2021-01-14 23:33:12 -05:00
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package;
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2021-03-30 14:15:34 -04:00
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import flixel.FlxG;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxAtlasFrames;
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2021-04-13 22:02:21 -04:00
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import flixel.math.FlxMath;
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2021-03-30 14:15:34 -04:00
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import haxe.Json;
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import lime.math.Rectangle;
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2021-01-14 23:33:12 -05:00
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import lime.utils.Assets;
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using StringTools;
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class CoolUtil
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{
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2021-03-01 23:00:02 -05:00
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public static var difficultyArray:Array<String> = ['EASY', "NORMAL", "HARD"];
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public static function difficultyString():String
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{
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return difficultyArray[PlayState.storyDifficulty];
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}
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2021-01-14 23:33:12 -05:00
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public static function coolTextFile(path:String):Array<String>
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{
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var daList:Array<String> = Assets.getText(path).trim().split('\n');
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for (i in 0...daList.length)
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{
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daList[i] = daList[i].trim();
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}
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return daList;
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}
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2021-01-25 05:04:31 -05:00
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public static function numberArray(max:Int, ?min = 0):Array<Int>
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{
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var dumbArray:Array<Int> = [];
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for (i in min...max)
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{
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dumbArray.push(i);
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}
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return dumbArray;
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}
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2021-03-30 14:15:34 -04:00
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2021-04-04 13:17:46 -04:00
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/**
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Lerps camera, but accountsfor framerate shit?
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Right now it's simply for use to change the followLerp variable of a camera during update
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TODO LATER MAYBE:
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Actually make and modify the scroll and lerp shit in it's own function
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instead of solely relying on changing the lerp on the fly
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*/
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public static function camLerpShit(lerp:Float):Float
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{
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return lerp * (FlxG.elapsed / (1 / 60));
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}
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2021-04-13 22:02:21 -04:00
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/*
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* just lerp that does camLerpShit for u so u dont have to do it every time
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*/
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public static function coolLerp(a:Float, b:Float, ratio:Float):Float
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{
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return FlxMath.lerp(a, b, camLerpShit(ratio));
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}
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2021-04-13 22:05:05 -04:00
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}
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