Merge pull request #104 from FunkinCrew/recapitalizing

the SubState...
This commit is contained in:
Cameron Taylor 2023-06-09 15:54:50 -04:00 committed by GitHub
commit aa5a5c5cc1
20 changed files with 54 additions and 54 deletions

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@ -2,7 +2,7 @@ package funkin;
import flixel.FlxSubState;
class ButtonRemapSubstate extends FlxSubState
class ButtonRemapSubState extends FlxSubState
{
public function new()
{

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@ -37,7 +37,7 @@ import funkin.shaderslmfao.StrokeShader;
import lime.app.Future;
import lime.utils.Assets;
class FreeplayState extends MusicBeatSubstate
class FreeplayState extends MusicBeatSubState
{
var songs:Array<SongMetadata> = [];

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@ -14,7 +14,7 @@ import funkin.ui.CoolStatsGraph;
import haxe.Timer;
import openfl.events.KeyboardEvent;
class LatencyState extends MusicBeatSubstate
class LatencyState extends MusicBeatSubState
{
var offsetText:FlxText;
var noteGrp:FlxTypedGroup<Note>;

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@ -35,8 +35,8 @@ class MusicBeatState extends FlxUIState
function initCallbacks()
{
subStateOpened.add(onOpenSubstateComplete);
subStateClosed.add(onCloseSubstateComplete);
subStateOpened.add(onOpenSubStateComplete);
subStateClosed.add(onCloseSubStateComplete);
}
override function create()
@ -162,18 +162,18 @@ class MusicBeatState extends FlxUIState
}
}
public override function openSubState(targetSubstate:FlxSubState):Void
public override function openSubState(targetSubState:FlxSubState):Void
{
var event = new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_BEGIN, targetSubstate, true);
var event = new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_BEGIN, targetSubState, true);
dispatchEvent(event);
if (event.eventCanceled) return;
super.openSubState(targetSubstate);
super.openSubState(targetSubState);
}
function onOpenSubstateComplete(targetState:FlxSubState):Void
function onOpenSubStateComplete(targetState:FlxSubState):Void
{
dispatchEvent(new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_END, targetState, true));
}
@ -189,7 +189,7 @@ class MusicBeatState extends FlxUIState
super.closeSubState();
}
function onCloseSubstateComplete(targetState:FlxSubState):Void
function onCloseSubStateComplete(targetState:FlxSubState):Void
{
dispatchEvent(new SubStateScriptEvent(ScriptEvent.SUBSTATE_CLOSE_END, targetState, true));
}

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@ -7,9 +7,9 @@ import funkin.modding.events.ScriptEvent;
import funkin.modding.module.ModuleHandler;
/**
* MusicBeatSubstate reincorporates the functionality of MusicBeatState into an FlxSubState.
* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
*/
class MusicBeatSubstate extends FlxSubState
class MusicBeatSubState extends FlxSubState
{
public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
{

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@ -11,7 +11,7 @@ import flixel.util.FlxColor;
import funkin.play.PlayState;
import funkin.play.song.SongData.SongDataParser;
class PauseSubState extends MusicBeatSubstate
class PauseSubState extends MusicBeatSubState
{
var grpMenuShit:FlxTypedGroup<Alphabet>;

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@ -24,10 +24,10 @@ interface IStateChangingScriptedClass extends IScriptedClass
public function onStateChangeBegin(event:StateChangeScriptEvent):Void;
public function onStateChangeEnd(event:StateChangeScriptEvent):Void;
public function onSubstateOpenBegin(event:SubStateScriptEvent):Void;
public function onSubstateOpenEnd(event:SubStateScriptEvent):Void;
public function onSubstateCloseBegin(event:SubStateScriptEvent):Void;
public function onSubstateCloseEnd(event:SubStateScriptEvent):Void;
public function onSubStateOpenBegin(event:SubStateScriptEvent):Void;
public function onSubStateOpenEnd(event:SubStateScriptEvent):Void;
public function onSubStateCloseBegin(event:SubStateScriptEvent):Void;
public function onSubStateCloseEnd(event:SubStateScriptEvent):Void;
}
/**

