mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-14 19:25:16 -05:00
Replace all instances of openfl/lime Assets with funkin.Assets
This commit is contained in:
parent
b6b2248aa3
commit
1beb21e57a
31 changed files with 24 additions and 57 deletions
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@ -2,7 +2,6 @@ package funkin;
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import flixel.graphics.frames.FlxAtlasFrames;
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import openfl.utils.AssetType;
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import openfl.utils.Assets as OpenFlAssets;
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/**
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* A core class which handles determining asset paths.
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@ -44,11 +43,11 @@ class Paths
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if (currentLevel != null)
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{
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var levelPath:String = getLibraryPathForce(file, currentLevel);
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if (OpenFlAssets.exists(levelPath, type)) return levelPath;
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if (Assets.exists(levelPath, type)) return levelPath;
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}
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var levelPath:String = getLibraryPathForce(file, 'shared');
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if (OpenFlAssets.exists(levelPath, type)) return levelPath;
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if (Assets.exists(levelPath, type)) return levelPath;
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return getPreloadPath(file);
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}
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@ -7,7 +7,6 @@ import flxanimate.frames.FlxAnimateFrames;
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import flixel.graphics.frames.FlxFrame;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import openfl.display.BitmapData;
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import openfl.utils.Assets;
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import flixel.math.FlxPoint;
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import flxanimate.animate.FlxKeyFrame;
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@ -1,8 +1,6 @@
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package funkin.graphics.shaders;
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import flixel.addons.display.FlxRuntimeShader;
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import funkin.Paths;
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import openfl.utils.Assets;
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class AdjustColorShader extends FlxRuntimeShader
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{
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@ -1,8 +1,6 @@
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package funkin.graphics.shaders;
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import flixel.addons.display.FlxRuntimeShader;
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import funkin.Paths;
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import openfl.utils.Assets;
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import openfl.display.BitmapData;
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import openfl.display.ShaderInput;
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@ -1,8 +1,6 @@
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package funkin.graphics.shaders;
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import flixel.addons.display.FlxRuntimeShader;
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import funkin.Paths;
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import openfl.utils.Assets;
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/**
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* Note... not actually gaussian!
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@ -1,8 +1,6 @@
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package funkin.graphics.shaders;
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import flixel.addons.display.FlxRuntimeShader;
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import funkin.Paths;
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import openfl.utils.Assets;
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class Grayscale extends FlxRuntimeShader
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{
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@ -1,8 +1,6 @@
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package funkin.graphics.shaders;
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import flixel.addons.display.FlxRuntimeShader;
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import funkin.Paths;
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import openfl.utils.Assets;
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class HSVShader extends FlxRuntimeShader
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{
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@ -1,8 +1,6 @@
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package funkin.graphics.shaders;
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import flixel.addons.display.FlxRuntimeShader;
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import openfl.utils.Assets;
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import funkin.Paths;
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import flixel.math.FlxPoint;
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class MosaicEffect extends FlxRuntimeShader
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@ -2,7 +2,6 @@ package funkin.graphics.shaders;
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import openfl.display.BitmapData;
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import openfl.display.BlendMode;
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import openfl.utils.Assets;
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class RuntimeCustomBlendShader extends RuntimePostEffectShader
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{
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@ -5,7 +5,6 @@ import openfl.display.BitmapData;
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import openfl.display.ShaderParameter;
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import openfl.display.ShaderParameterType;
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import flixel.util.FlxColor;
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import openfl.utils.Assets;
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typedef Light =
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{
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@ -3,6 +3,7 @@ package;
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#if !macro
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// Only import these when we aren't in a macro.
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import funkin.util.Constants;
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import funkin.Assets;
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import funkin.Paths;
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import funkin.Preferences;
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import flixel.FlxG; // This one in particular causes a compile error if you're using macros.
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@ -1,7 +1,6 @@
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package funkin.input;
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import haxe.ui.backend.flixel.CursorHelper;
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import openfl.utils.Assets;
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import lime.app.Future;
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import openfl.display.BitmapData;
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@ -11,7 +11,6 @@ import funkin.modding.events.ScriptEvent.CountdownScriptEvent;
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import flixel.util.FlxTimer;
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import funkin.util.EaseUtil;
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import funkin.audio.FunkinSound;
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import openfl.utils.Assets;
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import funkin.data.notestyle.NoteStyleRegistry;
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import funkin.play.notes.notestyle.NoteStyle;
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@ -15,7 +15,6 @@ import funkin.ui.freeplay.FreeplayState;
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import funkin.ui.MusicBeatSubState;
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import funkin.ui.story.StoryMenuState;
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import funkin.util.MathUtil;
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import openfl.utils.Assets;
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import funkin.effects.RetroCameraFade;
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import flixel.math.FlxPoint;
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@ -11,7 +11,6 @@ import funkin.play.character.ScriptedCharacter.ScriptedSparrowCharacter;
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import funkin.util.assets.DataAssets;
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import funkin.util.VersionUtil;
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import haxe.Json;
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import openfl.utils.Assets;
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class CharacterDataParser
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{
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@ -5,7 +5,6 @@ import flixel.FlxSprite;
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import flixel.math.FlxMath;
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import flixel.math.FlxPoint;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import openfl.utils.Assets;
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import funkin.graphics.FunkinSprite;
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import funkin.util.MathUtil;
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@ -8,7 +8,6 @@ import funkin.graphics.FunkinSprite;
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import funkin.play.PlayState;
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import funkin.util.TimerUtil;
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import funkin.util.EaseUtil;
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import openfl.utils.Assets;
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import funkin.data.notestyle.NoteStyleRegistry;
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import funkin.play.notes.notestyle.NoteStyle;
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@ -16,7 +16,6 @@ import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
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import funkin.modding.events.ScriptEvent;
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import funkin.ui.freeplay.charselect.PlayableCharacter;
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import funkin.util.SortUtil;
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import openfl.utils.Assets;
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/**
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* This is a data structure managing information about the current song.
