReplaced) {
|
||||
// Remove the duplicate keybind, don't replace.
|
||||
action.inputs.remove(input);
|
||||
} else {
|
||||
hasReplaced = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -989,6 +997,7 @@ class Controls extends FlxActionSet
|
|||
for (control in Control.createAll())
|
||||
{
|
||||
var inputs:Array<Int> = Reflect.field(data, control.getName());
|
||||
inputs = inputs.unique();
|
||||
if (inputs != null)
|
||||
{
|
||||
if (inputs.length == 0) {
|
||||
|
@ -1038,7 +1047,11 @@ class Controls extends FlxActionSet
|
|||
var inputs = getInputsFor(control, device);
|
||||
isEmpty = isEmpty && inputs.length == 0;
|
||||
|
||||
if (inputs.length == 0) inputs = [FlxKey.NONE];
|
||||
if (inputs.length == 0) {
|
||||
inputs = [FlxKey.NONE];
|
||||
} else {
|
||||
inputs = inputs.unique();
|
||||
}
|
||||
|
||||
Reflect.setField(data, control.getName(), inputs);
|
||||
}
|
||||
|
|
|
@ -83,6 +83,8 @@ class GameOverSubState extends MusicBeatSubState
|
|||
|
||||
var isChartingMode:Bool = false;
|
||||
|
||||
var mustNotExit:Bool = false;
|
||||
|
||||
var transparent:Bool;
|
||||
|
||||
static final CAMERA_ZOOM_DURATION:Float = 0.5;
|
||||
|
@ -240,7 +242,7 @@ class GameOverSubState extends MusicBeatSubState
|
|||
}
|
||||
|
||||
// KEYBOARD ONLY: Return to the menu when pressing the assigned key.
|
||||
if (controls.BACK)
|
||||
if (controls.BACK && !mustNotExit)
|
||||
{
|
||||
blueballed = false;
|
||||
PlayState.instance.deathCounter = 0;
|
||||
|
|
|
@ -733,8 +733,8 @@ class FreeplayState extends MusicBeatSubState
|
|||
}
|
||||
}
|
||||
|
||||
lerpScore = MathUtil.coolLerp(lerpScore, intendedScore, 0.2);
|
||||
lerpCompletion = MathUtil.coolLerp(lerpCompletion, intendedCompletion, 0.9);
|
||||
lerpScore = MathUtil.smoothLerp(lerpScore, intendedScore, elapsed, 0.5);
|
||||
lerpCompletion = MathUtil.smoothLerp(lerpCompletion, intendedCompletion, elapsed, 0.5);
|
||||
|
||||
if (Math.isNaN(lerpScore))
|
||||
{
|
||||
|
|
|
@ -141,7 +141,9 @@ class CrashHandler
|
|||
|
||||
fullContents += '\n';
|
||||
|
||||
fullContents += 'Flixel Current State: ${Type.getClassName(Type.getClass(FlxG.state))}\n';
|
||||
var currentState = FlxG.state != null ? Type.getClassName(Type.getClass(FlxG.state)) : 'No state loaded';
|
||||
|
||||
fullContents += 'Flixel Current State: ${currentState}\n';
|
||||
|
||||
fullContents += '\n';
|
||||
|
||||
|
|
Loading…
Reference in a new issue