Merge branch 'public-release/develop' into rewrite/master

This commit is contained in:
Cameron Taylor 2024-05-23 16:38:34 -04:00
commit c02d75b94a
25 changed files with 184 additions and 107 deletions

7
.vscode/launch.json vendored
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@ -7,6 +7,13 @@
"type": "lime",
"request": "launch"
},
{
// Launch in native/CPP on Windows/OSX/Linux (without compiling)
"name": "Debug",
"type": "lime",
"request": "launch",
"preLaunchTask": null
},
{
// Launch in browser
"name": "HTML5 Debug",

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@ -4,6 +4,24 @@ All notable changes will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [0.3.3] - 2024-05-14
### Changed
- Cleaned up some code in `PlayAnimationSongEvent.hx` (thanks BurgerBalls!)
### Fixed
- Fix Web Loading Bar (thanks lemz1!)
- Don't allow any more inputs when exiting freeplay (thanks gamerbros!)
- Fixed using mouse wheel to scroll on freeplay (thanks JugieNoob!)
- Fixed the reset's of the health icons, score, and notes when re-entering gameplay from gameover (thanks ImCodist!)
- Fixed the chart editor character selector's hitbox width (thanks MadBear422!)
- Fixed camera stutter once a wipe transition to the Main Menu completes (thanks ImCodist!)
- Fixed an issue where hold note would be invisible for a single frame (thanks ImCodist!)
- Fix tween accumulation on title screen when pressing Y multiple times (thanks TheGaloXx!)
- Fix for a game over easter egg so you don't accidentally exit it when viewing
- Fix a crash when querying FlxG.state in the crash handler
- Fix an issue where the Freeplay menu never displays 100% clear
- Chart debug key now properly returns you to the previous chart editor session if you were playtesting a chart (thanks nebulazorua!)
- Hopefully fixed Freeplay crashes on AMD gpu's
## [0.3.2] - 2024-05-03
### Added
- 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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@ -5,7 +5,7 @@ The Friday Night Funkin' source code is licensed under the Apache 2.0 license: (
Friday Night Funkin' Copyright 2020-2024 The Funkin' Crew Inc.
All Rights Reserved. "Friday Night Funkin'" and the "Friday Night Funkin'" logo are trademarks of The Funkin' Crew Inc.
You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/funkin-assets/blob/main/LICENSE.md)
You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md)
## Apache 2.0 License

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<project>
<!-- _________________________ Application Settings _________________________ -->
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.2" company="ninjamuffin99" />
<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.3" company="ninjamuffin99" />
<!--Switch Export with Unique ApplicationID and Icon-->
<set name="APP_ID" value="0x0100f6c013bbc000" />

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@ -1,19 +1,17 @@
# Friday Night Funkin' &middot; [![GitHub license](https://img.shields.io/badge/license-Modified%20Apache%20V2-blue.svg)](https://github.com/ninjamuffin99/Funkin/blob/master/LICENSE.md) ![Repo size](https://img.shields.io/github/repo-size/ninjamuffin99/Funkin) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-brightgreen.svg)](https://github.com/ninjamuffin99/Funkin/pulls)
# Friday Night Funkin'
Friday Night Funkin' is a rhythm game that doubles as a playable cartoon. Built using HaxeFlixel for Ludem Dare 47.
Friday Night Funkin' is a rhythm game. Built using HaxeFlixel for Ludum Dare 47.
This game was made with love to Newgrounds and it's community. Extra love to Tom Fulp.
## [Play for free on Newgrounds!](https://www.newgrounds.com/portal/view/770371)
## [Download builds for Windows, Mac, and Linux from Itch.io!](https://ninja-muffin24.itch.io/funkin)
![Friday Night Funkin' Logo](./art/thumbnailNewer.png)
- [Playable web demo on Newgrounds!](https://www.newgrounds.com/portal/view/770371)
- [Demo download builds for Windows, Mac, and Linux from Itch.io!](https://ninja-muffin24.itch.io/funkin)
# Getting Started
**PLEASE USE THE LINKS ABOVE IF YOU JUST WANT TO PLAY THE GAME**
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game](/docs/compiling.md) guide.
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game](/docs/COMPILING.md) guide.
# Contributing
@ -21,6 +19,8 @@ Please check out our [Contributor's guide](./CONTRIBUTORS.md) on how you can act
# Credits and Special Thanks
Full credits can be found in-game, or wherever the credits.json file is.
## Programming
- [ninjamuffin99](https://twitter.com/ninja_muffin99) - Lead Programmer
- [EliteMasterEric](https://twitter.com/EliteMasterEric) - Programmer

