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Fix a crash in the Results state. also nudge GF over to the spot shes in in the FLA (#490)

This commit is contained in:
Cameron Taylor 2024-04-17 20:07:47 -04:00 committed by GitHub
commit fd2356aed4

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@ -80,34 +80,34 @@ class ResultState extends MusicBeatSubState
bgFlash.visible = false; bgFlash.visible = false;
add(bgFlash); add(bgFlash);
var bfGfExcellent:FlxAtlasSprite = new FlxAtlasSprite(380, -170, Paths.animateAtlas("resultScreen/resultsBoyfriendExcellent", "shared")); // var bfGfExcellent:FlxAtlasSprite = new FlxAtlasSprite(380, -170, Paths.animateAtlas("resultScreen/resultsBoyfriendExcellent", "shared"));
bfGfExcellent.visible = false; // bfGfExcellent.visible = false;
add(bfGfExcellent); // add(bfGfExcellent);
//
// var bfPerfect:FlxAtlasSprite = new FlxAtlasSprite(370, -180, Paths.animateAtlas("resultScreen/resultsBoyfriendPerfect", "shared"));
// bfPerfect.visible = false;
// add(bfPerfect);
//
// var bfSHIT:FlxAtlasSprite = new FlxAtlasSprite(0, 20, Paths.animateAtlas("resultScreen/resultsBoyfriendSHIT", "shared"));
// bfSHIT.visible = false;
// add(bfSHIT);
//
// bfGfExcellent.anim.onComplete = () -> {
// bfGfExcellent.anim.curFrame = 28;
// bfGfExcellent.anim.play(); // unpauses this anim, since it's on PlayOnce!
// };
//
// bfPerfect.anim.onComplete = () -> {
// bfPerfect.anim.curFrame = 136;
// bfPerfect.anim.play(); // unpauses this anim, since it's on PlayOnce!
// };
//
// bfSHIT.anim.onComplete = () -> {
// bfSHIT.anim.curFrame = 150;
// bfSHIT.anim.play(); // unpauses this anim, since it's on PlayOnce!
// };
var bfPerfect:FlxAtlasSprite = new FlxAtlasSprite(370, -180, Paths.animateAtlas("resultScreen/resultsBoyfriendPerfect", "shared")); var gf:FlxSprite = FunkinSprite.createSparrow(625, 325, 'resultScreen/resultGirlfriendGOOD');
bfPerfect.visible = false;
add(bfPerfect);
var bfSHIT:FlxAtlasSprite = new FlxAtlasSprite(0, 20, Paths.animateAtlas("resultScreen/resultsBoyfriendSHIT", "shared"));
bfSHIT.visible = false;
add(bfSHIT);
bfGfExcellent.anim.onComplete = () -> {
bfGfExcellent.anim.curFrame = 28;
bfGfExcellent.anim.play(); // unpauses this anim, since it's on PlayOnce!
};
bfPerfect.anim.onComplete = () -> {
bfPerfect.anim.curFrame = 136;
bfPerfect.anim.play(); // unpauses this anim, since it's on PlayOnce!
};
bfSHIT.anim.onComplete = () -> {
bfSHIT.anim.curFrame = 150;
bfSHIT.anim.play(); // unpauses this anim, since it's on PlayOnce!
};
var gf:FlxSprite = FunkinSprite.createSparrow(500, 300, 'resultScreen/resultGirlfriendGOOD');
gf.animation.addByPrefix("clap", "Girlfriend Good Anim", 24, false); gf.animation.addByPrefix("clap", "Girlfriend Good Anim", 24, false);
gf.visible = false; gf.visible = false;
gf.animation.finishCallback = _ -> { gf.animation.finishCallback = _ -> {
@ -268,9 +268,9 @@ class ResultState extends MusicBeatSubState
switch (resultsVariation) switch (resultsVariation)
{ {
case SHIT: // case SHIT:
bfSHIT.visible = true; // bfSHIT.visible = true;
bfSHIT.playAnimation(""); // bfSHIT.playAnimation("");
case NORMAL: case NORMAL:
boyfriend.animation.play('fall'); boyfriend.animation.play('fall');
@ -292,9 +292,9 @@ class ResultState extends MusicBeatSubState
gf.animation.play('clap', true); gf.animation.play('clap', true);
gf.visible = true; gf.visible = true;
}); });
case PERFECT: // case PERFECT:
bfPerfect.visible = true; // bfPerfect.visible = true;
bfPerfect.playAnimation(""); // bfPerfect.playAnimation("");
// bfGfExcellent.visible = true; // bfGfExcellent.visible = true;
// bfGfExcellent.playAnimation(""); // bfGfExcellent.playAnimation("");