Merge branch 'bugfix/vocal-loop' into rewrite/master

This commit is contained in:
Cameron Taylor 2024-09-12 14:29:20 -04:00
commit 8fdf04796c
6 changed files with 75 additions and 4 deletions

2
assets

@ -1 +1 @@
Subproject commit bd1bdcf5e1349e6199d9d32e617cbefa2cea093b
Subproject commit 3954e95646643dfc729607d0da57ba0bbf273521

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@ -14,7 +14,7 @@
5. Run `haxelib --global install hmm` and then `haxelib --global run hmm setup` to install hmm.json
6. Run `hmm install` to install all haxelibs of the current branch
7. Run `haxelib run lime setup` to set up lime
8. Platform setup
8. Perform additional platform setup
- For Windows, download the [Visual Studio Build Tools](https://aka.ms/vs/17/release/vs_BuildTools.exe)
- When prompted, select "Individual Components" and make sure to download the following:
- MSVC v143 VS 2022 C++ x64/x86 build tools
@ -22,8 +22,24 @@
- Mac: [`lime setup mac` Documentation](https://lime.openfl.org/docs/advanced-setup/macos/)
- Linux: [`lime setup linux` Documentation](https://lime.openfl.org/docs/advanced-setup/linux/)
- HTML5: Compiles without any extra setup
9. If you are targeting for native, you may need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug`
10. `lime test PLATFORM` ! Add `-debug` to enable several debug features such as time travel (`PgUp`/`PgDn` in Play State).
9. If you are targeting for native, you may need to run `lime rebuild <PLATFORM>` and `lime rebuild <PLATFORM> -debug`
10. `lime test <PLATFORM>` to build and launch the game for your platform (for example, `lime test windows`)
## Build Flags
There are several useful build flags you can add to a build to affect how it works. A full list can be found in `project.hxp`, but here's information on some of them:
- `-debug` to build the game in debug mode. This automatically enables several useful debug features.
- This includes enabling in-game debug functions, disables compile-time optimizations, enabling asset redirection (see below), and enabling the VSCode debug server (which can slow the game on some machines but allows for powerful debugging through breakpoints).
- `-DGITHUB_BUILD` will enable in-game debug functions (such as the ability to time travel in a song by pressing `PgUp`/`PgDn`), without enabling the other stuff
- `-DFEATURE_POLYMOD_MODS` or `-DNO_FEATURE_POLYMOD_MODS` to forcibly enable or disable modding support.
- `-DREDIRECT_ASSETS_FOLDER` or `-DNO_REDIRECT_ASSETS_FOLDER` to forcibly enable or disable asset redirection.
- This feature causes the game to load exported assets from the project's assets folder rather than the exported one. Great for fast iteration, but the game
- `-DFEATURE_DISCORD_RPC` or `-DNO_FEATURE_DISCORD_RPC` to forcibly enable or disable support for Discord Rich Presence.
- `-DFEATURE_VIDEO_PLAYBACK` or `-DNO_FEATURE_VIDEO_PLAYBACK` to forcibly enable or disable video cutscene support.
- `-DFEATURE_CHART_EDITOR` or `-DNO_FEATURE_CHART_EDITOR` to forcibly enable or disable the chart editor in the Debug menu.
- `-DFEATURE_STAGE_EDITOR` to forcibly enable the experimental stage editor.
- `-DFEATURE_GHOST_TAPPING` to forcibly enable an experimental gameplay change to the anti-mash system.
# Troubleshooting - GO THROUGH THESE STEPS BEFORE OPENING ISSUES ON GITHUB!

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@ -567,6 +567,14 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
return sound;
}
/**
* Produces a string representation suitable for debugging.
*/
public override function toString():String
{
return 'FunkinSound(${this._label})';
}
}
/**

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@ -113,6 +113,11 @@ class SoundGroup extends FlxTypedGroup<FunkinSound>
public function play(forceRestart:Bool = false, startTime:Float = 0.0, ?endTime:Float)
{
forEachAlive(function(sound:FunkinSound) {
if (sound.length < startTime)
{
// trace('Queuing sound (${sound.toString()} past its length! Skipping...)');
return;
}
sound.play(forceRestart, startTime, endTime);
});
}

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@ -375,6 +375,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function confirm():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = Confirm;
}
@ -397,6 +404,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function fistPumpIntro():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPumpIntro;
var animPrefix = playableCharData.getAnimationPrefix('fistPump');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroStartFrame());
@ -404,6 +418,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function fistPump():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPump;
var animPrefix = playableCharData.getAnimationPrefix('fistPump');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopStartFrame());
@ -411,6 +432,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function fistPumpLossIntro():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPumpIntro;
var animPrefix = playableCharData.getAnimationPrefix('loss');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroBadStartFrame());
@ -418,6 +446,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function fistPumpLoss():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPump;
var animPrefix = playableCharData.getAnimationPrefix('loss');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopBadStartFrame());

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@ -358,6 +358,7 @@ class MainMenuState extends MusicBeatState
// Ctrl+Alt+Shift+W = Meet requirements for Pico Unlock
// Ctrl+Alt+Shift+L = Revoke requirements for Pico Unlock
// Ctrl+Alt+Shift+R = Score/Rank conflict test
// Ctrl+Alt+Shift+N = Mark all characters as not seen
// Ctrl+Alt+Shift+E = Dump save data
if (FlxG.keys.pressed.CONTROL && FlxG.keys.pressed.ALT && FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.P)
@ -433,6 +434,12 @@ class MainMenuState extends MusicBeatState
});
}
if (FlxG.keys.pressed.CONTROL && FlxG.keys.pressed.ALT && FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.N)
{
@:privateAccess
funkin.save.Save.instance.data.unlocks.charactersSeen = ["bf"];
}
if (FlxG.keys.pressed.CONTROL && FlxG.keys.pressed.ALT && FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.E)
{
funkin.save.Save.instance.debug_dumpSave();