Merge remote-tracking branch 'secret/rewrite/master' into bugfix/html5-save-data

This commit is contained in:
EliteMasterEric 2024-05-28 01:35:43 -04:00
commit 3b5e85d050
29 changed files with 415 additions and 143 deletions

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@ -4,6 +4,46 @@ All notable changes will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [0.4.0] - 2024-05-??
### Added
- 2 new Erect remixes, Eggnog and Satin Panties. Check them out from
- Improvements to the Freeplay screen, with song difficulty ratings and player rank displays.
- Reworked the Results screen, with additional animations and audio based on your performance.
- Added a Charter field to the chart format, to allow for crediting the creator of a level's chart.
- You can see who charted a song from the Pause menu.
### Changed
- Tweaked the charts for several songs:
- Winter Horrorland
- Stress
- Lit Up
- Custom note styles are now properly supported for songs; add new notestyles via JSON, then select it for use from the Chart Editor Metadata toolbox. (thanks Keoiki!)
- Health icons now support a Winning frame without requiring a spritesheet, simply include a third frame in the icon file. (thanks gamerbross!)
- Remember that for more complex behaviors such as animations or transitions, you should use an XML file to define each frame.
### Fixed
- Fixed a bug where pressing the volume keys would stop the Toy commercial (thanks gamerbross!)
- Fixed a bug where the Chart Editor would crash when losing (thanks gamerbross!)
- Made improvements to compiling documentation (thanks gedehari!)
- Fixed a crash on Linux caused by an old version of hxCodec (thanks Noobz4Life!)
- Optimized animation handling for characters (thanks richTrash21!)
## [0.3.3] - 2024-05-14
### Changed
- Cleaned up some code in `PlayAnimationSongEvent.hx` (thanks BurgerBalls!)
### Fixed
- Fix Web Loading Bar (thanks lemz1!)
- Don't allow any more inputs when exiting freeplay (thanks gamerbros!)
- Fixed using mouse wheel to scroll on freeplay (thanks JugieNoob!)
- Fixed the reset's of the health icons, score, and notes when re-entering gameplay from gameover (thanks ImCodist!)
- Fixed the chart editor character selector's hitbox width (thanks MadBear422!)
- Fixed camera stutter once a wipe transition to the Main Menu completes (thanks ImCodist!)
- Fixed an issue where hold note would be invisible for a single frame (thanks ImCodist!)
- Fix tween accumulation on title screen when pressing Y multiple times (thanks TheGaloXx!)
- Fix for a game over easter egg so you don't accidentally exit it when viewing
- Fix a crash when querying FlxG.state in the crash handler
- Fix an issue where the Freeplay menu never displays 100% clear
- Chart debug key now properly returns you to the previous chart editor session if you were playtesting a chart (thanks nebulazorua!)
- Hopefully fixed Freeplay crashes on AMD gpu's
## [0.3.2] - 2024-05-03
### Added
- Added `,` and `.` keybinds to the Chart Editor. These place Focus Camera events at the playhead, for the opponent and player respectively.

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@ -5,7 +5,7 @@ The Friday Night Funkin' source code is licensed under the Apache 2.0 license: (
Friday Night Funkin' Copyright 2020-2024 The Funkin' Crew Inc.
All Rights Reserved. "Friday Night Funkin'" and the "Friday Night Funkin'" logo are trademarks of The Funkin' Crew Inc.
You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/funkin-assets/blob/main/LICENSE.md)
You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md)
## Apache 2.0 License

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<project>
<!-- _________________________ Application Settings _________________________ -->
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.2" company="ninjamuffin99" />
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.3" company="ninjamuffin99" />
<!--Switch Export with Unique ApplicationID and Icon-->
<set name="APP_ID" value="0x0100f6c013bbc000" />

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@ -1,19 +1,17 @@
# Friday Night Funkin' &middot; [![GitHub license](https://img.shields.io/badge/license-Modified%20Apache%20V2-blue.svg)](https://github.com/ninjamuffin99/Funkin/blob/master/LICENSE.md) ![Repo size](https://img.shields.io/github/repo-size/ninjamuffin99/Funkin) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-brightgreen.svg)](https://github.com/ninjamuffin99/Funkin/pulls)
# Friday Night Funkin'
Friday Night Funkin' is a rhythm game that doubles as a playable cartoon. Built using HaxeFlixel for Ludem Dare 47.
Friday Night Funkin' is a rhythm game. Built using HaxeFlixel for Ludum Dare 47.
This game was made with love to Newgrounds and it's community. Extra love to Tom Fulp.
## [Play for free on Newgrounds!](https://www.newgrounds.com/portal/view/770371)
## [Download builds for Windows, Mac, and Linux from Itch.io!](https://ninja-muffin24.itch.io/funkin)
![Friday Night Funkin' Logo](./art/thumbnailNewer.png)
- [Playable web demo on Newgrounds!](https://www.newgrounds.com/portal/view/770371)
- [Demo download builds for Windows, Mac, and Linux from Itch.io!](https://ninja-muffin24.itch.io/funkin)
# Getting Started
**PLEASE USE THE LINKS ABOVE IF YOU JUST WANT TO PLAY THE GAME**
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game](/docs/compiling.md) guide.
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game](/docs/COMPILING.md) guide.
# Contributing
@ -21,6 +19,8 @@ Please check out our [Contributor's guide](./CONTRIBUTORS.md) on how you can act
# Credits and Special Thanks
Full credits can be found in-game, or wherever the credits.json file is.
## Programming
- [ninjamuffin99](https://twitter.com/ninja_muffin99) - Lead Programmer
- [EliteMasterEric](https://twitter.com/EliteMasterEric) - Programmer

