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Merge branch 'nitpix' of https://github.com/ninjamuffin99/funkin-secret
This commit is contained in:
commit
605c9066c1
2 changed files with 21 additions and 8 deletions
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@ -23,10 +23,7 @@ class GameOverSubstate extends MusicBeatSubstate
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var daBf:String = '';
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var daBf:String = '';
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switch (daStage)
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switch (daStage)
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{
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{
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case 'school':
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case 'school' | 'schoolEvil':
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stageSuffix = '-pixel';
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daBf = 'bf-pixel-dead';
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case 'schoolEvil':
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stageSuffix = '-pixel';
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stageSuffix = '-pixel';
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daBf = 'bf-pixel-dead';
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daBf = 'bf-pixel-dead';
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default:
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default:
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@ -92,6 +89,11 @@ class GameOverSubstate extends MusicBeatSubstate
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FlxG.switchState(new FreeplayState());
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FlxG.switchState(new FreeplayState());
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}
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}
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#if debug
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if (FlxG.keys.justPressed.EIGHT)
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FlxG.switchState(new AnimationDebug(bf.curCharacter));
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#end
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if (bf.animation.curAnim.name == 'firstDeath' && bf.animation.curAnim.curFrame == 12)
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if (bf.animation.curAnim.name == 'firstDeath' && bf.animation.curAnim.curFrame == 12)
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{
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{
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FlxG.camera.follow(camFollow, LOCKON, 0.01);
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FlxG.camera.follow(camFollow, LOCKON, 0.01);
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@ -931,6 +931,8 @@ class PlayState extends MusicBeatState
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function ughIntro()
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function ughIntro()
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{
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{
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inCutscene = true;
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FlxG.sound.playMusic(Paths.music('DISTORTO'), 0);
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FlxG.sound.playMusic(Paths.music('DISTORTO'), 0);
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FlxG.sound.music.fadeIn(5, 0, 0.5);
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FlxG.sound.music.fadeIn(5, 0, 0.5);
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@ -960,7 +962,9 @@ class PlayState extends MusicBeatState
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{
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{
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boyfriend.playAnim('singUP');
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boyfriend.playAnim('singUP');
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// play sound
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// play sound
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FlxG.sound.play(Paths.sound('bfBeep'));
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FlxG.sound.play(Paths.sound('bfBeep'), function() {
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boyfriend.playAnim('idle');
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});
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});
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});
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new FlxTimer().start(3, function(swaggy:FlxTimer)
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new FlxTimer().start(3, function(swaggy:FlxTimer)
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@ -993,6 +997,8 @@ class PlayState extends MusicBeatState
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function gunsIntro()
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function gunsIntro()
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{
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{
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inCutscene = true;
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camFollow.setPosition(camPos.x, camPos.y);
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camFollow.setPosition(camPos.x, camPos.y);
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camHUD.visible = false;
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camHUD.visible = false;
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@ -1051,6 +1057,8 @@ class PlayState extends MusicBeatState
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function stressIntro()
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function stressIntro()
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{
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{
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inCutscene = true;
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// for story mode shit
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// for story mode shit
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camFollow.setPosition(camPos.x, camPos.y);
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camFollow.setPosition(camPos.x, camPos.y);
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@ -1402,8 +1410,6 @@ class PlayState extends MusicBeatState
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function startCountdown():Void
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function startCountdown():Void
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{
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{
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gf.visible = true;
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inCutscene = false;
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inCutscene = false;
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generateStaticArrows(0);
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generateStaticArrows(0);
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@ -1996,7 +2002,12 @@ class PlayState extends MusicBeatState
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#if debug
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#if debug
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if (FlxG.keys.justPressed.EIGHT)
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if (FlxG.keys.justPressed.EIGHT)
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FlxG.switchState(new AnimationDebug(SONG.player2));
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{
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if (FlxG.keys.pressed.SHIFT)
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FlxG.switchState(new AnimationDebug(SONG.player1));
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else
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FlxG.switchState(new AnimationDebug(SONG.player2));
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}
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#end
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#end
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if (generatedMusic && SONG.notes[Std.int(curStep / 16)] != null)
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if (generatedMusic && SONG.notes[Std.int(curStep / 16)] != null)
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