mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-22 23:57:50 -05:00
Merge branch 'FunkinCrew:main' into debelop-freeplay-patch
This commit is contained in:
commit
7a19bd4b50
11 changed files with 111 additions and 39 deletions
18
CHANGELOG.md
18
CHANGELOG.md
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@ -4,6 +4,24 @@ All notable changes will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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||||||
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [0.3.3] - 2024-05-14
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### Changed
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- Cleaned up some code in `PlayAnimationSongEvent.hx` (thanks BurgerBalls!)
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### Fixed
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- Fix Web Loading Bar (thanks lemz1!)
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- Don't allow any more inputs when exiting freeplay (thanks gamerbros!)
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- Fixed using mouse wheel to scroll on freeplay (thanks JugieNoob!)
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- Fixed the reset's of the health icons, score, and notes when re-entering gameplay from gameover (thanks ImCodist!)
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- Fixed the chart editor character selector's hitbox width (thanks MadBear422!)
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- Fixed camera stutter once a wipe transition to the Main Menu completes (thanks ImCodist!)
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- Fixed an issue where hold note would be invisible for a single frame (thanks ImCodist!)
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- Fix tween accumulation on title screen when pressing Y multiple times (thanks TheGaloXx!)
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- Fix for a game over easter egg so you don't accidentally exit it when viewing
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- Fix a crash when querying FlxG.state in the crash handler
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- Fix an issue where the Freeplay menu never displays 100% clear
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- Chart debug key now properly returns you to the previous chart editor session if you were playtesting a chart (thanks nebulazorua!)
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- Hopefully fixed Freeplay crashes on AMD gpu's
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## [0.3.2] - 2024-05-03
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## [0.3.2] - 2024-05-03
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### Added
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### Added
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- 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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- 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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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<project>
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<project>
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<!-- _________________________ Application Settings _________________________ -->
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<!-- _________________________ Application Settings _________________________ -->
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<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.2" company="ninjamuffin99" />
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<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.3" company="ninjamuffin99" />
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<!--Switch Export with Unique ApplicationID and Icon-->
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<!--Switch Export with Unique ApplicationID and Icon-->
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<set name="APP_ID" value="0x0100f6c013bbc000" />
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<set name="APP_ID" value="0x0100f6c013bbc000" />
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2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 962130b2243a839106607d08a11599b1857bf8b3
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Subproject commit 783f22e741c85223da7f3f815b28fc4c6f240cbc
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@ -1,31 +1,31 @@
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# Funkin' Debug Hotkeys
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# Funkin' Debug Hotkeys
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`F4` (EVERYWHERE) - Leave Current State and move to Main Menu
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Most of this functionality is only available on debug builds of the game!
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`F5` (EVERYWHERE) - Hot Reload Data Files
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`Y` (Title Screen) - WOAH
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## Any State
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- `F2`: ***OVERLAY***: Enables the Flixel debug overlay, which has partial support for scripting.
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- `F3`: ***SCREENSHOT***: Takes a screenshot of the game and saves it to the local `screenshots` directory. Works outside of debug builds too!
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- `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!
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- `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).
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- `CTRL-SHIFT-L`: ***FORCE CRASH***: Immediately crash the game with a detailed crash log and a stack trace.
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`~` (Main Menu) - Access Debug Menu
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## **Play State**
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- `H`: ***HIDE UI***: Makes the user interface invisible. Works in Pause Menu, great for screenshots.
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- `1`: ***END SONG***: Immediately ends the song and moves to Results Screen on Freeplay, or next song on Story Mode.
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- `2`: ***GAIN HEALTH***: Debug function, add 10% to the player's health.
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- `3`: ***LOSE HEALTH***: Debug function, subtract 5% to the player's health.
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- `9`: NEATO!
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- `PAGEUP` (MacOS: `Fn-Up`): ***FORWARDS TIME TRAVEL****: Move forward by 2 sections. Hold SHIFT to move forward by 20 sections instead.
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- `PAGEDOWN` (MacOS: `Fn-Down`): ***BACKWARDS TIME TRAVEL****: Move backward by 2 sections. Hold SHIFT to move backward by 20 sections instead.
