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https://github.com/FunkinCrew/Funkin.git
synced 2024-11-30 03:25:47 -05:00
Working Blazin cutscene and fixed time travel
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parent
66c91d8b3e
commit
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4 changed files with 155 additions and 44 deletions
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 7d031153cf073e9d49ab59d7c72956cf4a68bcda
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Subproject commit 1b0e097508ec694012043a4c059885b05a569e2a
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@ -148,6 +148,29 @@ class SongEventRegistry
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});
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}
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/**
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* The currentTime has jumped far ahead or back.
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* If we moved back in time, we need to reset all the events in that space.
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* If we moved forward in time, we need to skip all the events in that space.
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*/
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public static function handleSkippedEvents(events:Array<SongEventData>, currentTime:Float):Void
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{
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for (event in events)
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{
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// Deactivate future events.
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if (event.time > currentTime)
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{
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event.activated = false;
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}
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// Skip past events.
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if (event.time < currentTime)
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{
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event.activated = true;
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}
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}
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}
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/**
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* Reset activation of all the provided events.
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*/
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@ -987,8 +987,21 @@ class PlayState extends MusicBeatSubState
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}
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}
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processSongEvents();
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// Handle keybinds.
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processInputQueue();
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if (!isInCutscene && !disableKeys) debugKeyShit();
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if (isInCutscene && !disableKeys) handleCutsceneKeys(elapsed);
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// Moving notes into position is now done by Strumline.update().
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processNotes(elapsed);
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}
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function processSongEvents():Void
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{
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// Query and activate song events.
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// TODO: Check that these work even when songPosition is less than 0.
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// TODO: Check that these work appropriately even when songPosition is less than 0, to play events during countdown.
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if (songEvents != null && songEvents.length > 0)
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{
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var songEventsToActivate:Array<SongEventData> = SongEventRegistry.queryEvents(songEvents, Conductor.instance.songPosition);
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@ -998,8 +1011,9 @@ class PlayState extends MusicBeatSubState
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trace('Found ${songEventsToActivate.length} event(s) to activate.');
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for (event in songEventsToActivate)
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{
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// If an event is trying to play, but it's over 5 seconds old, skip it.
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if (event.time - Conductor.instance.songPosition < -5000)
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// If an event is trying to play, but it's over 1 second old, skip it.
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var eventAge:Float = Conductor.instance.songPosition - event.time;
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if (eventAge > 1000)
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{
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event.activated = true;
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continue;
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@ -1015,14 +1029,6 @@ class PlayState extends MusicBeatSubState
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}
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}
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}
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// Handle keybinds.
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processInputQueue();
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if (!isInCutscene && !disableKeys) debugKeyShit();
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if (isInCutscene && !disableKeys) handleCutsceneKeys(elapsed);
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// Moving notes into position is now done by Strumline.update().
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processNotes(elapsed);
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}
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public override function dispatchEvent(event:ScriptEvent):Void
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@ -1761,7 +1767,7 @@ class PlayState extends MusicBeatSubState
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currentChart.playInst(1.0, false);
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}
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FlxG.sound.music.onComplete = endSong;
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FlxG.sound.music.onComplete = endSong.bind(false);
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// A negative instrumental offset means the song skips the first few milliseconds of the track.
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// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
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FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
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@ -2041,6 +2047,7 @@ class PlayState extends MusicBeatSubState
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}
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}
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// Respawns notes that were b
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playerStrumline.handleSkippedNotes();
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opponentStrumline.handleSkippedNotes();
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}
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@ -2303,7 +2310,7 @@ class PlayState extends MusicBeatSubState
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#if (debug || FORCE_DEBUG_VERSION)
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// 1: End the song immediately.
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if (FlxG.keys.justPressed.ONE) endSong();
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if (FlxG.keys.justPressed.ONE) endSong(true);
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// 2: Gain 10% health.
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if (FlxG.keys.justPressed.TWO) health += 0.1 * Constants.HEALTH_MAX;
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@ -2497,16 +2504,35 @@ class PlayState extends MusicBeatSubState
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if (skipHeldTimer >= 1.5)
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{
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VideoCutscene.finishVideo();
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skipVideoCutscene();
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}
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}
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/**
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* End the song. Handle saving high scores and transitioning to the results screen.
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* Handle logic for actually skipping a video cutscene after it has been held.
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*/
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function endSong():Void
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function skipVideoCutscene():Void
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{
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dispatchEvent(new ScriptEvent(SONG_END));
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VideoCutscene.finishVideo();
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}
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/**
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* End the song. Handle saving high scores and transitioning to the results screen.
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*
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* Broadcasts an `onSongEnd` event, which can be cancelled to prevent the song from ending (for a cutscene or something).
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* Remember to call `endSong` again when the song should actually end!
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* @param rightGoddamnNow If true, don't play the fancy animation where you zoom onto Girlfriend. Used after a cutscene.
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*/
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public function endSong(rightGoddamnNow:Bool = false):Void
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{
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FlxG.sound.music.volume = 0;
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vocals.volume = 0;
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mayPauseGame = false;
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// Check if any events want to prevent the song from ending.
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var event = new ScriptEvent(SONG_END, true);
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dispatchEvent(event);
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if (event.eventCanceled) return;
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#if sys
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// spitter for ravy, teehee!!
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@ -2516,9 +2542,7 @@ class PlayState extends MusicBeatSubState
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#end
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deathCounter = 0;
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mayPauseGame = false;
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FlxG.sound.music.volume = 0;
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vocals.volume = 0;
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if (currentSong != null && currentSong.validScore)
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{
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// crackhead double thingie, sets whether was new highscore, AND saves the song!