2
art

@ -1 +1 @@
Subproject commit f72947b65fe0555821f827dccd562f01d308486d
Subproject commit 66572f85d826ce2ec1d45468c12733b161237ffa

2
assets

@ -1 +1 @@
Subproject commit fd112e293ee0f823ee98d5b8bd8a85e934f772f6
Subproject commit 57a862595af16a5808b384ec1a22d5b35afc4cd6

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@ -3,7 +3,7 @@
0. Setup
- Download Haxe from [Haxe.org](https://haxe.org)
1. Cloning the Repository: Make sure when you clone, you clone the submodules to get the assets repo:
- `git clone --recurse-submodules https://github.com/FunkinCrew/funkin-secret.git`
- `git clone --recurse-submodules https://github.com/FunkinCrew/funkin.git`
- If you accidentally cloned without the `assets` submodule (aka didn't follow the step above), you can run `git submodule update --init --recursive` to get the assets in a foolproof way.
2. Install `hmm` (run `haxelib --global install hmm` and then `haxelib --global run hmm setup`)
3. Install all haxelibs of the current branch by running `hmm install`
@ -18,3 +18,7 @@
- HTML5: Compiles without any extra setup
6. If you are targeting for native, you may need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug`
7. `lime test PLATFORM` ! Add `-debug` to enable several debug features such as time travel (`PgUp`/`PgDn` in Play State).
# Troubleshooting
- During the cloning process, you may experience an error along the lines of `error: RPC failed; curl 92 HTTP/2 stream 0 was not closed cleanly: PROTOCOL_ERROR (err 1)` due to poor connectivity. A common fix is to run ` git config --global http.postBuffer 4096M`.

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@ -1,31 +1,31 @@
# Funkin' Debug Hotkeys
`F4` (EVERYWHERE) - Leave Current State and move to Main Menu
`F5` (EVERYWHERE) - Hot Reload Data Files
Most of this functionality is only available on debug builds of the game!
`Y` (Title Screen) - WOAH
## Any State
- `F2`: ***OVERLAY***: Enables the Flixel debug overlay, which has partial support for scripting.
- `F3`: ***SCREENSHOT***: Takes a screenshot of the game and saves it to the local `screenshots` directory. Works outside of debug builds too!
- `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!
- `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).
- `CTRL-SHIFT-L`: ***FORCE CRASH***: Immediately crash the game with a detailed crash log and a stack trace.
`~` (Main Menu) - Access Debug Menu
## **Play State**
- `H`: ***HIDE UI***: Makes the user interface invisible. Works in Pause Menu, great for screenshots.
- `1`: ***END SONG***: Immediately ends the song and moves to Results Screen on Freeplay, or next song on Story Mode.
- `2`: ***GAIN HEALTH***: Debug function, add 10% to the player's health.
- `3`: ***LOSE HEALTH***: Debug function, subtract 5% to the player's health.
- `9`: NEATO!
- `PAGEUP` (MacOS: `Fn-Up`): ***FORWARDS TIME TRAVEL****: Move forward by 2 sections. Hold SHIFT to move forward by 20 sections instead.
- `PAGEDOWN` (MacOS: `Fn-Down`): ***BACKWARDS TIME TRAVEL****: Move backward by 2 sections. Hold SHIFT to move backward by 20 sections instead.
`U` (Play) - Open Stage Editor State
`H` (Play) - Show/Hide HUD
`1` (Play) - End Song
`2` (Play) - Add 10% Health
`3` (Play) - Subtract 5% Health
`7` (Play) - (NOT WORKING) Open Chart Editor
`8` (Play) - Open Animation Editor
`9` (Play) - (Easter Egg) Classic Health Icon
`PGUP`/`Fn+Up` (Play) - Skip Forward In Time
`PGDN`/`Fn+Down` (Play) - 🦃 That's right, we're going to go BACK IN TIME
## **Freeplay State**
- `F` (Freeplay Menu) - Move to Favorites
- `Q` (Freeplay Menu) - Back one category
- `E` (Freeplay Menu) - Forward one category
`F` (Freeplay Menu) - Move to Favorites
`P` (Freeplay Menu) - Switch to Pico (probably doesn't work)
`T` (Freeplay Menu) - Start typing in search bar
`Q` (Freeplay Menu) - Back one letter
`E` (Freeplay Menu) - Forward one letter
## **Title State**
- `Y` - WOAH
`Arrows` (Stage Editor) - Move Prop
`Ctrl-Z` (Stage Editor) - Undo
`Y` (Stage Editor) - Leave Stage Editor
`H` (Pause Menu) - Hide the Pause Menu UI (good for screenshots!)
## **Main Menu**
- `~`: ***DEBUG****: Opens a menu to access the Chart Editor and other work-in-progress editors. Rebindable in the options menu.
- `CTRL-ALT-SHIFT-W`: ***ALL ACCESS***: Unlocks all songs in Freeplay. Only available on debug builds.

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@ -49,7 +49,7 @@
"name": "funkin.vis",
"type": "git",
"dir": null,
"ref": "98c9db09f0bbfedfe67a84538a5814aaef80bdea",
"ref": "2aa654b974507ab51ab1724d2d97e75726fd7d78",
"url": "https://github.com/FunkinCrew/funkVis"
},
{
@ -80,7 +80,7 @@
"name": "hxCodec",
"type": "git",
"dir": null,
"ref": "c0c7f2680cc190c932a549c2e2fdd9b0ba2bd10e",
"ref": "61b98a7a353b7f529a8fec84ed9afc919a2dffdd",
"url": "https://github.com/FunkinCrew/hxCodec"
},
{

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@ -430,7 +430,7 @@ class Conductor
else if (currentTimeChange != null && this.songPosition > 0.0)
{
// roundDecimal prevents representing 8 as 7.9999999
this.currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * 4) + (this.songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
this.currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * Constants.STEPS_PER_BEAT) + (this.songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
this.currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
this.currentMeasureTime = currentStepTime / stepsPerMeasure;
this.currentStep = Math.floor(currentStepTime);
@ -564,7 +564,7 @@ class Conductor
if (ms >= timeChange.timeStamp)
{
lastTimeChange = timeChange;
resultStep = lastTimeChange.beatTime * 4;
resultStep = lastTimeChange.beatTime * Constants.STEPS_PER_BEAT;
}
else
{
@ -600,7 +600,7 @@ class Conductor
var lastTimeChange:SongTimeChange = timeChanges[0];
for (timeChange in timeChanges)
{
if (stepTime >= timeChange.beatTime * 4)
if (stepTime >= timeChange.beatTime * Constants.STEPS_PER_BEAT)
{
lastTimeChange = timeChange;
resultMs = lastTimeChange.timeStamp;
@ -613,7 +613,7 @@ class Conductor
}
var lastStepLengthMs:Float = ((Constants.SECS_PER_MIN / lastTimeChange.bpm) * Constants.MS_PER_SEC) / timeSignatureNumerator;
resultMs += (stepTime - lastTimeChange.beatTime * 4) * lastStepLengthMs;
resultMs += (stepTime - lastTimeChange.beatTime * Constants.STEPS_PER_BEAT) * lastStepLengthMs;
return resultMs;
}

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@ -40,8 +40,8 @@ class StrokeShader extends FlxShader
void main()
{
vec4 sample = flixel_texture2D(bitmap, openfl_TextureCoordv);
if (sample.a == 0.) {
vec4 gay = flixel_texture2D(bitmap, openfl_TextureCoordv);
if (gay.a == 0.) {
float w = size.x / openfl_TextureSize.x;
float h = size.y / openfl_TextureSize.y;
@ -49,9 +49,9 @@ class StrokeShader extends FlxShader
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0.
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0.
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)
sample = color;
gay = color;
}
gl_FragColor = sample;
gl_FragColor = gay;
}
')
public function new(color:FlxColor = 0xFFFFFFFF, width:Float = 1, height:Float = 1)

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@ -527,6 +527,14 @@ class Controls extends FlxActionSet
action.inputs[i].inputID = toAdd;
}
hasReplaced = true;
} else if (input.device == KEYBOARD && input.inputID == toAdd) {
// This key is already bound!
if (hasReplaced) {
// Remove the duplicate keybind, don't replace.
action.inputs.remove(input);
} else {
hasReplaced = true;
}
}
}
@ -989,6 +997,7 @@ class Controls extends FlxActionSet
for (control in Control.createAll())
{
var inputs:Array<Int> = Reflect.field(data, control.getName());
inputs = inputs.unique();
if (inputs != null)
{
if (inputs.length == 0) {
@ -1038,7 +1047,11 @@ class Controls extends FlxActionSet
var inputs = getInputsFor(control, device);
isEmpty = isEmpty && inputs.length == 0;
if (inputs.length == 0) inputs = [FlxKey.NONE];
if (inputs.length == 0) {
inputs = [FlxKey.NONE];
} else {
inputs = inputs.unique();
}
Reflect.setField(data, control.getName(), inputs);
}

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@ -83,6 +83,8 @@ class GameOverSubState extends MusicBeatSubState
var isChartingMode:Bool = false;
var mustNotExit:Bool = false;
var transparent:Bool;
static final CAMERA_ZOOM_DURATION:Float = 0.5;
@ -160,6 +162,8 @@ class GameOverSubState extends MusicBeatSubState
@:nullSafety(Off)
function setCameraTarget():Void
{
if (PlayState.instance.isMinimalMode || boyfriend == null) return;
// Assign a camera follow point to the boyfriend's position.
cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1);
cameraFollowPoint.x = boyfriend.getGraphicMidpoint().x;
@ -240,7 +244,7 @@ class GameOverSubState extends MusicBeatSubState
}
// KEYBOARD ONLY: Return to the menu when pressing the assigned key.
if (controls.BACK)
if (controls.BACK && !mustNotExit)
{
blueballed = false;
PlayState.instance.deathCounter = 0;
@ -252,6 +256,7 @@ class GameOverSubState extends MusicBeatSubState
this.close();
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
PlayState.instance.close(); // This only works because PlayState is a substate!
return;
}
else if (PlayStatePlaylist.isStoryMode)
{

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@ -826,6 +826,8 @@ class PlayState extends MusicBeatSubState
resetCamera();
var fromDeathState = isPlayerDying;
persistentUpdate = true;
persistentDraw = true;
@ -863,8 +865,11 @@ class PlayState extends MusicBeatSubState
if (currentStage != null) currentStage.resetStage();
playerStrumline.vwooshNotes();
opponentStrumline.vwooshNotes();
if (!fromDeathState)
{
playerStrumline.vwooshNotes();
opponentStrumline.vwooshNotes();
}
playerStrumline.clean();
opponentStrumline.clean();
@ -1075,6 +1080,25 @@ class PlayState extends MusicBeatSubState
function moveToGameOver():Void
{
// Reset and update a bunch of values in advance for the transition back from the game over substate.
playerStrumline.clean();
opponentStrumline.clean();
songScore = 0;
updateScoreText();
health = Constants.HEALTH_STARTING;
healthLerp = health;
healthBar.value = healthLerp;
if (!isMinimalMode)
{
iconP1.updatePosition();
iconP2.updatePosition();
}
// Transition to the game over substate.
var gameOverSubState = new GameOverSubState(
{
isChartingMode: isChartingMode,
@ -2549,12 +2573,20 @@ class PlayState extends MusicBeatSubState
// Redirect to the chart editor playing the current song.
if (controls.DEBUG_CHART)
{
disableKeys = true;
persistentUpdate = false;
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,
}));
if (isChartingMode)
{
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
this.close(); // This only works because PlayState is a substate!
}
else
{
disableKeys = true;
persistentUpdate = false;
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,
}));
}
}
#end

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@ -420,7 +420,8 @@ class BaseCharacter extends Bopper
{
if (isSinging()) return;
if (['hey', 'cheer'].contains(getCurrentAnimation()) && !isAnimationFinished()) return;
var currentAnimation:String = getCurrentAnimation();
if ((currentAnimation == 'hey' || currentAnimation == 'cheer') && !isAnimationFinished()) return;
}
// Prevent dancing while another animation is playing.
@ -441,19 +442,15 @@ class BaseCharacter extends Bopper
switch (player)
{
case 1:
return [
PlayerSettings.player1.controls.NOTE_LEFT_P,
PlayerSettings.player1.controls.NOTE_DOWN_P,
PlayerSettings.player1.controls.NOTE_UP_P,
PlayerSettings.player1.controls.NOTE_RIGHT_P,
].contains(true);
return PlayerSettings.player1.controls.NOTE_LEFT_P
|| PlayerSettings.player1.controls.NOTE_DOWN_P
|| PlayerSettings.player1.controls.NOTE_UP_P
|| PlayerSettings.player1.controls.NOTE_RIGHT_P;
case 2:
return [
PlayerSettings.player2.controls.NOTE_LEFT_P,
PlayerSettings.player2.controls.NOTE_DOWN_P,
PlayerSettings.player2.controls.NOTE_UP_P,
PlayerSettings.player2.controls.NOTE_RIGHT_P,
].contains(true);
return PlayerSettings.player2.controls.NOTE_LEFT_P
|| PlayerSettings.player2.controls.NOTE_DOWN_P
|| PlayerSettings.player2.controls.NOTE_UP_P
|| PlayerSettings.player2.controls.NOTE_RIGHT_P;
}
return false;
}
@ -469,19 +466,15 @@ class BaseCharacter extends Bopper
switch (player)
{
case 1:
return [
PlayerSettings.player1.controls.NOTE_LEFT,
PlayerSettings.player1.controls.NOTE_DOWN,
PlayerSettings.player1.controls.NOTE_UP,
PlayerSettings.player1.controls.NOTE_RIGHT,
].contains(true);
return PlayerSettings.player1.controls.NOTE_LEFT
|| PlayerSettings.player1.controls.NOTE_DOWN
|| PlayerSettings.player1.controls.NOTE_UP
|| PlayerSettings.player1.controls.NOTE_RIGHT;
case 2:
return [
PlayerSettings.player2.controls.NOTE_LEFT,
PlayerSettings.player2.controls.NOTE_DOWN,
PlayerSettings.player2.controls.NOTE_UP,
PlayerSettings.player2.controls.NOTE_RIGHT,
].contains(true);
return PlayerSettings.player2.controls.NOTE_LEFT
|| PlayerSettings.player2.controls.NOTE_DOWN
|| PlayerSettings.player2.controls.NOTE_UP
|| PlayerSettings.player2.controls.NOTE_RIGHT;
}
return false;
}

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@ -31,25 +31,13 @@ class PlayAnimationSongEvent extends SongEvent
switch (targetName)
{
case 'boyfriend':
case 'boyfriend' | 'bf' | 'player':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'bf':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'player':
trace('Playing animation $anim on boyfriend.');
target = PlayState.instance.currentStage.getBoyfriend();
case 'dad':
case 'dad' | 'opponent':
trace('Playing animation $anim on dad.');
target = PlayState.instance.currentStage.getDad();
case 'opponent':
trace('Playing animation $anim on dad.');
target = PlayState.instance.currentStage.getDad();
case 'girlfriend':
trace('Playing animation $anim on girlfriend.');
target = PlayState.instance.currentStage.getGirlfriend();
case 'gf':
case 'girlfriend' | 'gf':
trace('Playing animation $anim on girlfriend.');
target = PlayState.instance.currentStage.getGirlfriend();
default:

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@ -576,6 +576,8 @@ class Strumline extends FlxSpriteGroup
note.holdNoteSprite.hitNote = true;
note.holdNoteSprite.missedNote = false;
note.holdNoteSprite.alpha = 1.0;
note.holdNoteSprite.sustainLength = (note.holdNoteSprite.strumTime + note.holdNoteSprite.fullSustainLength) - conductorInUse.songPosition;
}
}

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@ -67,7 +67,7 @@ class ChartEditorCharacterIconSelectorMenu extends ChartEditorBaseMenu
var charGrid = new Grid();
charGrid.columns = 5;
charGrid.width = 100;
charGrid.width = this.width;
charSelectScroll.addComponent(charGrid);
var charIds:Array<String> = CharacterDataParser.listCharacterIds();

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@ -724,8 +724,8 @@ class FreeplayState extends MusicBeatSubState
}
}
lerpScore = MathUtil.coolLerp(lerpScore, intendedScore, 0.2);
lerpCompletion = MathUtil.coolLerp(lerpCompletion, intendedCompletion, 0.9);
lerpScore = MathUtil.smoothLerp(lerpScore, intendedScore, elapsed, 0.5);
lerpCompletion = MathUtil.smoothLerp(lerpCompletion, intendedCompletion, elapsed, 0.5);
if (Math.isNaN(lerpScore))
{
@ -880,11 +880,24 @@ class FreeplayState extends MusicBeatSubState
spamTimer = 0;
}
#if !html5
if (FlxG.mouse.wheel != 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 4));
changeSelection(-Math.round(FlxG.mouse.wheel));
}
#else
if (FlxG.mouse.wheel < 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 8));
}
else if (FlxG.mouse.wheel > 0)
{
dj.resetAFKTimer();
changeSelection(-Math.round(FlxG.mouse.wheel / 8));
}
#end
if (controls.UI_LEFT_P && !FlxG.keys.pressed.CONTROL)
{
@ -901,6 +914,7 @@ class FreeplayState extends MusicBeatSubState
if (controls.BACK)
{
busy = true;
FlxTween.globalManager.clear();
FlxTimer.globalManager.clear();
dj.onIntroDone.removeAll();

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@ -139,10 +139,6 @@ class MainMenuState extends MusicBeatState
resetCamStuff();
subStateClosed.add(_ -> {
resetCamStuff();
});
subStateOpened.add(sub -> {
if (Type.getClass(sub) == FreeplayState)
{

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@ -89,7 +89,7 @@ class AttractState extends MusicBeatState
super.update(elapsed);
// If the user presses any button, skip the video.
if (FlxG.keys.justPressed.ANY)
if (FlxG.keys.justPressed.ANY && !controls.VOLUME_MUTE && !controls.VOLUME_UP && !controls.VOLUME_DOWN)
{
onAttractEnd();
}

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@ -283,6 +283,7 @@ class TitleState extends MusicBeatState
if (FlxG.keys.justPressed.Y)
{
FlxTween.cancelTweensOf(FlxG.stage.window, ['x', 'y']);
FlxTween.tween(FlxG.stage.window, {x: FlxG.stage.window.x + 300}, 1.4, {ease: FlxEase.quadInOut, type: PINGPONG, startDelay: 0.35});
FlxTween.tween(FlxG.stage.window, {y: FlxG.stage.window.y + 100}, 0.7, {ease: FlxEase.quadInOut, type: PINGPONG});
}

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@ -162,7 +162,9 @@ class LoadingState extends MusicBeatSubState
{
targetShit = FlxMath.remapToRange(callbacks.numRemaining / callbacks.length, 1, 0, 0, 1);
loadBar.scale.x = FlxMath.lerp(loadBar.scale.x, targetShit, 0.50);
var lerpWidth:Int = Std.int(FlxMath.lerp(loadBar.width, FlxG.width * targetShit, 0.2));
loadBar.setGraphicSize(lerpWidth, loadBar.height);
loadBar.updateHitbox();
FlxG.watch.addQuick('percentage?', callbacks.numRemaining / callbacks.length);
}

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@ -141,7 +141,9 @@ class CrashHandler
fullContents += '\n';
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';
fullContents += 'Flixel Current State: ${currentState}\n';
fullContents += '\n';