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Implement Nene Christmas, and fix Nene offsets on other stages.
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parent
50b587e3b8
commit
416d60000f
5 changed files with 39 additions and 17 deletions
assets
source/funkin
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 005c96f85f4304865acb196e7cc4d6d83f9d76d8
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Subproject commit d5b2d05df6d197f90a1b93f5b50835209c21adf7
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@ -382,12 +382,19 @@ class BaseCharacter extends Bopper
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// and Darnell (this keeps the flame on his lighter flickering).
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// Works for idle, singLEFT/RIGHT/UP/DOWN, alt singing animations, and anything else really.
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if (!getCurrentAnimation().endsWith(Constants.ANIMATION_HOLD_SUFFIX)
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&& hasAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX)
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&& isAnimationFinished())
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if (isAnimationFinished()
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&& !getCurrentAnimation().endsWith(Constants.ANIMATION_HOLD_SUFFIX)
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&& hasAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX))
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{
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playAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX);
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}
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else
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{
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if (isAnimationFinished())
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{
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trace('Not playing hold (${getCurrentAnimation()}) (${isAnimationFinished()}, ${getCurrentAnimation().endsWith(Constants.ANIMATION_HOLD_SUFFIX)}, ${hasAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX)})');
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}
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}
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// Handle character note hold time.
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if (isSinging())
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@ -427,7 +434,7 @@ class BaseCharacter extends Bopper
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else
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{
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// Play the idle animation.
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trace('${characterId}: attempting dance');
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// trace('${characterId}: attempting dance');
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dance(true);
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}
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}
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@ -638,6 +645,7 @@ class BaseCharacter extends Bopper
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var anim:String = 'sing${dir.nameUpper}${miss ? 'miss' : ''}${suffix != '' ? '-${suffix}' : ''}';
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// restart even if already playing, because the character might sing the same note twice.
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trace('Playing ${anim}...');
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playAnimation(anim, true);
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}
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@ -178,9 +178,22 @@ class FreeplayState extends MusicBeatSubState
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var stickerSubState:Null<StickerSubState> = null;
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public static var rememberedDifficulty:Null<String> = Constants.DEFAULT_DIFFICULTY;
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/**
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* The difficulty we were on when this menu was last accessed.
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*/
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public static var rememberedDifficulty:String = Constants.DEFAULT_DIFFICULTY;
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/**
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* The song we were on when this menu was last accessed.
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* NOTE: `null` if the last song was `Random`.
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*/
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public static var rememberedSongId:Null<String> = 'tutorial';
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/**
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* The character we were on when this menu was last accessed.
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*/
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public static var rememberedCharacterId:String = Constants.DEFAULT_CHARACTER;
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var funnyCam:FunkinCamera;
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var rankCamera:FunkinCamera;
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var rankBg:FunkinSprite;
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@ -210,14 +223,16 @@ class FreeplayState extends MusicBeatSubState
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public function new(?params:FreeplayStateParams, ?stickers:StickerSubState)
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{
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currentCharacterId = params?.character ?? Constants.DEFAULT_CHARACTER;
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currentCharacterId = params?.character ?? rememberedCharacterId;
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var fetchPlayableCharacter = function():PlayableCharacter {
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var result = PlayerRegistry.instance.fetchEntry(params?.character ?? Constants.DEFAULT_CHARACTER);
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var result = PlayerRegistry.instance.fetchEntry(params?.character ?? rememberedCharacterId);
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if (result == null) throw 'No valid playable character with id ${params?.character}';
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return result;
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};
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currentCharacter = fetchPlayableCharacter();
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rememberedCharacterId = currentCharacter?.id ?? Constants.DEFAULT_CHARACTER;
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fromResultsParams = params?.fromResults;
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if (fromResultsParams?.playRankAnim == true)
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@ -744,10 +759,7 @@ class FreeplayState extends MusicBeatSubState
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var tempSongs:Array<Null<FreeplaySongData>> = songs;
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// Remember just the difficulty because it's important for song sorting.
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if (rememberedDifficulty != null)
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{
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currentDifficulty = rememberedDifficulty;
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}
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currentDifficulty = rememberedDifficulty;
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if (filterStuff != null) tempSongs = sortSongs(tempSongs, filterStuff);
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@ -1216,7 +1228,7 @@ class FreeplayState extends MusicBeatSubState
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FlxG.switchState(FreeplayState.build(
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{
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{
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character: currentCharacterId == "pico" ? "bf" : "pico",
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character: currentCharacterId == "pico" ? Constants.DEFAULT_CHARACTER : "pico",
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}
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}));
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}
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@ -1889,7 +1901,7 @@ class FreeplayState extends MusicBeatSubState
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intendedCompletion = 0.0;
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diffIdsCurrent = diffIdsTotal;
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rememberedSongId = null;
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rememberedDifficulty = null;
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rememberedDifficulty = Constants.DEFAULT_DIFFICULTY;
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albumRoll.albumId = null;
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}
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@ -162,7 +162,7 @@ class SongMenuItem extends FlxSpriteGroup
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sparkle = new FlxSprite(ranking.x, ranking.y);
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sparkle.frames = Paths.getSparrowAtlas('freeplay/sparkle');
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sparkle.animation.addByPrefix('sparkle', 'sparkle', 24, false);
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sparkle.animation.addByPrefix('sparkle', 'sparkle Export0', 24, false);
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sparkle.animation.play('sparkle', true);
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sparkle.scale.set(0.8, 0.8);
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sparkle.blend = BlendMode.ADD;
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@ -523,7 +523,6 @@ class SongMenuItem extends FlxSpriteGroup
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checkWeek(songData?.songId);
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}
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var frameInTicker:Float = 0;
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var frameInTypeBeat:Int = 0;
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@ -119,7 +119,10 @@ class MainMenuState extends MusicBeatState
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openSubState(new FreeplayState(
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{
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character: FlxG.keys.pressed.SHIFT ? 'pico' : 'bf',
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#if debug
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// If SHIFT is held, toggle the selected character, else use the remembered character
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character: (FlxG.keys.pressed.SHIFT) ? (FreeplayState.rememberedCharacterId == Constants.DEFAULT_CHARACTER ? 'pico' : 'bf') : null,
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#end
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}));
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});
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