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Nightmare difficulty sprites + a options change (#219)
* Made song variations array optional (defaulting to empty) * Add support for animated difficulties in Freeplay menu * Disable funny music thing; disable flashing nightmare graphic when turned off * Update assets folder * assets update --------- Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
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commit
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6 changed files with 20 additions and 4 deletions
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assets
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@ -1 +1 @@
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Subproject commit 62ae1154ba7d751c96cea208c8f2e2d841a4f1c6
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Subproject commit c3ce920f162ad53cb510557b3bc69ab9805f48d7
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@ -281,6 +281,8 @@ class SongPlayData
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/**
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* The variations this song has. The associated metadata files should exist.
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*/
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@:default([])
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@:optional
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public var songVariations:Array<String>;
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/**
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@ -81,6 +81,8 @@ class SongPlayData_v2_0_0
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// ==========
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// UNMODIFIED VALUES
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// ==========
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@:default([])
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@:optional
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public var songVariations:Array<String>;
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public var difficulties:Array<String>;
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@ -91,6 +91,8 @@ class SongPlayData_v2_1_0
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// ==========
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// UNMODIFIED VALUES
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// ==========
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@:default([])
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@:optional
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public var songVariations:Array<String>;
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public var difficulties:Array<String>;
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public var characters:SongData.SongCharacterData;
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@ -1206,6 +1206,15 @@ class DifficultySprite extends FlxSprite
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difficultyId = diffId;
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loadGraphic(Paths.image('freeplay/freeplay' + diffId));
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if (Assets.exists(Paths.file('images/freeplay/freeplay${diffId}.xml')))
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{
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this.frames = Paths.getSparrowAtlas('freeplay/freeplay${diffId}');
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this.animation.addByPrefix('idle', 'idle0', 24, true);
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if (Preferences.flashingLights) this.animation.play('idle');
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}
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else
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{
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this.loadGraphic(Paths.image('freeplay/freeplay' + diffId));
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}
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}
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}
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@ -265,7 +265,7 @@ class StoryMenuState extends MusicBeatState
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{
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difficultySprite.frames = Paths.getSparrowAtlas('storymenu/difficulties/${diff}');
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difficultySprite.animation.addByPrefix('idle', 'idle0', 24, true);
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difficultySprite.animation.play('idle');
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if (Preferences.flashingLights) difficultySprite.animation.play('idle');
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}
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else
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{
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@ -484,7 +484,8 @@ class StoryMenuState extends MusicBeatState
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if (hasChanged)
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{
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buildDifficultySprite();
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funnyMusicThing();
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// Disable the funny music thing for now.
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// funnyMusicThing();
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}
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}
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