2
art

@ -1 +1 @@
Subproject commit f72947b65fe0555821f827dccd562f01d308486d
Subproject commit 66572f85d826ce2ec1d45468c12733b161237ffa

2
assets

@ -1 +1 @@
Subproject commit ce7dabffbebc154c9dda1f01e92dbef83e3405ab
Subproject commit 8a8239cb50b5277fb0cfce041b3d8a9dfc780c35

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@ -3,7 +3,7 @@
0. Setup
- Download Haxe from [Haxe.org](https://haxe.org)
1. Cloning the Repository: Make sure when you clone, you clone the submodules to get the assets repo:
- `git clone --recurse-submodules https://github.com/FunkinCrew/funkin-secret.git`
- `git clone --recurse-submodules https://github.com/FunkinCrew/funkin.git`
- If you accidentally cloned without the `assets` submodule (aka didn't follow the step above), you can run `git submodule update --init --recursive` to get the assets in a foolproof way.
2. Install `hmm` (run `haxelib --global install hmm` and then `haxelib --global run hmm setup`)
3. Install all haxelibs of the current branch by running `hmm install`
@ -18,3 +18,7 @@
- HTML5: Compiles without any extra setup
6. If you are targeting for native, you may need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug`
7. `lime test PLATFORM` ! Add `-debug` to enable several debug features such as time travel (`PgUp`/`PgDn` in Play State).
# Troubleshooting
- During the cloning process, you may experience an error along the lines of `error: RPC failed; curl 92 HTTP/2 stream 0 was not closed cleanly: PROTOCOL_ERROR (err 1)` due to poor connectivity. A common fix is to run ` git config --global http.postBuffer 4096M`.

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@ -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.

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@ -49,7 +49,7 @@
"name": "funkin.vis",
"type": "git",
"dir": null,
"ref": "98c9db09f0bbfedfe67a84538a5814aaef80bdea",
"ref": "2aa654b974507ab51ab1724d2d97e75726fd7d78",
"url": "https://github.com/FunkinCrew/funkVis"
},
{
@ -80,7 +80,7 @@
"name": "hxCodec",
"type": "git",
"dir": null,
"ref": "c0c7f2680cc190c932a549c2e2fdd9b0ba2bd10e",
"ref": "61b98a7a353b7f529a8fec84ed9afc919a2dffdd",
"url": "https://github.com/FunkinCrew/hxCodec"
},
{

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@ -430,7 +430,7 @@ class Conductor
else if (currentTimeChange != null && this.songPosition > 0.0)
{
// roundDecimal prevents representing 8 as 7.9999999
this.currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * 4) + (this.songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
this.currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * Constants.STEPS_PER_BEAT) + (this.songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
this.currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
this.currentMeasureTime = currentStepTime / stepsPerMeasure;
this.currentStep = Math.floor(currentStepTime);
@ -564,7 +564,7 @@ class Conductor
if (ms >= timeChange.timeStamp)
{
lastTimeChange = timeChange;
resultStep = lastTimeChange.beatTime * 4;
resultStep = lastTimeChange.beatTime * Constants.STEPS_PER_BEAT;
}
else
{
@ -600,7 +600,7 @@ class Conductor
var lastTimeChange:SongTimeChange = timeChanges[0];
for (timeChange in timeChanges)
{
if (stepTime >= timeChange.beatTime * 4)
if (stepTime >= timeChange.beatTime * Constants.STEPS_PER_BEAT)
{
lastTimeChange = timeChange;
resultMs = lastTimeChange.timeStamp;
@ -613,7 +613,7 @@ class Conductor
}
var lastStepLengthMs:Float = ((Constants.SECS_PER_MIN / lastTimeChange.bpm) * Constants.MS_PER_SEC) / timeSignatureNumerator;
resultMs += (stepTime - lastTimeChange.beatTime * 4) * lastStepLengthMs;
resultMs += (stepTime - lastTimeChange.beatTime * Constants.STEPS_PER_BEAT) * lastStepLengthMs;
return resultMs;
}

