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Author SHA1 Message Date
Lasercar 877985eaca
Merge a3dbe990a8 into 3a41b696d3 2025-08-28 20:32:44 +10:00
4 changed files with 11 additions and 41 deletions

View file

@ -9,18 +9,6 @@
"asset": "asset/shared/images/resultScreen/results-pico/resultsPERFECT/spritemap1.png", "asset": "asset/shared/images/resultScreen/results-pico/resultsPERFECT/spritemap1.png",
"blocksize": "4x4" "blocksize": "4x4"
}, },
{
"asset": "asset/shared/images/resultScreen/results-pico/resultsGREAT/spritemap1.png",
"blocksize": "4x4"
},
{
"asset": "asset/shared/images/resultScreen/results-pico/resultsGOOD/spritemap1.png",
"blocksize": "4x4"
},
{
"asset": "asset/shared/images/resultScreen/results-pico/resultsSHIT/spritemap1.png",
"blocksize": "4x4"
},
{ {
"asset": "assets/preload/images/NOTE_assets.png", "asset": "assets/preload/images/NOTE_assets.png",
"blocksize": "4x4" "blocksize": "4x4"

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@ -37,7 +37,7 @@ class Project extends HXProject
* The build's number and version code. * The build's number and version code.
* Used when publishing the game to mobile app stores. Should increment with each patch. * Used when publishing the game to mobile app stores. Should increment with each patch.
*/ */
static final BUILD_NUMBER:Int = 51; static final BUILD_NUMBER:Int = 2;
/** /**
* The game's name. Used as the default window title. * The game's name. Used as the default window title.
@ -489,11 +489,7 @@ class Project extends HXProject
configureHaxelibs(); configureHaxelibs();
configureASTCTextures(); configureASTCTextures();
configureAssets(); configureAssets();
if (!isLinux())
{
configureIcons(); configureIcons();
}
if (FEATURE_MOBILE_ADVERTISEMENTS.isEnabled(this)) if (FEATURE_MOBILE_ADVERTISEMENTS.isEnabled(this))
{ {

View file

@ -250,7 +250,7 @@ class FunkinPreloader extends FlxBasePreloader
touchHereToPlay = createBitmap(TouchHereToPlayImage, function(bmp:Bitmap) { touchHereToPlay = createBitmap(TouchHereToPlayImage, function(bmp:Bitmap) {
// Scale and center the touch to start image. // Scale and center the touch to start image.
// We have to do this inside the async call, after the image size is known. // We have to do this inside the async call, after the image size is known.
bmp.scaleX = bmp.scaleY = ratio * 0.5; bmp.scaleX = bmp.scaleY = ratio;
bmp.x = (this._width - bmp.width) / 2; bmp.x = (this._width - bmp.width) / 2;
bmp.y = (this._height - bmp.height) / 2; bmp.y = (this._height - bmp.height) / 2;
}); });
@ -803,12 +803,16 @@ class FunkinPreloader extends FlxBasePreloader
#if FEATURE_TOUCH_HERE_TO_PLAY #if FEATURE_TOUCH_HERE_TO_PLAY
function overTouchHereToPlay(e:MouseEvent):Void function overTouchHereToPlay(e:MouseEvent):Void
{ {
scaleAndCenter(touchHereToPlay, ratio * 1.1 * 0.5); touchHereToPlay.scaleX = touchHereToPlay.scaleY = ratio * 1.1;
touchHereToPlay.x = (this._width - touchHereToPlay.width) / 2;
touchHereToPlay.y = (this._height - touchHereToPlay.height) / 2;
} }
function outTouchHereToPlay(e:MouseEvent):Void function outTouchHereToPlay(e:MouseEvent):Void
{ {
scaleAndCenter(touchHereToPlay, ratio * 0.5); touchHereToPlay.scaleX = touchHereToPlay.scaleY = ratio * 1;
touchHereToPlay.x = (this._width - touchHereToPlay.width) / 2;
touchHereToPlay.y = (this._height - touchHereToPlay.height) / 2;
} }
function mouseDownTouchHereToPlay(e:MouseEvent):Void function mouseDownTouchHereToPlay(e:MouseEvent):Void
@ -818,7 +822,8 @@ class FunkinPreloader extends FlxBasePreloader
function onTouchHereToPlay(e:MouseEvent):Void function onTouchHereToPlay(e:MouseEvent):Void
{ {
scaleAndCenter(touchHereToPlay, ratio * 0.5); touchHereToPlay.x = (this._width - touchHereToPlay.width) / 2;
touchHereToPlay.y = (this._height - touchHereToPlay.height) / 2;
removeEventListener(MouseEvent.CLICK, onTouchHereToPlay); removeEventListener(MouseEvent.CLICK, onTouchHereToPlay);
touchHereSprite.removeEventListener(MouseEvent.MOUSE_OVER, overTouchHereToPlay); touchHereSprite.removeEventListener(MouseEvent.MOUSE_OVER, overTouchHereToPlay);
@ -828,13 +833,6 @@ class FunkinPreloader extends FlxBasePreloader
// This is the actual thing that makes the game load. // This is the actual thing that makes the game load.
immediatelyStartGame(); immediatelyStartGame();
} }
function scaleAndCenter(bmp:Bitmap, scale:Float)
{
bmp.scaleX = bmp.scaleY = scale;
bmp.x = (this._width - bmp.width) / 2;
bmp.y = (this._height - bmp.height) / 2;
}
#end #end
public static final TOTAL_STEPS:Int = 11; public static final TOTAL_STEPS:Int = 11;

View file

@ -6,11 +6,6 @@ import haxe.macro.Context;
import haxe.macro.Expr; import haxe.macro.Expr;
#end #end
#if (linux && !macro)
@:image('art/icons/iconOG.png')
class ApplicationIcon extends lime.graphics.Image {}
#end
@:access(lime.app.Application) @:access(lime.app.Application)
@:access(lime.system.System) @:access(lime.system.System)
@:access(openfl.display.Stage) @:access(openfl.display.Stage)
@ -36,13 +31,6 @@ class ApplicationMain
{ {
var app = new openfl.display.Application(); var app = new openfl.display.Application();
#if linux
app.onCreateWindow.add(function(window:lime.ui.Window):Void
{
window.setIcon(new ApplicationIcon());
});
#end
#if !disable_preloader_assets #if !disable_preloader_assets
ManifestResources.init(config); ManifestResources.init(config);
#end #end