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@ -0,0 +1,8 @@
package funkin.modding.base;
/**
* A script that can be tied to a MusicBeatSubState.
* Create a scripted class that extends MusicBeatSubState to use this.
*/
@:hscriptClass
class ScriptedMusicBeatSubState extends funkin.MusicBeatSubState implements HScriptedClass {}

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@ -1,8 +0,0 @@
package funkin.modding.base;
/**
* A script that can be tied to a MusicBeatSubstate.
* Create a scripted class that extends MusicBeatSubstate to use this.
*/
@:hscriptClass
class ScriptedMusicBeatSubstate extends funkin.MusicBeatSubstate implements HScriptedClass {}

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@ -113,16 +113,16 @@ class ScriptEventDispatcher
t.onStateChangeEnd(cast event);
return;
case ScriptEvent.SUBSTATE_OPEN_BEGIN:
t.onSubstateOpenBegin(cast event);
t.onSubStateOpenBegin(cast event);
return;
case ScriptEvent.SUBSTATE_OPEN_END:
t.onSubstateOpenEnd(cast event);
t.onSubStateOpenEnd(cast event);
return;
case ScriptEvent.SUBSTATE_CLOSE_BEGIN:
t.onSubstateCloseBegin(cast event);
t.onSubStateCloseBegin(cast event);
return;
case ScriptEvent.SUBSTATE_CLOSE_END:
t.onSubstateCloseEnd(cast event);
t.onSubStateCloseEnd(cast event);
return;
}
}

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@ -107,13 +107,13 @@ class Module implements IPlayStateScriptedClass implements IStateChangingScripte
public function onStateChangeEnd(event:StateChangeScriptEvent) {}
public function onSubstateOpenBegin(event:SubStateScriptEvent) {}
public function onSubStateOpenBegin(event:SubStateScriptEvent) {}
public function onSubstateOpenEnd(event:SubStateScriptEvent) {}
public function onSubStateOpenEnd(event:SubStateScriptEvent) {}
public function onSubstateCloseBegin(event:SubStateScriptEvent) {}
public function onSubStateCloseBegin(event:SubStateScriptEvent) {}
public function onSubstateCloseEnd(event:SubStateScriptEvent) {}
public function onSubStateCloseEnd(event:SubStateScriptEvent) {}
public function onSongRetry(event:ScriptEvent) {}
}

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@ -18,7 +18,7 @@ import funkin.ui.PreferencesMenu;
*
* The newest implementation uses a substate, which prevents having to reload the song and stage each reset.
*/
class GameOverSubstate extends MusicBeatSubstate
class GameOverSubState extends MusicBeatSubState
{
/**
* Which alternate animation on the character to use.
@ -91,7 +91,7 @@ class GameOverSubstate extends MusicBeatSubstate
bg.scrollFactor.set();
add(bg);
// Pluck Boyfriend from the PlayState and place him (in the same position) in the GameOverSubstate.
// Pluck Boyfriend from the PlayState and place him (in the same position) in the GameOverSubState.
// We can then play the character's `firstDeath` animation.
boyfriend = PlayState.instance.currentStage.getBoyfriend(true);
boyfriend.isDead = true;
@ -212,7 +212,7 @@ class GameOverSubstate extends MusicBeatSubstate
new FlxTimer().start(0.7, function(tmr:FlxTimer) {
// ...fade out the graphics. Then after that happens...
FlxG.camera.fade(FlxColor.BLACK, 2, false, function() {
// ...close the GameOverSubstate.
// ...close the GameOverSubState.
FlxG.camera.fade(FlxColor.BLACK, 1, true, null, true);
PlayState.needsReset = true;