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@ -227,14 +227,14 @@ class InitState extends FlxState
tallies:
{
sick: 130,
good: 69,
good: 25,
bad: 69,
shit: 69,
missed: 69,
combo: 69,
maxCombo: 69,
totalNotesHit: 140,
totalNotes: 2000,
totalNotes: 200 // 0,
}
},
}));

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@ -40,8 +40,8 @@ class StrokeShader extends FlxShader
void main()
{
vec4 sample = flixel_texture2D(bitmap, openfl_TextureCoordv);
if (sample.a == 0.) {
vec4 gay = flixel_texture2D(bitmap, openfl_TextureCoordv);
if (gay.a == 0.) {
float w = size.x / openfl_TextureSize.x;
float h = size.y / openfl_TextureSize.y;
@ -49,9 +49,9 @@ class StrokeShader extends FlxShader
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0.
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0.
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)
sample = color;
gay = color;
}
gl_FragColor = sample;
gl_FragColor = gay;
}
')
public function new(color:FlxColor = 0xFFFFFFFF, width:Float = 1, height:Float = 1)

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@ -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;
}
}
}
@ -707,7 +715,7 @@ class Controls extends FlxActionSet
case Control.VOLUME_UP: return [PLUS, NUMPADPLUS];
case Control.VOLUME_DOWN: return [MINUS, NUMPADMINUS];
case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO];
case Control.FULLSCREEN: return [FlxKey.F];
case Control.FULLSCREEN: return [FlxKey.F11]; // We use F for other things LOL.
}
case Duo(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);
}

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@ -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;
@ -160,6 +162,8 @@ class GameOverSubState extends MusicBeatSubState
@:nullSafety(Off)
function setCameraTarget():Void
{
if (PlayState.instance.isMinimalMode || boyfriend == null) return;
// Assign a camera follow point to the boyfriend's position.
cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1);
cameraFollowPoint.x = boyfriend.getGraphicMidpoint().x;
@ -240,7 +244,7 @@ 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;
@ -252,6 +256,7 @@ class GameOverSubState extends MusicBeatSubState
this.close();
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
PlayState.instance.close(); // This only works because PlayState is a substate!
return;
}
else if (PlayStatePlaylist.isStoryMode)
{

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@ -826,6 +826,8 @@ class PlayState extends MusicBeatSubState
resetCamera();
var fromDeathState = isPlayerDying;
persistentUpdate = true;
persistentDraw = true;
@ -863,8 +865,11 @@ class PlayState extends MusicBeatSubState
if (currentStage != null) currentStage.resetStage();
playerStrumline.vwooshNotes();
opponentStrumline.vwooshNotes();
if (!fromDeathState)
{
playerStrumline.vwooshNotes();
opponentStrumline.vwooshNotes();
}
playerStrumline.clean();
opponentStrumline.clean();
@ -1075,6 +1080,25 @@ class PlayState extends MusicBeatSubState
function moveToGameOver():Void
{
// Reset and update a bunch of values in advance for the transition back from the game over substate.
playerStrumline.clean();
opponentStrumline.clean();
songScore = 0;
updateScoreText();
health = Constants.HEALTH_STARTING;
healthLerp = health;
healthBar.value = healthLerp;
if (!isMinimalMode)
{
iconP1.updatePosition();
iconP2.updatePosition();
}
// Transition to the game over substate.
var gameOverSubState = new GameOverSubState(
{
isChartingMode: isChartingMode,
@ -2549,12 +2573,20 @@ class PlayState extends MusicBeatSubState
// Redirect to the chart editor playing the current song.
if (controls.DEBUG_CHART)
{
disableKeys = true;
persistentUpdate = false;
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,
}));
if (isChartingMode)
{
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
this.close(); // This only works because PlayState is a substate!
}
else
{
disableKeys = true;
persistentUpdate = false;
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,
}));
}
}
#end