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@ -24,7 +24,6 @@ import haxe.ui.core.Screen;
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import haxe.ui.events.UIEvent;
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import haxe.ui.RuntimeComponentBuilder;
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import lime.utils.Assets as LimeAssets;
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import openfl.Assets;
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import openfl.events.Event;
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import openfl.events.IOErrorEvent;
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import openfl.geom.Rectangle;
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@ -3,7 +3,6 @@ package funkin.ui.debug.charting.components;
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import funkin.data.event.SongEventRegistry;
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import flixel.graphics.frames.FlxAtlasFrames;
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import openfl.display.BitmapData;
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import openfl.utils.Assets;
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import flixel.FlxObject;
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import flixel.FlxBasic;
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import flixel.FlxSprite;
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@ -13,7 +13,6 @@ import funkin.audio.waveform.WaveformSprite;
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import flixel.util.FlxColor;
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import haxe.io.Bytes;
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import haxe.io.Path;
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import openfl.utils.Assets;
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/**
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* Functions for loading audio for the chart editor.
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@ -11,7 +11,6 @@ import funkin.data.freeplay.album.AlbumRegistry;
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import funkin.util.assets.FlxAnimationUtil;
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import funkin.graphics.FunkinSprite;
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import funkin.util.SortUtil;
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import openfl.utils.Assets;
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/**
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* The graphic for the album roll in the FreeplayState.
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@ -51,7 +51,6 @@ import funkin.ui.transition.LoadingState;
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import funkin.ui.transition.StickerSubState;
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import funkin.util.MathUtil;
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import funkin.util.SortUtil;
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import lime.utils.Assets;
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import openfl.display.BlendMode;
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import funkin.data.freeplay.style.FreeplayStyleRegistry;
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import funkin.data.song.SongData.SongMusicData;
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@ -1859,7 +1858,7 @@ class FreeplayState extends MusicBeatSubState
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albumRoll.setDifficultyStars(daSong?.difficultyRating);
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}
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// Clears the cache of songs, frees up memory, they' ll have to be loaded in later tho function clearDaCache(actualSongTho:String)
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// Clears the cache of songs to free up memory, they'll have to be loaded in later tho
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function clearDaCache(actualSongTho:String):Void
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{
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for (song in songs)
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@ -18,7 +18,6 @@ import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import funkin.graphics.FunkinSprite;
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import funkin.ui.freeplay.charselect.PlayableCharacter;
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import funkin.ui.MusicBeatSubState;
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import lime.utils.Assets;
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import openfl.display.BlendMode;
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import flixel.group.FlxSpriteGroup;
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@ -18,7 +18,6 @@ import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import funkin.graphics.FunkinSprite;
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import funkin.ui.freeplay.charselect.PlayableCharacter;
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import funkin.ui.MusicBeatSubState;
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import lime.utils.Assets;
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import openfl.display.BlendMode;
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import flixel.group.FlxSpriteGroup;
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@ -177,20 +176,21 @@ class BoyfriendCard extends BackingCard
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}
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var beatFreq:Int = 1;
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var beatFreqList:Array<Int> = [1,2,4,8];
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var beatFreqList:Array<Int> = [1, 2, 4, 8];
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public override function beatHit():Void {
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public override function beatHit():Void
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{
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// increases the amount of beats that need to go by to pulse the glow because itd flash like craazy at high bpms.....