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@ -45,7 +45,7 @@ import funkin.SongLoad.SwagSong;
import funkin.audio.VoicesGroup;
import funkin.ui.PopUpStuff;
import funkin.ui.PreferencesMenu;
import funkin.ui.stageBuildShit.StageOffsetSubstate;
import funkin.ui.stageBuildShit.StageOffsetSubState;
import funkin.util.Constants;
import funkin.util.SerializerUtil;
import funkin.util.SortUtil;
@ -1405,7 +1405,7 @@ class PlayState extends MusicBeatState
// hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!!
disableKeys = true;
persistentUpdate = false;
openSubState(new StageOffsetSubstate());
openSubState(new StageOffsetSubState());
}
updateHealthBar();
@ -1643,8 +1643,8 @@ class PlayState extends MusicBeatState
}
#end
var gameOverSubstate = new GameOverSubstate();
openSubState(gameOverSubstate);
var gameOverSubState = new GameOverSubState();
openSubState(gameOverSubState);
#if discord_rpc
// Game Over doesn't get his own variable because it's only used here
@ -2739,7 +2739,7 @@ class PlayState extends MusicBeatState
currentStage = null;
}
GameOverSubstate.reset();
GameOverSubState.reset();
// Clear the static reference to this state.
instance = null;

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@ -19,7 +19,7 @@ import funkin.shaderslmfao.LeftMaskShader;
import funkin.ui.TallyCounter;
import flxanimate.FlxAnimate.Settings;
class ResultState extends MusicBeatSubstate
class ResultState extends MusicBeatSubState
{
var resultsVariation:ResultVariations;
var songName:FlxBitmapText;

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@ -401,7 +401,7 @@ class BaseCharacter extends Bopper
{
if (force || (getCurrentAnimation().startsWith('firstDeath') && isAnimationFinished()))
{
playAnimation('deathLoop' + GameOverSubstate.animationSuffix);
playAnimation('deathLoop' + GameOverSubState.animationSuffix);
}
}

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@ -17,7 +17,7 @@ import openfl.geom.Matrix;
import openfl.display.Sprite;
import openfl.display.Bitmap;
class StickerSubState extends MusicBeatSubstate
class StickerSubState extends MusicBeatSubState
{
public var grpStickers:FlxTypedGroup<StickerSprite>;

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@ -2,11 +2,11 @@ package funkin.ui.debug;
import flixel.FlxObject;
import flixel.FlxSprite;
import funkin.MusicBeatSubstate;
import funkin.MusicBeatSubState;
import funkin.ui.TextMenuList;
import funkin.ui.debug.charting.ChartEditorState;
class DebugMenuSubState extends MusicBeatSubstate
class DebugMenuSubState extends MusicBeatSubState
{
var items:TextMenuList;

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@ -7,7 +7,7 @@ import haxe.ui.core.Component;
import haxe.ui.events.MouseEvent;
import haxe.ui.events.UIEvent;
class HaxeUISubState extends MusicBeatSubstate
class HaxeUISubState extends MusicBeatSubState
{
// The component representing the main UI.
public var component:Component;

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@ -9,8 +9,8 @@ import flixel.FlxSprite;
*/
interface StageEditorCommand
{
public function execute(state:StageOffsetSubstate):Void;
public function undo(state:StageOffsetSubstate):Void;
public function execute(state:StageOffsetSubState):Void;
public function undo(state:StageOffsetSubState):Void;
public function toString():String;
}
@ -27,7 +27,7 @@ class MovePropCommand implements StageEditorCommand
this.realMove = realMove;
}
public function execute(state:StageOffsetSubstate):Void
public function execute(state:StageOffsetSubState):Void
{
if (realMove)
{
@ -36,7 +36,7 @@ class MovePropCommand implements StageEditorCommand
}
}
public function undo(state:StageOffsetSubstate):Void
public function undo(state:StageOffsetSubState):Void
{
state.char.x -= xDiff;
state.char.y -= yDiff;
@ -58,13 +58,13 @@ class SelectPropCommand implements StageEditorCommand
this.prop = prop;
}
public function execute(state:StageOffsetSubstate):Void
public function execute(state:StageOffsetSubState):Void
{
this.prevProp = state.char;
state.char = prop;
}
public function undo(state:StageOffsetSubstate):Void
public function undo(state:StageOffsetSubState):Void
{
var funnyShader = state.char.shader;
if (state.char != null) state.char.shader = null;

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@ -28,7 +28,7 @@ import openfl.net.FileReference;
*/
// Give other classes access to private instance fields
@:allow(funkin.ui.stageBuildShit.StageEditorCommand)
class StageOffsetSubstate extends HaxeUISubState
class StageOffsetSubState extends HaxeUISubState
{
var uiStuff:Component;