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@ -37,6 +37,7 @@ class ResultState extends MusicBeatSubState
final rank:ResultRank;
final songName:FlxBitmapText;
final difficulty:FlxSprite;
final clearPercentSmall:ClearPercentCounter;
final maskShaderSongName:LeftMaskShader = new LeftMaskShader();
final maskShaderDifficulty:LeftMaskShader = new LeftMaskShader();
@ -52,6 +53,7 @@ class ResultState extends MusicBeatSubState
var bfPerfect:Null<FlxAtlasSprite> = null;
var bfExcellent:Null<FlxAtlasSprite> = null;
var bfGreat:Null<FlxAtlasSprite> = null;
var bfGood:Null<FlxSprite> = null;
var gfGood:Null<FlxSprite> = null;
var bfShit:Null<FlxAtlasSprite> = null;
@ -78,6 +80,10 @@ class ResultState extends MusicBeatSubState
difficulty = new FlxSprite(555);
difficulty.zIndex = 1000;
clearPercentSmall = new ClearPercentCounter(FlxG.width / 2 + 300, FlxG.height / 2 - 100, 100, true);
clearPercentSmall.zIndex = 1000;
clearPercentSmall.visible = false;
bgFlash = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFFFEB69, 0xFFFFE66A], 90);
resultsAnim = FunkinSprite.createSparrow(-200, -10, "resultScreen/results");
@ -146,7 +152,20 @@ class ResultState extends MusicBeatSubState
}
});
case GOOD | GREAT:
case GREAT:
bfGreat = new FlxAtlasSprite(640, 200, Paths.animateAtlas("resultScreen/results-bf/resultsGREAT", "shared"));
bfGreat.visible = false;
bfGreat.zIndex = 500;
add(bfGreat);
bfGreat.onAnimationFinish.add((animName) -> {
if (bfGreat != null)
{
bfGreat.playAnimation('Loop Start');
}
});
case GOOD:
gfGood = FunkinSprite.createSparrow(625, 325, 'resultScreen/results-bf/resultsGOOD/resultGirlfriendGOOD');
gfGood.animation.addByPrefix("clap", "Girlfriend Good Anim", 24, false);
gfGood.visible = false;
@ -194,7 +213,7 @@ class ResultState extends MusicBeatSubState
speedOfTween.x = -1.0 * Math.cos(angleRad);
speedOfTween.y = -1.0 * Math.sin(angleRad);
timerThenSongName(1.0);
timerThenSongName(1.0, false);
songName.shader = maskShaderSongName;
difficulty.shader = maskShaderDifficulty;
@ -319,13 +338,15 @@ class ResultState extends MusicBeatSubState
function startRankTallySequence():Void
{
clearPercentTarget = Math.floor((params.scoreData.tallies.sick + params.scoreData.tallies.good) / params.scoreData.tallies.totalNotes * 100);
clearPercentTarget = 100;
var clearPercentFloat = (params.scoreData.tallies.sick + params.scoreData.tallies.good) / params.scoreData.tallies.totalNotes * 100;
clearPercentTarget = Math.floor(clearPercentFloat);
// Prevent off-by-one errors.
clearPercentLerp = Std.int(Math.max(0, clearPercentTarget - 36));
var clearPercentCounter:ClearPercentCounter = new ClearPercentCounter(FlxG.width / 2 + 300, FlxG.height / 2 - 100, clearPercentTarget);
clearPercentCounter.curNumber = clearPercentLerp;
trace('Clear percent target: ' + clearPercentFloat + ', round: ' + clearPercentTarget);
var clearPercentCounter:ClearPercentCounter = new ClearPercentCounter(FlxG.width / 2 + 300, FlxG.height / 2 - 100, clearPercentLerp);
FlxTween.tween(clearPercentCounter, {curNumber: clearPercentTarget}, 1.5,
{
ease: FlxEase.quartOut,
@ -345,10 +366,25 @@ class ResultState extends MusicBeatSubState
bgFlash.visible = true;
FlxTween.tween(bgFlash, {alpha: 0}, 0.4);
// Just to be sure that the lerp didn't mess things up.
clearPercentCounter.curNumber = clearPercentTarget;
clearPercentCounter.flash(true);
new FlxTimer().start(0.4, _ -> {
clearPercentCounter.flash(false);
});
displayRankText();
new FlxTimer().start(2.0, _ -> {