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beatFreq = beatFreqList[Math.floor(Conductor.instance.bpm/140)];
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beatFreq = beatFreqList[Math.floor(Conductor.instance.bpm / 140)];
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if(Conductor.instance.currentBeat % beatFreq != 0) return;
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if (Conductor.instance.currentBeat % beatFreq != 0) return;
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FlxTween.cancelTweensOf(glow);
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FlxTween.cancelTweensOf(glowDark);
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glow.alpha = 0.8;
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FlxTween.tween(glow, {alpha: 0}, 16/24, {ease: FlxEase.quartOut});
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FlxTween.tween(glow, {alpha: 0}, 16 / 24, {ease: FlxEase.quartOut});
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glowDark.alpha = 0;
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FlxTween.tween(glowDark, {alpha: 0.6}, 18/24, {ease: FlxEase.quartOut});
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FlxTween.tween(glowDark, {alpha: 0.6}, 18 / 24, {ease: FlxEase.quartOut});
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}
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public override function introDone():Void
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@ -20,7 +20,6 @@ import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import funkin.graphics.FunkinSprite;
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import funkin.ui.freeplay.charselect.PlayableCharacter;
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import funkin.ui.MusicBeatSubState;
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import lime.utils.Assets;
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import openfl.display.BlendMode;
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import flixel.group.FlxSpriteGroup;
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import funkin.graphics.shaders.AdjustColorShader;
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@ -20,7 +20,6 @@ import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import funkin.graphics.FunkinSprite;
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import funkin.ui.freeplay.charselect.PlayableCharacter;
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import funkin.ui.MusicBeatSubState;
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import lime.utils.Assets;
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import openfl.display.BlendMode;
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import flixel.group.FlxSpriteGroup;
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import funkin.graphics.shaders.AdjustColorShader;
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}
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var beatFreq:Int = 1;
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var beatFreqList:Array<Int> = [1,2,4,8];
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var beatFreqList:Array<Int> = [1, 2, 4, 8];
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public override function beatHit():Void {
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public override function beatHit():Void
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{
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// increases the amount of beats that need to go by to pulse the glow because itd flash like craazy at high bpms.....
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beatFreq = beatFreqList[Math.floor(Conductor.instance.bpm/140)];
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beatFreq = beatFreqList[Math.floor(Conductor.instance.bpm / 140)];
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if(Conductor.instance.currentBeat % beatFreq != 0) return;
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if (Conductor.instance.currentBeat % beatFreq != 0) return;
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FlxTween.cancelTweensOf(glow);
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FlxTween.cancelTweensOf(glowDark);
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glow.alpha = 1;
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FlxTween.tween(glow, {alpha: 0}, 16/24, {ease: FlxEase.quartOut});
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FlxTween.tween(glow, {alpha: 0}, 16 / 24, {ease: FlxEase.quartOut});
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glowDark.alpha = 0;
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FlxTween.tween(glowDark, {alpha: 1}, 18/24, {ease: FlxEase.quartOut});
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FlxTween.tween(glowDark, {alpha: 1}, 18 / 24, {ease: FlxEase.quartOut});
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}
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public override function introDone():Void
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import flixel.tweens.FlxEase;
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import openfl.display.Bitmap;
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import openfl.display.BitmapData;
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import openfl.utils.Assets;
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import funkin.util.MathUtil;
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/**
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import funkin.ui.transition.LoadingState;
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import funkin.ui.transition.StickerSubState;
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import funkin.util.MathUtil;
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import openfl.utils.Assets;
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class StoryMenuState extends MusicBeatState
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{
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@ -3,24 +3,23 @@ package funkin.ui.transition;
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import flixel.FlxSprite;
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import flixel.math.FlxMath;
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import flixel.tweens.FlxEase;
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import funkin.graphics.FunkinSprite;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxTimer;
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import flixel.util.typeLimit.NextState;
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import funkin.graphics.FunkinSprite;
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import funkin.graphics.shaders.ScreenWipeShader;
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import funkin.play.PlayState;
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import funkin.play.PlayStatePlaylist;
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import funkin.play.song.Song.SongDifficulty;
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import funkin.ui.MusicBeatState;
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import haxe.io.Path;
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import funkin.graphics.FunkinSprite;
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import lime.app.Future;
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import lime.app.Promise;
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import lime.utils.AssetLibrary;
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import lime.utils.AssetManifest;
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import lime.utils.Assets as LimeAssets;
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import openfl.filters.ShaderFilter;
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import openfl.utils.Assets;
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import flixel.util.typeLimit.NextState;
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import openfl.utils.Assets as OpenFLAssets;
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class LoadingState extends MusicBeatSubState
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{
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function checkLoadSong(path:String):Void
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{
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if (!Assets.cache.hasSound(path))
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if (!OpenFLAssets.cache.hasSound(path))
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{
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var library = Assets.getLibrary('songs');
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var symbolPath = path.split(':').pop();
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@ -2,7 +2,6 @@ package funkin.ui.transition;
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import flixel.FlxSprite;
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import haxe.Json;
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import lime.utils.Assets;
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import funkin.graphics.FunkinSprite;
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// import flxtyped group
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import funkin.ui.MusicBeatSubState;
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// make sure that ONLY plays mp3/ogg files
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// if there's no mp3/ogg file, then it regenerates/reloads the random folder
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var assetsInList = openfl.utils.Assets.list();
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var assetsInList = Assets.list();
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var soundFilterFunc = function(a:String) {
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return a.startsWith('assets/shared/sounds/stickersounds/');
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var filterFunc = function(a:String) {
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return a.startsWith('assets/shared/sounds/stickersounds/' + soundSelection + '/');
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};
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var assetsInList3 = openfl.utils.Assets.list();
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var assetsInList3 = Assets.list();
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sounds = assetsInList3.filter(filterFunc);
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for (i in 0...sounds.length)
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{
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