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`U` (Play) - Open Stage Editor State
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## **Freeplay State**
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`H` (Play) - Show/Hide HUD
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- `F` (Freeplay Menu) - Move to Favorites
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`1` (Play) - End Song
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- `Q` (Freeplay Menu) - Back one category
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`2` (Play) - Add 10% Health
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- `E` (Freeplay Menu) - Forward one category
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`3` (Play) - Subtract 5% Health
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`7` (Play) - (NOT WORKING) Open Chart Editor
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`8` (Play) - Open Animation Editor
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`9` (Play) - (Easter Egg) Classic Health Icon
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`PGUP`/`Fn+Up` (Play) - Skip Forward In Time
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`PGDN`/`Fn+Down` (Play) - 🦃 That's right, we're going to go BACK IN TIME
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`F` (Freeplay Menu) - Move to Favorites
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## **Title State**
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`P` (Freeplay Menu) - Switch to Pico (probably doesn't work)
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- `Y` - WOAH
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`T` (Freeplay Menu) - Start typing in search bar
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`Q` (Freeplay Menu) - Back one letter
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`E` (Freeplay Menu) - Forward one letter
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`Arrows` (Stage Editor) - Move Prop
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## **Main Menu**
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`Ctrl-Z` (Stage Editor) - Undo
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- `~`: ***DEBUG****: Opens a menu to access the Chart Editor and other work-in-progress editors. Rebindable in the options menu.
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`Y` (Stage Editor) - Leave Stage Editor
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- `CTRL-ALT-SHIFT-W`: ***ALL ACCESS***: Unlocks all songs in Freeplay. Only available on debug builds.
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`H` (Pause Menu) - Hide the Pause Menu UI (good for screenshots!)
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@ -40,8 +40,8 @@ class StrokeShader extends FlxShader
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void main()
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void main()
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{
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{
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vec4 sample = flixel_texture2D(bitmap, openfl_TextureCoordv);
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vec4 gay = flixel_texture2D(bitmap, openfl_TextureCoordv);
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if (sample.a == 0.) {
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if (gay.a == 0.) {
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float w = size.x / openfl_TextureSize.x;
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float w = size.x / openfl_TextureSize.x;
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float h = size.y / openfl_TextureSize.y;
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float h = size.y / openfl_TextureSize.y;
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@ -49,9 +49,9 @@ class StrokeShader extends FlxShader
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0.
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)
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|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)
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sample = color;
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gay = color;
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}
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}
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gl_FragColor = sample;
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gl_FragColor = gay;
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}
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}
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')
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')
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public function new(color:FlxColor = 0xFFFFFFFF, width:Float = 1, height:Float = 1)
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public function new(color:FlxColor = 0xFFFFFFFF, width:Float = 1, height:Float = 1)
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@ -527,6 +527,14 @@ class Controls extends FlxActionSet
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action.inputs[i].inputID = toAdd;
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action.inputs[i].inputID = toAdd;
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}
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}
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hasReplaced = true;
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hasReplaced = true;
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} else if (input.device == KEYBOARD && input.inputID == toAdd) {
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// This key is already bound!
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if (hasReplaced) {
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// Remove the duplicate keybind, don't replace.
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action.inputs.remove(input);
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} else {
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hasReplaced = true;
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}
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}
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}
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}
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}
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@ -989,6 +997,7 @@ class Controls extends FlxActionSet
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for (control in Control.createAll())
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for (control in Control.createAll())
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{
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{
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var inputs:Array<Int> = Reflect.field(data, control.getName());
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var inputs:Array<Int> = Reflect.field(data, control.getName());
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inputs = inputs.unique();
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if (inputs != null)
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if (inputs != null)
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{
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{
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if (inputs.length == 0) {
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if (inputs.length == 0) {
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@ -1038,7 +1047,11 @@ class Controls extends FlxActionSet
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var inputs = getInputsFor(control, device);
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var inputs = getInputsFor(control, device);
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isEmpty = isEmpty && inputs.length == 0;
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isEmpty = isEmpty && inputs.length == 0;
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if (inputs.length == 0) inputs = [FlxKey.NONE];
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if (inputs.length == 0) {
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inputs = [FlxKey.NONE];
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} else {
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inputs = inputs.unique();
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}
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Reflect.setField(data, control.getName(), inputs);
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Reflect.setField(data, control.getName(), inputs);
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}
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}
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@ -83,6 +83,8 @@ class GameOverSubState extends MusicBeatSubState
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var isChartingMode:Bool = false;
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var isChartingMode:Bool = false;
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var mustNotExit:Bool = false;
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var transparent:Bool;
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var transparent:Bool;
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static final CAMERA_ZOOM_DURATION:Float = 0.5;
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static final CAMERA_ZOOM_DURATION:Float = 0.5;
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@ -240,7 +242,7 @@ class GameOverSubState extends MusicBeatSubState
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}
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}
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// KEYBOARD ONLY: Return to the menu when pressing the assigned key.
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// KEYBOARD ONLY: Return to the menu when pressing the assigned key.