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@ -2604,9 +2628,16 @@ class PlayState extends MusicBeatSubState
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this.close();
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}
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else
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{
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if (rightGoddamnNow)
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{
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moveToResultsScreen();
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}
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else
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{
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zoomIntoResultsScreen();
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}
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}
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}
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else
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{
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@ -2662,9 +2693,16 @@ class PlayState extends MusicBeatSubState
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this.close();
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}
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else
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{
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if (rightGoddamnNow)
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{
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moveToResultsScreen();
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}
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else
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{
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zoomIntoResultsScreen();
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}
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}
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}
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}
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@ -2717,9 +2755,9 @@ class PlayState extends MusicBeatSubState
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}
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/**
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* Play the camera zoom animation and move to the results screen.
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* Play the camera zoom animation and then move to the results screen once it's done.
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*/
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function moveToResultsScreen():Void
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function zoomIntoResultsScreen():Void
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{
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trace('WENT TO RESULTS SCREEN!');
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@ -2773,6 +2811,17 @@ class PlayState extends MusicBeatSubState
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{
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ease: FlxEase.expoIn,
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onComplete: function(_) {
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moveToResultsScreen();
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}
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});
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});
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}
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/**
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* Move to the results screen right goddamn now.
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*/
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function moveToResultsScreen():Void
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{
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persistentUpdate = false;
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vocals.stop();
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camHUD.alpha = 1;
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@ -2785,9 +2834,6 @@ class PlayState extends MusicBeatSubState
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res.camera = camHUD;
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openSubState(res);
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}
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});
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});
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}
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/**
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* Pauses music and vocals easily.
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@ -2818,14 +2864,18 @@ class PlayState extends MusicBeatSubState
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*/
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function changeSection(sections:Int):Void
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{
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FlxG.sound.music.pause();
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// FlxG.sound.music.pause();
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var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.timeSignatureNumerator * Constants.STEPS_PER_BEAT * sections);
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var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.stepsPerMeasure * sections);
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var targetTimeMs:Float = Conductor.instance.getStepTimeInMs(targetTimeSteps);
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// Don't go back in time to before the song started.
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targetTimeMs = Math.max(0, targetTimeMs);
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FlxG.sound.music.time = targetTimeMs;
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handleSkippedNotes();
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SongEventRegistry.handleSkippedEvents(songEvents, Conductor.instance.songPosition);
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// regenNoteData(FlxG.sound.music.time);
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Conductor.instance.update(FlxG.sound.music.time);
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@ -19,13 +19,22 @@ import hxcodec.flixel.FlxVideoSprite;
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class VideoCutscene
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{
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static var blackScreen:FlxSprite;
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static var cutsceneType:CutsceneType;
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#if html5
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static var vid:FlxVideo;
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#end
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#if hxCodec
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static var vid:FlxVideoSprite;
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#end
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/**
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* Play a video cutscene.
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* TODO: Currently this is hardcoded to start the countdown after the video is done.
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* @param path The path to the video file. Use Paths.file(path) to get the correct path.
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* @param cutseneType The type of cutscene to play, determines what the game does after. Defaults to `CutsceneType.STARTING`.
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*/
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public static function play(filePath:String):Void
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public static function play(filePath:String, ?cutsceneType:CutsceneType = STARTING):Void
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{
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if (PlayState.instance == null) return;
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@ -49,6 +58,8 @@ class VideoCutscene
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blackScreen.cameras = [PlayState.instance.camCutscene];
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PlayState.instance.add(blackScreen);
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VideoCutscene.cutsceneType = cutsceneType;
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#if html5
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playVideoHTML5(filePath);
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#elseif hxCodec
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@ -68,8 +79,6 @@ class VideoCutscene
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}
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#if html5
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static var vid:FlxVideo;
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static function playVideoHTML5(filePath:String):Void
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{
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// Video displays OVER the FlxState.
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@ -94,8 +103,6 @@ class VideoCutscene
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#end
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#if hxCodec
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static var vid:FlxVideoSprite;
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static function playVideoNative(filePath:String):Void
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{
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// Video displays OVER the FlxState.
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}
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#end
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/**
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* Finish the active video cutscene. Done when the video is finished or when the player skips the cutscene.
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* @param transitionTime The duration of the transition to the next state. Defaults to 0.5 seconds (this time is always used when cancelling the video).
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* @param finishCutscene The callback to call when the transition is finished.
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*/
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public static function finishVideo(?transitionTime:Float = 0.5):Void
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{
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trace('ALERT: Finish video cutscene called!');
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var cutsceneType:CutsceneType = VideoCutscene.cutsceneType;
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#if html5
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if (vid != null)
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{
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@ -168,8 +182,32 @@ class VideoCutscene
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{
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ease: FlxEase.quadInOut,
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onComplete: function(twn:FlxTween) {
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PlayState.instance.startCountdown();
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onCutsceneFinish(cutsceneType);
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}
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});
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}
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/**
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* The default callback used when a cutscene is finished.
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* You can specify your own callback when calling `VideoCutscene#play()`.
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*/
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static function onCutsceneFinish(cutsceneType:CutsceneType):Void
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{
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switch (cutsceneType)
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{
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case CutsceneType.STARTING:
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PlayState.instance.startCountdown();
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case CutsceneType.ENDING:
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PlayState.instance.endSong(true); // true = right goddamn now
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case CutsceneType.MIDSONG:
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throw "Not implemented!";
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}
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}
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}
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enum CutsceneType
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{
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STARTING; // The default cutscene type. Starts the countdown after the video is done.
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MIDSONG; // TODO: Implement this!
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ENDING; // Ends the song after the video is done.
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}
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