// remove(clearPercentCounter);
FlxTween.tween(clearPercentCounter, {alpha: 0}, 0.5,
{
startDelay: 0.5,
ease: FlxEase.quartOut,
onComplete: _ -> {
remove(clearPercentCounter);
}
});
afterRankTallySequence();
});
@ -406,6 +442,8 @@ class ResultState extends MusicBeatSubState
function afterRankTallySequence():Void
{
showSmallClearPercent();
FunkinSound.playMusic(rank.getMusicPath(),
{
startingVolume: 1.0,
@ -452,6 +490,17 @@ class ResultState extends MusicBeatSubState
bfExcellent.playAnimation('Intro');
}
case GREAT:
if (bfGreat == null)
{
trace("Could not build GREAT animation!");
}
else
{
bfGreat.visible = true;
bfGreat.playAnimation('Intro');
}
case SHIT:
if (bfShit == null)
{
@ -463,7 +512,7 @@ class ResultState extends MusicBeatSubState
bfShit.playAnimation('Intro');
}
case GREAT | GOOD:
case GOOD:
if (bfGood == null)
{
trace("Could not build GOOD animation!");
@ -490,7 +539,7 @@ class ResultState extends MusicBeatSubState
}
}
function timerThenSongName(timerLength:Float = 3.0):Void
function timerThenSongName(timerLength:Float = 3.0, autoScroll:Bool = true):Void
{
movingSongStuff = false;
@ -501,10 +550,17 @@ class ResultState extends MusicBeatSubState
difficulty.y = -difficulty.height;
FlxTween.tween(difficulty, {y: diffYTween}, 0.5, {ease: FlxEase.expoOut, startDelay: 0.8});
if (clearPercentSmall != null)
{
clearPercentSmall.x = (difficulty.x + difficulty.width) + 60;
clearPercentSmall.y = -clearPercentSmall.height;
FlxTween.tween(clearPercentSmall, {y: 122 - 5}, 0.5, {ease: FlxEase.expoOut, startDelay: 0.8});
}
songName.y = -songName.height;
var fuckedupnumber = (10) * (songName.text.length / 15);
FlxTween.tween(songName, {y: diffYTween - 35 - fuckedupnumber}, 0.5, {ease: FlxEase.expoOut, startDelay: 0.9});
songName.x = (difficulty.x + difficulty.width) + 20;
FlxTween.tween(songName, {y: diffYTween - 25 - fuckedupnumber}, 0.5, {ease: FlxEase.expoOut, startDelay: 0.9});
songName.x = clearPercentSmall.x + clearPercentSmall.width - 30;
new FlxTimer().start(timerLength, _ -> {
var tempSpeed = FlxPoint.get(speedOfTween.x, speedOfTween.y);
@ -512,10 +568,29 @@ class ResultState extends MusicBeatSubState
speedOfTween.set(0, 0);
FlxTween.tween(speedOfTween, {x: tempSpeed.x, y: tempSpeed.y}, 0.7, {ease: FlxEase.quadIn});
movingSongStuff = true;
movingSongStuff = (autoScroll);
});
}
function showSmallClearPercent():Void
{
if (clearPercentSmall != null)
{
add(clearPercentSmall);
clearPercentSmall.visible = true;
clearPercentSmall.flash(true);
new FlxTimer().start(0.4, _ -> {
clearPercentSmall.flash(false);
});
clearPercentSmall.curNumber = clearPercentTarget;
clearPercentSmall.zIndex = 1000;
refresh();
}
movingSongStuff = true;
}
var movingSongStuff:Bool = false;
var speedOfTween:FlxPoint = FlxPoint.get(-1, 1);
@ -523,7 +598,8 @@ class ResultState extends MusicBeatSubState
{
super.draw();
songName.clipRect = FlxRect.get(Math.max(0, 540 - songName.x), 0, FlxG.width, songName.height);
songName.clipRect = FlxRect.get(Math.max(0, 520 - songName.x), 0, FlxG.width, songName.height);
// PROBABLY SHOULD FIX MEMORY FREE OR WHATEVER THE PUT() FUNCTION DOES !!!! FEELS LIKE IT STUTTERS!!!
// if (songName != null && songName.frame != null)
@ -539,8 +615,10 @@ class ResultState extends MusicBeatSubState
{
songName.x += speedOfTween.x;
difficulty.x += speedOfTween.x;
clearPercentSmall.x += speedOfTween.x;
songName.y += speedOfTween.y;
difficulty.y += speedOfTween.y;
clearPercentSmall.y += speedOfTween.y;
if (songName.x + songName.width < 100)
{

View file

@ -420,7 +420,8 @@ class BaseCharacter extends Bopper
{
if (isSinging()) return;
if (['hey', 'cheer'].contains(getCurrentAnimation()) && !isAnimationFinished()) return;
var currentAnimation:String = getCurrentAnimation();
if ((currentAnimation == 'hey' || currentAnimation == 'cheer') && !isAnimationFinished()) return;
}
// Prevent dancing while another animation is playing.
@ -441,19 +442,15 @@ class BaseCharacter extends Bopper
switch (player)
{
case 1:
return [
PlayerSettings.player1.controls.NOTE_LEFT_P,
PlayerSettings.player1.controls.NOTE_DOWN_P,
PlayerSettings.player1.controls.NOTE_UP_P,
PlayerSettings.player1.controls.NOTE_RIGHT_P,
].contains(true);
return PlayerSettings.player1.controls.NOTE_LEFT_P
|| PlayerSettings.player1.controls.NOTE_DOWN_P
|| PlayerSettings.player1.controls.NOTE_UP_P
|| PlayerSettings.player1.controls.NOTE_RIGHT_P;
case 2:
return [
PlayerSettings.player2.controls.NOTE_LEFT_P,
PlayerSettings.player2.controls.NOTE_DOWN_P,
PlayerSettings.player2.controls.NOTE_UP_P,
PlayerSettings.player2.controls.NOTE_RIGHT_P,
].contains(true);
return PlayerSettings.player2.controls.NOTE_LEFT_P
|| PlayerSettings.player2.controls.NOTE_DOWN_P
|| PlayerSettings.player2.controls.NOTE_UP_P
|| PlayerSettings.player2.controls.NOTE_RIGHT_P;
}
return false;
}
@ -469,19 +466,15 @@ class BaseCharacter extends Bopper
switch (player)
{
case 1:
return [
PlayerSettings.player1.controls.NOTE_LEFT,
PlayerSettings.player1.controls.NOTE_DOWN,
PlayerSettings.player1.controls.NOTE_UP,
PlayerSettings.player1.controls.NOTE_RIGHT,
].contains(true);
return PlayerSettings.player1.controls.NOTE_LEFT
|| PlayerSettings.player1.controls.NOTE_DOWN
|| PlayerSettings.player1.controls.NOTE_UP
|| PlayerSettings.player1.controls.NOTE_RIGHT;
case 2:
return [
PlayerSettings.player2.controls.NOTE_LEFT,
PlayerSettings.player2.controls.NOTE_DOWN,
PlayerSettings.player2.controls.NOTE_UP,
PlayerSettings.player2.controls.NOTE_RIGHT,
].contains(true);
return PlayerSettings.player2.controls.NOTE_LEFT
|| PlayerSettings.player2.controls.NOTE_DOWN
|| PlayerSettings.player2.controls.NOTE_UP
|| PlayerSettings.player2.controls.NOTE_RIGHT;
}
return false;
}

View file

@ -1,6 +1,7 @@
package funkin.play.components;
import funkin.graphics.FunkinSprite;
import funkin.graphics.shaders.PureColor;
import flixel.FlxSprite;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
@ -9,25 +10,54 @@ import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.text.FlxText.FlxTextAlign;
import funkin.util.MathUtil;
import flixel.util.FlxColor;
/**
* Numerical counters used to display the clear percent.
*/
class ClearPercentCounter extends FlxTypedSpriteGroup<FlxSprite>
{
public var curNumber:Int = 0;
public var neededNumber:Int = 0;
public var curNumber(default, set):Int = 0;
public function new(x:Float, y:Float, neededNumber:Int = 0)
var numberChanged:Bool = false;
function set_curNumber(val:Int):Int
{
numberChanged = true;
return curNumber = val;
}
var small:Bool = false;
var flashShader:PureColor;
public function new(x:Float, y:Float, startingNumber:Int = 0, small:Bool = false)
{
super(x, y);
this.neededNumber = neededNumber;
flashShader = new PureColor(FlxColor.WHITE);
flashShader.colorSet = true;
var clearPercentText:FunkinSprite = FunkinSprite.create(0, 0, 'resultScreen/clearPercent/clearPercentText');
curNumber = startingNumber;
this.small = small;
var clearPercentText:FunkinSprite = FunkinSprite.create(0, 0, 'resultScreen/clearPercent/clearPercentText${small ? 'Small' : ''}');
clearPercentText.x = small ? 40 : 0;
add(clearPercentText);
if (curNumber == neededNumber) drawNumbers();
drawNumbers();
}
/**
* Make the counter flash turn white or stop being all white.
* @param enabled Whether the counter should be white.
*/
public function flash(enabled:Bool):Void
{
for (member in members)
{
member.shader = enabled ? flashShader : null;
}
}
var tmr:Float = 0;
@ -36,7 +66,7 @@ class ClearPercentCounter extends FlxTypedSpriteGroup<FlxSprite>
{
super.update(elapsed);
if (curNumber < neededNumber) drawNumbers();
if (numberChanged) drawNumbers();
}
function drawNumbers()
@ -44,8 +74,6 @@ class ClearPercentCounter extends FlxTypedSpriteGroup<FlxSprite>
var seperatedScore:Array<Int> = [];
var tempCombo:Int = Math.round(curNumber);
var fullNumberDigits:Int = Std.int(Math.max(1, Math.ceil(MathUtil.logBase(10, neededNumber))));
while (tempCombo != 0)
{
seperatedScore.push(tempCombo % 10);
@ -59,19 +87,32 @@ class ClearPercentCounter extends FlxTypedSpriteGroup<FlxSprite>
for (ind => num in seperatedScore)
{
var digitIndex = ind + 1;
// If there's only one digit, move it to the right
// If there's three digits, move them all to the left
var digitOffset = (seperatedScore.length == 1) ? 1 : (seperatedScore.length == 3) ? -1 : 0;
var digitSize = small ? 32 : 72;
var digitHeightOffset = small ? -4 : 0;
var xPos = (digitIndex - 1 + digitOffset) * (digitSize * this.scale.x);
xPos += small ? -24 : 0;
var yPos = (digitIndex - 1 + digitOffset) * (digitHeightOffset * this.scale.y);
yPos += small ? 0 : 72;
if (digitIndex >= members.length)
{
var xPos = (digitIndex - 1) * (72 * this.scale.x);
var yPos = 72;
// Three digits = LRL so two different numbers aren't adjacent to each other.
var variant:Bool = (fullNumberDigits % 2 != 0) ? (digitIndex % 2 == 0) : (digitIndex % 2 == 1);
var numb:ClearPercentNumber = new ClearPercentNumber(xPos, yPos, num);
// Three digits = LLR because the 1 and 0 won't be the same anyway.
var variant:Bool = (seperatedScore.length == 3) ? (digitIndex >= 2) : (digitIndex >= 1);
// var variant:Bool = (seperatedScore.length % 2 != 0) ? (digitIndex % 2 == 0) : (digitIndex % 2 == 1);
var numb:ClearPercentNumber = new ClearPercentNumber(xPos, yPos, num, variant, this.small);
numb.scale.set(this.scale.x, this.scale.y);
add(numb);
}
else
{
members[digitIndex].animation.play(Std.string(num));
// Reset the position of the number
members[digitIndex].x = xPos + this.x;
members[digitIndex].y = yPos + this.y;
}
}
}
@ -79,11 +120,11 @@ class ClearPercentCounter extends FlxTypedSpriteGroup<FlxSprite>
class ClearPercentNumber extends FlxSprite
{
public function new(x:Float, y:Float, digit:Int, variant:Bool = false)
public function new(x:Float, y:Float, digit:Int, variant:Bool, small:Bool)
{
super(x, y);
frames = Paths.getSparrowAtlas('resultScreen/clearPercent/clearPercentNumber${variant ? 'Right' : 'Left'}');
frames = Paths.getSparrowAtlas('resultScreen/clearPercent/clearPercentNumber${small ? 'Small' : variant ? 'Right' : 'Left'}');
for (i in 0...10)
{

View file

@ -31,25 +31,13 @@ class PlayAnimationSongEvent extends SongEvent
switch (targetName)
{
case 'boyfriend':
case 'boyfriend' | 'bf' | 'player':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'bf':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'player':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'dad':
case 'dad' | 'opponent':
trace('Playing animation $anim on dad.');
target = PlayState.instance.currentStage.getDad();
case 'opponent':
trace('Playing animation $anim on dad.');
target = PlayState.instance.currentStage.getDad();
case 'girlfriend':
trace('Playing animation $anim on girlfriend.');
target = PlayState.instance.currentStage.getGirlfriend();
case 'gf':
case 'girlfriend' | 'gf':
trace('Playing animation $anim on girlfriend.');
target = PlayState.instance.currentStage.getGirlfriend();
default:

View file

@ -576,6 +576,8 @@ class Strumline extends FlxSpriteGroup
note.holdNoteSprite.hitNote = true;
note.holdNoteSprite.missedNote = false;
note.holdNoteSprite.alpha = 1.0;
note.holdNoteSprite.sustainLength = (note.holdNoteSprite.strumTime + note.holdNoteSprite.fullSustainLength) - conductorInUse.songPosition;
}
}

View file

@ -14,8 +14,7 @@ import funkin.util.SerializerUtil;
@:nullSafety
class Save
{
// Version 2.0.2 adds attributes to `optionsChartEditor`, that should return default values if they are null.
public static final SAVE_DATA_VERSION:thx.semver.Version = "2.0.3";
public static final SAVE_DATA_VERSION:thx.semver.Version = "2.0.4";
public static final SAVE_DATA_VERSION_RULE:thx.semver.VersionRule = "2.0.x";
// We load this version's saves from a new save path, to maintain SOME level of backwards compatibility.
@ -78,6 +77,9 @@ class Save
levels: [],
songs: [],
},
favoriteSongs: [],
options:
{
// Reasonable defaults.
@ -555,6 +557,35 @@ class Save
return false;
}
public function isSongFavorited(id:String):Bool
{
if (data.favoriteSongs == null)
{
data.favoriteSongs = [];
flush();
};
return data.favoriteSongs.contains(id);
}
public function favoriteSong(id:String):Void
{
if (!isSongFavorited(id))
{
data.favoriteSongs.push(id);
flush();
}
}
public function unfavoriteSong(id:String):Void
{
if (isSongFavorited(id))
{
data.favoriteSongs.remove(id);
flush();
}
}
public function getControls(playerId:Int, inputType:Device):Null<SaveControlsData>
{
switch (inputType)
@ -740,6 +771,12 @@ typedef RawSaveData =
*/
var options:SaveDataOptions;
/**
* The user's favorited songs in the Freeplay menu,
* as a list of song IDs.
*/
var favoriteSongs:Array<String>;
var mods:SaveDataMods;
/**

View file

@ -5,6 +5,9 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.0.4] - 2024-05-21
### Added
- `favoriteSongs:Array<String>` to `Save`
## [2.0.3] - 2024-01-09
### Added

View file

@ -67,7 +67,7 @@ class ChartEditorCharacterIconSelectorMenu extends ChartEditorBaseMenu
var charGrid = new Grid();
charGrid.columns = 5;
charGrid.width = 100;
charGrid.width = this.width;
charSelectScroll.addComponent(charGrid);
var charIds:Array<String> = CharacterDataParser.listCharacterIds();

View file

@ -699,8 +699,8 @@ class FreeplayState extends MusicBeatSubState
if (targetSong != null)
{
var realShit:Int = curSelected;
targetSong.isFav = !targetSong.isFav;
if (targetSong.isFav)
var isFav = targetSong.toggleFavorite();
if (isFav)
{
FlxTween.tween(grpCapsules.members[realShit], {angle: 360}, 0.4,
{
@ -724,8 +724,8 @@ 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))
{
@ -880,11 +880,24 @@ class FreeplayState extends MusicBeatSubState
spamTimer = 0;
}
#if !html5
if (FlxG.mouse.wheel != 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 4));
changeSelection(-Math.round(FlxG.mouse.wheel));
}
#else
if (FlxG.mouse.wheel < 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 8));
}
else if (FlxG.mouse.wheel > 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 8));
}
#end
if (controls.UI_LEFT_P && !FlxG.keys.pressed.CONTROL)
{
@ -901,6 +914,7 @@ class FreeplayState extends MusicBeatSubState
if (controls.BACK)
{
busy = true;
FlxTween.globalManager.clear();
FlxTimer.globalManager.clear();
dj.onIntroDone.removeAll();
@ -1398,11 +1412,32 @@ class FreeplaySongData
this.levelId = levelId;
this.songId = songId;
this.song = song;
this.isFav = Save.instance.isSongFavorited(songId);
if (displayedVariations != null) this.displayedVariations = displayedVariations;
updateValues(displayedVariations);
}
/**
* Toggle whether or not the song is favorited, then flush to save data.
* @return Whether or not the song is now favorited.
*/
public function toggleFavorite():Bool
{
isFav = !isFav;
if (isFav)
{
Save.instance.favoriteSong(this.songId);
}
else
{
Save.instance.unfavoriteSong(this.songId);
}
return isFav;
}
function updateValues(variations:Array<String>):Void
{
this.songDifficulties = song.listDifficulties(variations, false, false);

View file

@ -139,10 +139,6 @@ class MainMenuState extends MusicBeatState
resetCamStuff();
subStateClosed.add(_ -> {
resetCamStuff();
});
subStateOpened.add(sub -> {
if (Type.getClass(sub) == FreeplayState)
{

View file

@ -89,7 +89,7 @@ class AttractState extends MusicBeatState
super.update(elapsed);
// If the user presses any button, skip the video.
if (FlxG.keys.justPressed.ANY)
if (FlxG.keys.justPressed.ANY && !controls.VOLUME_MUTE && !controls.VOLUME_UP && !controls.VOLUME_DOWN)
{
onAttractEnd();
}

View file

@ -283,6 +283,7 @@ class TitleState extends MusicBeatState
if (FlxG.keys.justPressed.Y)
{
FlxTween.cancelTweensOf(FlxG.stage.window, ['x', 'y']);
FlxTween.tween(FlxG.stage.window, {x: FlxG.stage.window.x + 300}, 1.4, {ease: FlxEase.quadInOut, type: PINGPONG, startDelay: 0.35});
FlxTween.tween(FlxG.stage.window, {y: FlxG.stage.window.y + 100}, 0.7, {ease: FlxEase.quadInOut, type: PINGPONG});
}

View file

@ -162,7 +162,9 @@ class LoadingState extends MusicBeatSubState
{
targetShit = FlxMath.remapToRange(callbacks.numRemaining / callbacks.length, 1, 0, 0, 1);
loadBar.scale.x = FlxMath.lerp(loadBar.scale.x, targetShit, 0.50);
var lerpWidth:Int = Std.int(FlxMath.lerp(loadBar.width, FlxG.width * targetShit, 0.2));
loadBar.setGraphicSize(lerpWidth, loadBar.height);
loadBar.updateHitbox();
FlxG.watch.addQuick('percentage?', callbacks.numRemaining / callbacks.length);
}

View file

@ -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';