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if (controls.BACK)
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if (controls.BACK && !mustNotExit)
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{
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{
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blueballed = false;
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blueballed = false;
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PlayState.instance.deathCounter = 0;
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PlayState.instance.deathCounter = 0;
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@ -826,6 +826,8 @@ class PlayState extends MusicBeatSubState
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resetCamera();
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resetCamera();
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var fromDeathState = isPlayerDying;
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persistentUpdate = true;
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persistentUpdate = true;
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persistentDraw = true;
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persistentDraw = true;
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@ -863,8 +865,11 @@ class PlayState extends MusicBeatSubState
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if (currentStage != null) currentStage.resetStage();
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if (currentStage != null) currentStage.resetStage();
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playerStrumline.vwooshNotes();
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if (!fromDeathState)
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opponentStrumline.vwooshNotes();
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{
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playerStrumline.vwooshNotes();
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opponentStrumline.vwooshNotes();
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}
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playerStrumline.clean();
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playerStrumline.clean();
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opponentStrumline.clean();
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opponentStrumline.clean();
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@ -1075,6 +1080,22 @@ class PlayState extends MusicBeatSubState
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function moveToGameOver():Void
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function moveToGameOver():Void
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{
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{
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// Reset and update a bunch of values in advance for the transition back from the game over substate.
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playerStrumline.clean();
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opponentStrumline.clean();
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songScore = 0;
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updateScoreText();
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health = Constants.HEALTH_STARTING;
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healthLerp = health;
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healthBar.value = healthLerp;
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iconP1.updatePosition();
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iconP2.updatePosition();
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// Transition to the game over substate.
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var gameOverSubState = new GameOverSubState(
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var gameOverSubState = new GameOverSubState(
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{
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{
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isChartingMode: isChartingMode,
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isChartingMode: isChartingMode,
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@ -737,8 +737,8 @@ class FreeplayState extends MusicBeatSubState
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}
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}
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}
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}
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lerpScore = MathUtil.coolLerp(lerpScore, intendedScore, 0.2);
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lerpScore = MathUtil.smoothLerp(lerpScore, intendedScore, elapsed, 0.5);
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lerpCompletion = MathUtil.coolLerp(lerpCompletion, intendedCompletion, 0.9);
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lerpCompletion = MathUtil.smoothLerp(lerpCompletion, intendedCompletion, elapsed, 0.5);
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if (Math.isNaN(lerpScore))
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if (Math.isNaN(lerpScore))
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{
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{
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@ -893,11 +893,24 @@ class FreeplayState extends MusicBeatSubState
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spamTimer = 0;
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spamTimer = 0;
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}
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}
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#if !html5
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if (FlxG.mouse.wheel != 0)
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if (FlxG.mouse.wheel != 0)
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{
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{
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dj.resetAFKTimer();
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dj.resetAFKTimer();
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changeSelection(-Math.round(FlxG.mouse.wheel / 4));
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changeSelection(-Math.round(FlxG.mouse.wheel));
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}
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}
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#else
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if (FlxG.mouse.wheel < 0)
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{
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dj.resetAFKTimer();
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changeSelection(-Math.round(FlxG.mouse.wheel / 8));
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}
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else if (FlxG.mouse.wheel > 0)
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{
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dj.resetAFKTimer();
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changeSelection(-Math.round(FlxG.mouse.wheel / 8));
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}
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#end
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if (controls.UI_LEFT_P && !FlxG.keys.pressed.CONTROL)
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if (controls.UI_LEFT_P && !FlxG.keys.pressed.CONTROL)
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{
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{
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@ -914,6 +927,7 @@ class FreeplayState extends MusicBeatSubState
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if (controls.BACK)
|
if (controls.BACK)
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{
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{
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busy = true;
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FlxTween.globalManager.clear();
|
FlxTween.globalManager.clear();
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FlxTimer.globalManager.clear();
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FlxTimer.globalManager.clear();
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dj.onIntroDone.removeAll();
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dj.onIntroDone.removeAll();
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|
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@ -162,7 +162,9 @@ class LoadingState extends MusicBeatSubState
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{
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{
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targetShit = FlxMath.remapToRange(callbacks.numRemaining / callbacks.length, 1, 0, 0, 1);
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targetShit = FlxMath.remapToRange(callbacks.numRemaining / callbacks.length, 1, 0, 0, 1);
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loadBar.scale.x = FlxMath.lerp(loadBar.scale.x, targetShit, 0.50);
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var lerpWidth:Int = Std.int(FlxMath.lerp(loadBar.width, FlxG.width * targetShit, 0.2));
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loadBar.setGraphicSize(lerpWidth, loadBar.height);
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loadBar.updateHitbox();
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FlxG.watch.addQuick('percentage?', callbacks.numRemaining / callbacks.length);
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FlxG.watch.addQuick('percentage?', callbacks.numRemaining / callbacks.length);
|
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}
|
}
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|
|
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|
|
|
@ -141,7 +141,9 @@ class CrashHandler
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|
|
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fullContents += '\n';
|
fullContents += '\n';
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|
|
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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';
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|
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|
fullContents += 'Flixel Current State: ${currentState}\n';
|
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|
|
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fullContents += '\n';
|
fullContents += '\n';
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue