Merge branch 'rewrite/master' into rank-fixes

This commit is contained in:
Cameron Taylor 2024-06-02 02:19:36 -04:00
commit c64db9966b
18 changed files with 190 additions and 64 deletions

View file

@ -6,31 +6,51 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [0.4.0] - 2024-05-?? ## [0.4.0] - 2024-05-??
### Added ### Added
- 2 new Erect remixes, Eggnog and Satin Panties. Check them out from - 2 new Erect remixes, Eggnog and Satin Panties. Check them out from the Freeplay menu!
- Improvements to the Freeplay screen, with song difficulty ratings and player rank displays. - Major visual improvements to the Results screen, with additional animations and audio based on your performance.
- Reworked the Results screen, with additional animations and audio based on your performance. - Major visual improvements to the Freeplay screen, with song difficulty ratings and player rank displays.
- Freeplay now plays a preview of songs when you hover over them.
- Added a Charter field to the chart format, to allow for crediting the creator of a level's chart. - Added a Charter field to the chart format, to allow for crediting the creator of a level's chart.
- You can see who charted a song from the Pause menu. - You can see who charted a song from the Pause menu.
- Added a new Scroll Speed chart event to change the note speed mid-song (thanks )
### Changed ### Changed
- Tweaked the charts for several songs: - Tweaked the charts for several songs:
- Monster
- Winter Horrorland - Winter Horrorland
- Stress - Stress
- Lit Up - Lit Up
- Tutorial (increased the note speed slightly)
- Senpai (increased the note speed)
- Thorns (increased the note speed slightly)
- Favorite songs marked in Freeplay are now stored between sessions.
- Custom note styles are now properly supported for songs; add new notestyles via JSON, then select it for use from the Chart Editor Metadata toolbox. (thanks Keoiki!) - Custom note styles are now properly supported for songs; add new notestyles via JSON, then select it for use from the Chart Editor Metadata toolbox. (thanks Keoiki!)
- Improved logic for NoteHitScriptEvents, allowing you to view the hit diff and modify whether a note hit is a combo break (thanks nebulazorua!)
- Health icons now support a Winning frame without requiring a spritesheet, simply include a third frame in the icon file. (thanks gamerbross!) - Health icons now support a Winning frame without requiring a spritesheet, simply include a third frame in the icon file. (thanks gamerbross!)
- Remember that for more complex behaviors such as animations or transitions, you should use an XML file to define each frame. - Remember that for more complex behaviors such as animations or transitions, you should use an XML file to define each frame.
### Fixed ### Fixed
- Fixed a bug where the game would silently fail to load saves on HTML5
- Fixed some bugs with the props on the Story Menu not bopping properly
- Additional fixes to the Loading bar on HTML5 (thanks lemz1!)
- Fixed several bugs with the TitleState, including missing music when returning from the Main Menu (thanks gamerbross!)
- Fixed a camera bug in the Main Menu (thanks richTrash21!)
- Fixed a bug where changing difficulties in Story mode wouldn't update the score (thanks sectorA!)
- Fixed a crash in Freeplay caused by a level referencing an invalid song (thanks gamerbross!)
- Fixed a bug where pressing the volume keys would stop the Toy commercial (thanks gamerbross!) - Fixed a bug where pressing the volume keys would stop the Toy commercial (thanks gamerbross!)
- Fixed a bug where the Chart Editor would crash when losing (thanks gamerbross!) - Fixed a bug where the Chart Editor Playtest would crash when losing (thanks gamerbross!)
- Fixed a bug where hold notes would display improperly in the Chart Editor when downscroll was enabled for gameplay (thanks gamerbross!)
- Fixed a bug where hold notes would be positioned wrong on downscroll (thanks MaybeMaru!)
- Removed a large number of unused imports to optimize builds (thanks Ethan-makes-music!)
- Improved debug logging for unscripted stages (thanks gamerbross!)
- Made improvements to compiling documentation (thanks gedehari!) - Made improvements to compiling documentation (thanks gedehari!)
- Fixed a crash on Linux caused by an old version of hxCodec (thanks Noobz4Life!) - Fixed a crash on Linux caused by an old version of hxCodec (thanks Noobz4Life!)
- Optimized animation handling for characters (thanks richTrash21!) - Optimized animation handling for characters (thanks richTrash21!)
- Additional bug fixes and optimizations.
## [0.3.3] - 2024-05-14 ## [0.3.3] - 2024-05-14
### Changed ### Changed
- Cleaned up some code in `PlayAnimationSongEvent.hx` (thanks BurgerBalls!) - Cleaned up some code in `PlayAnimationSongEvent.hx` (thanks BurgerBalls!)
### Fixed ### Fixed
- Fix Web Loading Bar (thanks lemz1!) - Fixes to the Loading bar on HTML5 (thanks lemz1!)
- Don't allow any more inputs when exiting freeplay (thanks gamerbros!) - Don't allow any more inputs when exiting freeplay (thanks gamerbros!)
- Fixed using mouse wheel to scroll on freeplay (thanks JugieNoob!) - 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 reset's of the health icons, score, and notes when re-entering gameplay from gameover (thanks ImCodist!)
@ -38,11 +58,13 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Fixed camera stutter once a wipe transition to the Main Menu completes (thanks ImCodist!) - 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!) - 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 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 a crash when querying FlxG.state in the crash handler
- Fix for a game over easter egg so you don't accidentally exit it when viewing
- Fix an issue where the Freeplay menu never displays 100% clear - Fix an issue where the Freeplay menu never displays 100% clear
- Fix an issue where Weekend 1 Pico attempted to retrieve a missing asset.
- Fix an issue where duplicate keybinds would be stoed, potentially causing a crash
- Chart debug key now properly returns you to the previous chart editor session if you were playtesting a chart (thanks nebulazorua!) - 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 - Fix a crash on Freeplay found on AMD graphics cards
## [0.3.2] - 2024-05-03 ## [0.3.2] - 2024-05-03
### Added ### Added

2
assets

@ -1 +1 @@
Subproject commit ad8a0a28addb3153c01bca2f8a2fdea05c5ac9ea Subproject commit d9ea5ebe5e4db8584a8b1e1e16820b4d1527794c

View file

@ -219,9 +219,9 @@ class InitState extends FlxState
FlxG.switchState(() -> new funkin.play.ResultState( FlxG.switchState(() -> new funkin.play.ResultState(
{ {
storyMode: false, storyMode: false,
title: "CUM SONG", title: "Cum Song Erect by Kawai Sprite",
songId: "cum", songId: "cum",
difficultyId: "hard", difficultyId: "nightmare",
isNewHighscore: true, isNewHighscore: true,
scoreData: scoreData:
{ {

View file

@ -377,7 +377,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
FlxG.sound.music = partialMusic; FlxG.sound.music = partialMusic;
FlxG.sound.list.remove(FlxG.sound.music); FlxG.sound.list.remove(FlxG.sound.music);
if (params.onLoad != null) params.onLoad(); if (FlxG.sound.music != null && params.onLoad != null) params.onLoad();
}); });
return true; return true;
@ -488,14 +488,21 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
var soundRequest = FlxPartialSound.partialLoadFromFile(path, start, end); var soundRequest = FlxPartialSound.partialLoadFromFile(path, start, end);
promise.future.onError(function(e) { if (soundRequest == null)
soundRequest.error("Sound loading was errored or cancelled"); {
}); promise.complete(null);
}
else
{
promise.future.onError(function(e) {
soundRequest.error("Sound loading was errored or cancelled");
});
soundRequest.future.onComplete(function(partialSound) { soundRequest.future.onComplete(function(partialSound) {
var snd = FunkinSound.load(partialSound, volume, looped, autoDestroy, autoPlay, onComplete, onLoad); var snd = FunkinSound.load(partialSound, volume, looped, autoDestroy, autoPlay, onComplete, onLoad);
promise.complete(snd); promise.complete(snd);
}); });
}
return promise; return promise;
} }

View file

@ -56,6 +56,8 @@ class SongMetadata implements ICloneable<SongMetadata>
@:default(funkin.data.song.SongRegistry.DEFAULT_GENERATEDBY) @:default(funkin.data.song.SongRegistry.DEFAULT_GENERATEDBY)
public var generatedBy:String; public var generatedBy:String;
@:optional
@:default(funkin.data.song.SongData.SongTimeFormat.MILLISECONDS)
public var timeFormat:SongTimeFormat; public var timeFormat:SongTimeFormat;
public var timeChanges:Array<SongTimeChange>; public var timeChanges:Array<SongTimeChange>;
@ -115,14 +117,23 @@ class SongMetadata implements ICloneable<SongMetadata>
*/ */
public function serialize(pretty:Bool = true):String public function serialize(pretty:Bool = true):String
{ {
// Update generatedBy and version before writing.
updateVersionToLatest();
var ignoreNullOptionals = true; var ignoreNullOptionals = true;
var writer = new json2object.JsonWriter<SongMetadata>(ignoreNullOptionals); var writer = new json2object.JsonWriter<SongMetadata>(ignoreNullOptionals);
// I believe @:jignored should be iggnored by the writer? // I believe @:jignored should be ignored by the writer?
// var output = this.clone(); // var output = this.clone();
// output.variation = null; // Not sure how to make a field optional on the reader and ignored on the writer. // output.variation = null; // Not sure how to make a field optional on the reader and ignored on the writer.
return writer.write(this, pretty ? ' ' : null); return writer.write(this, pretty ? ' ' : null);
} }
public function updateVersionToLatest():Void
{
this.version = SongRegistry.SONG_METADATA_VERSION;
this.generatedBy = SongRegistry.DEFAULT_GENERATEDBY;
}
/** /**
* Produces a string representation suitable for debugging. * Produces a string representation suitable for debugging.
*/ */
@ -371,6 +382,12 @@ class SongMusicData implements ICloneable<SongMusicData>
this.variation = variation == null ? Constants.DEFAULT_VARIATION : variation; this.variation = variation == null ? Constants.DEFAULT_VARIATION : variation;
} }
public function updateVersionToLatest():Void
{
this.version = SongRegistry.SONG_MUSIC_DATA_VERSION;
this.generatedBy = SongRegistry.DEFAULT_GENERATEDBY;
}
public function clone():SongMusicData public function clone():SongMusicData
{ {
var result:SongMusicData = new SongMusicData(this.songName, this.artist, this.variation); var result:SongMusicData = new SongMusicData(this.songName, this.artist, this.variation);
@ -603,11 +620,20 @@ class SongChartData implements ICloneable<SongChartData>
*/ */
public function serialize(pretty:Bool = true):String public function serialize(pretty:Bool = true):String
{ {
// Update generatedBy and version before writing.
updateVersionToLatest();
var ignoreNullOptionals = true; var ignoreNullOptionals = true;
var writer = new json2object.JsonWriter<SongChartData>(ignoreNullOptionals); var writer = new json2object.JsonWriter<SongChartData>(ignoreNullOptionals);
return writer.write(this, pretty ? ' ' : null); return writer.write(this, pretty ? ' ' : null);
} }
public function updateVersionToLatest():Void
{
this.version = SongRegistry.SONG_CHART_DATA_VERSION;
this.generatedBy = SongRegistry.DEFAULT_GENERATEDBY;
}
public function clone():SongChartData public function clone():SongChartData
{ {
// We have to manually perform the deep clone here because Map.deepClone() doesn't work. // We have to manually perform the deep clone here because Map.deepClone() doesn't work.

View file

@ -61,10 +61,18 @@ class ChartManifestData
*/ */
public function serialize(pretty:Bool = true):String public function serialize(pretty:Bool = true):String
{ {
// Update generatedBy and version before writing.
updateVersionToLatest();
var writer = new json2object.JsonWriter<ChartManifestData>(); var writer = new json2object.JsonWriter<ChartManifestData>();
return writer.write(this, pretty ? ' ' : null); return writer.write(this, pretty ? ' ' : null);
} }
public function updateVersionToLatest():Void
{
this.version = CHART_MANIFEST_DATA_VERSION;
}
public static function deserialize(contents:String):Null<ChartManifestData> public static function deserialize(contents:String):Null<ChartManifestData>
{ {
var parser = new json2object.JsonParser<ChartManifestData>(); var parser = new json2object.JsonParser<ChartManifestData>();

View file

@ -65,7 +65,7 @@ class FNFLegacyImporter
songMetadata.timeChanges = rebuildTimeChanges(songData); songMetadata.timeChanges = rebuildTimeChanges(songData);
songMetadata.playData.characters = new SongCharacterData(songData?.song?.player1 ?? 'bf', 'gf', songData?.song?.player2 ?? 'dad', 'mom'); songMetadata.playData.characters = new SongCharacterData(songData?.song?.player1 ?? 'bf', 'gf', songData?.song?.player2 ?? 'dad');
return songMetadata; return songMetadata;
} }

View file

@ -58,9 +58,17 @@ class StageData
*/ */
public function serialize(pretty:Bool = true):String public function serialize(pretty:Bool = true):String
{ {
// Update generatedBy and version before writing.
updateVersionToLatest();
var writer = new json2object.JsonWriter<StageData>(); var writer = new json2object.JsonWriter<StageData>();
return writer.write(this, pretty ? ' ' : null); return writer.write(this, pretty ? ' ' : null);
} }
public function updateVersionToLatest():Void
{
this.version = StageRegistry.STAGE_DATA_VERSION;
}
} }
typedef StageDataCharacters = typedef StageDataCharacters =

View file

@ -3144,7 +3144,7 @@ class PlayState extends MusicBeatSubState
}, },
isNewHighscore: isNewHighscore isNewHighscore: isNewHighscore
}); });
res.camera = camHUD; this.persistentDraw = false;
openSubState(res); openSubState(res);
} }

View file

@ -15,8 +15,10 @@ import funkin.ui.freeplay.FreeplayScore;
import flixel.text.FlxText; import flixel.text.FlxText;
import flixel.util.FlxColor; import flixel.util.FlxColor;
import flixel.tweens.FlxEase; import flixel.tweens.FlxEase;
import funkin.graphics.FunkinCamera;
import funkin.ui.freeplay.FreeplayState; import funkin.ui.freeplay.FreeplayState;
import flixel.tweens.FlxTween; import flixel.tweens.FlxTween;
import flixel.addons.display.FlxBackdrop;
import funkin.audio.FunkinSound; import funkin.audio.FunkinSound;
import flixel.util.FlxGradient; import flixel.util.FlxGradient;
import flixel.util.FlxTimer; import flixel.util.FlxTimer;
@ -60,6 +62,9 @@ class ResultState extends MusicBeatSubState
var bfShit:Null<FlxAtlasSprite> = null; var bfShit:Null<FlxAtlasSprite> = null;
var rankBg:FunkinSprite; var rankBg:FunkinSprite;
final cameraBG:FunkinCamera;
final cameraScroll:FunkinCamera;
final cameraEverything:FunkinCamera;
public function new(params:ResultsStateParams) public function new(params:ResultsStateParams)
{ {
@ -69,6 +74,10 @@ class ResultState extends MusicBeatSubState
rank = Scoring.calculateRank(params.scoreData) ?? SHIT; rank = Scoring.calculateRank(params.scoreData) ?? SHIT;
cameraBG = new FunkinCamera('resultsBG', 0, 0, FlxG.width, FlxG.height);
cameraScroll = new FunkinCamera('resultsScroll', 0, 0, FlxG.width, FlxG.height);
cameraEverything = new FunkinCamera('resultsEverything', 0, 0, FlxG.width, FlxG.height);
// We build a lot of this stuff in the constructor, then place it in create(). // We build a lot of this stuff in the constructor, then place it in create().
// This prevents having to do `null` checks everywhere. // This prevents having to do `null` checks everywhere.
@ -105,17 +114,33 @@ class ResultState extends MusicBeatSubState
{ {
if (FlxG.sound.music != null) FlxG.sound.music.stop(); if (FlxG.sound.music != null) FlxG.sound.music.stop();
// We need multiple cameras so we can put one at an angle.
cameraScroll.angle = -3.8;
cameraBG.bgColor = FlxColor.MAGENTA;
cameraScroll.bgColor = FlxColor.TRANSPARENT;
cameraEverything.bgColor = FlxColor.TRANSPARENT;
FlxG.cameras.add(cameraBG, false);
FlxG.cameras.add(cameraScroll, false);
FlxG.cameras.add(cameraEverything, false);
FlxG.cameras.setDefaultDrawTarget(cameraEverything, true);
this.camera = cameraEverything;
// Reset the camera zoom on the results screen. // Reset the camera zoom on the results screen.
FlxG.camera.zoom = 1.0; FlxG.camera.zoom = 1.0;
var bg:FlxSprite = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFFECC5C, 0xFFFDC05C], 90); var bg:FlxSprite = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFFECC5C, 0xFFFDC05C], 90);
bg.scrollFactor.set(); bg.scrollFactor.set();
bg.zIndex = 10; bg.zIndex = 10;
bg.cameras = [cameraBG];
add(bg); add(bg);
bgFlash.scrollFactor.set(); bgFlash.scrollFactor.set();
bgFlash.visible = false; bgFlash.visible = false;
bgFlash.zIndex = 20; bgFlash.zIndex = 20;
bgFlash.cameras = [cameraBG];
add(bgFlash); add(bgFlash);
// The sound system which falls into place behind the score text. Plays every time! // The sound system which falls into place behind the score text. Plays every time!
@ -465,16 +490,27 @@ class ResultState extends MusicBeatSubState
function displayRankText():Void function displayRankText():Void
{ {
var rankTextVert:FunkinSprite = FunkinSprite.create(FlxG.width - 64, 100, rank.getVerTextAsset()); var rankTextVert:FlxBackdrop = new FlxBackdrop(Paths.image(rank.getVerTextAsset()), Y, 0, 30);
rankTextVert.zIndex = 2000; rankTextVert.x = FlxG.width - 64;
rankTextVert.y = 100;
rankTextVert.zIndex = 990;
add(rankTextVert); add(rankTextVert);
// Scrolling.
rankTextVert.velocity.y = -50;
for (i in 0...10) for (i in 0...10)
{ {
var rankTextBack:FunkinSprite = FunkinSprite.create(FlxG.width / 2 - 80, 50, rank.getHorTextAsset()); var rankTextBack:FlxBackdrop = new FlxBackdrop(Paths.image(rank.getHorTextAsset()), X, 10, 0);
rankTextBack.y += (rankTextBack.height * i / 2) + 10; rankTextBack.x = FlxG.width / 2 - 320;
rankTextBack.y = 50 + (150 * i / 2) + 10;
// rankTextBack.angle = -3.8;
rankTextBack.zIndex = 100; rankTextBack.zIndex = 100;
rankTextBack.cameras = [cameraScroll];
add(rankTextBack); add(rankTextBack);
// Scrolling.
rankTextBack.velocity.x = (i % 2 == 0) ? -10.0 : 10.0;
} }
refresh(); refresh();

View file

@ -351,6 +351,9 @@ class Scoring
{ {
if (scoreData?.tallies.totalNotes == 0 || scoreData == null) return null; if (scoreData?.tallies.totalNotes == 0 || scoreData == null) return null;
// we can return null here, meaning that the player hasn't actually played and finished the song (thus has no data)
if (scoreData.tallies.totalNotes == 0) return null;
// Perfect (Platinum) is a Sick Full Clear // Perfect (Platinum) is a Sick Full Clear
var isPerfectGold = scoreData.tallies.sick == scoreData.tallies.totalNotes; var isPerfectGold = scoreData.tallies.sick == scoreData.tallies.totalNotes;
if (isPerfectGold) return ScoringRank.PERFECT_GOLD; if (isPerfectGold) return ScoringRank.PERFECT_GOLD;

View file

@ -54,7 +54,7 @@ class CreditsDataHandler
body: [ body: [
{line: 'ninjamuffin99'}, {line: 'ninjamuffin99'},
{line: 'PhantomArcade'}, {line: 'PhantomArcade'},
{line: 'KawaiSprite'}, {line: 'Kawai Sprite'},
{line: 'evilsk8r'}, {line: 'evilsk8r'},
] ]
} }

View file

@ -384,17 +384,34 @@ class ChartEditorImportExportHandler
if (variationId == '') if (variationId == '')
{ {
var variationMetadata:Null<SongMetadata> = state.songMetadata.get(variation); var variationMetadata:Null<SongMetadata> = state.songMetadata.get(variation);
if (variationMetadata != null) zipEntries.push(FileUtil.makeZIPEntry('${state.currentSongId}-metadata.json', variationMetadata.serialize())); if (variationMetadata != null)
{
variationMetadata.version = funkin.data.song.SongRegistry.SONG_METADATA_VERSION;
variationMetadata.generatedBy = funkin.data.song.SongRegistry.DEFAULT_GENERATEDBY;
zipEntries.push(FileUtil.makeZIPEntry('${state.currentSongId}-metadata.json', variationMetadata.serialize()));
}
var variationChart:Null<SongChartData> = state.songChartData.get(variation); var variationChart:Null<SongChartData> = state.songChartData.get(variation);
if (variationChart != null) zipEntries.push(FileUtil.makeZIPEntry('${state.currentSongId}-chart.json', variationChart.serialize())); if (variationChart != null)
{
variationChart.version = funkin.data.song.SongRegistry.SONG_CHART_DATA_VERSION;
variationChart.generatedBy = funkin.data.song.SongRegistry.DEFAULT_GENERATEDBY;
zipEntries.push(FileUtil.makeZIPEntry('${state.currentSongId}-chart.json', variationChart.serialize()));
}
} }
else else
{ {
var variationMetadata:Null<SongMetadata> = state.songMetadata.get(variation); var variationMetadata:Null<SongMetadata> = state.songMetadata.get(variation);
if (variationMetadata != null) zipEntries.push(FileUtil.makeZIPEntry('${state.currentSongId}-metadata-$variationId.json', if (variationMetadata != null)
variationMetadata.serialize())); {
zipEntries.push(FileUtil.makeZIPEntry('${state.currentSongId}-metadata-$variationId.json', variationMetadata.serialize()));
}
var variationChart:Null<SongChartData> = state.songChartData.get(variation); var variationChart:Null<SongChartData> = state.songChartData.get(variation);
if (variationChart != null) zipEntries.push(FileUtil.makeZIPEntry('${state.currentSongId}-chart-$variationId.json', variationChart.serialize())); if (variationChart != null)
{
variationChart.version = funkin.data.song.SongRegistry.SONG_CHART_DATA_VERSION;
variationChart.generatedBy = funkin.data.song.SongRegistry.DEFAULT_GENERATEDBY;
zipEntries.push(FileUtil.makeZIPEntry('${state.currentSongId}-chart-$variationId.json', variationChart.serialize()));
}
} }
} }

View file

@ -111,6 +111,7 @@ class FreeplayState extends MusicBeatSubState
/** /**
* For the audio preview, the duration of the fade-out effect. * For the audio preview, the duration of the fade-out effect.
*
*/ */
public static final FADE_OUT_DURATION:Float = 0.25; public static final FADE_OUT_DURATION:Float = 0.25;
@ -733,12 +734,6 @@ class FreeplayState extends MusicBeatSubState
// If curSelected is 0, the result will be null and fall back to the rememberedSongId. // If curSelected is 0, the result will be null and fall back to the rememberedSongId.
rememberedSongId = grpCapsules.members[curSelected]?.songData?.songId ?? rememberedSongId; rememberedSongId = grpCapsules.members[curSelected]?.songData?.songId ?? rememberedSongId;
if (fromResultsParams != null)
{
rememberedSongId = fromResultsParams.songId;
rememberedDifficulty = fromResultsParams.difficultyId;
}
for (cap in grpCapsules.members) for (cap in grpCapsules.members)
{ {
cap.songText.resetText(); cap.songText.resetText();
@ -853,10 +848,18 @@ class FreeplayState extends MusicBeatSubState
busy = true; busy = true;
// grpCapsules.members[curSelected].forcePosition(); // grpCapsules.members[curSelected].forcePosition();
if (fromResults != null)
{
rememberedSongId = fromResults.songId;
rememberedDifficulty = fromResults.difficultyId;
changeSelection();
changeDiff();
}
dj.fistPump(); dj.fistPump();
// rankCamera.fade(FlxColor.BLACK, 0.5, true); // rankCamera.fade(FlxColor.BLACK, 0.5, true);
rankCamera.fade(0xFF000000, 0.5, true, null, true); rankCamera.fade(0xFF000000, 0.5, true, null, true);
FlxG.sound.music.volume = 0; if (FlxG.sound.music != null) FlxG.sound.music.volume = 0;
rankBg.alpha = 1; rankBg.alpha = 1;
if (fromResults?.oldRank != null) if (fromResults?.oldRank != null)
@ -1843,28 +1846,24 @@ class FreeplayState extends MusicBeatSubState
} }
else else
{ {
if (!prepForNewRank) var potentiallyErect:String = (currentDifficulty == "erect") || (currentDifficulty == "nightmare") ? "-erect" : "";
{ FunkinSound.playMusic(daSongCapsule.songData.songId,
var potentiallyErect:String = (currentDifficulty == "erect") || (currentDifficulty == "nightmare") ? "-erect" : ""; {
// TODO: Stream the instrumental of the selected song? startingVolume: 0.0,
FunkinSound.playMusic(daSongCapsule.songData.songId, overrideExisting: true,
{ restartTrack: false,
startingVolume: 0.0, pathsFunction: INST,
overrideExisting: true, suffix: potentiallyErect,
restartTrack: false, partialParams:
pathsFunction: INST, {
suffix: potentiallyErect, loadPartial: true,
partialParams: start: 0.05,
{ end: 0.25
loadPartial: true, },
start: 0, onLoad: function() {
end: 0.1 FlxG.sound.music.fadeIn(2, 0, 0.4);
}, }
onLoad: function() { });
FlxG.sound.music.fadeIn(2, 0, 0.4);
}
});
}
} }
grpCapsules.members[curSelected].selected = true; grpCapsules.members[curSelected].selected = true;
} }

View file

@ -279,8 +279,6 @@ class SongMenuItem extends FlxSpriteGroup
function updateBPM(newBPM:Int):Void function updateBPM(newBPM:Int):Void
{ {
trace(newBPM);
var shiftX:Float = 191; var shiftX:Float = 191;
var tempShift:Float = 0; var tempShift:Float = 0;

View file

@ -124,7 +124,7 @@ class TitleState extends MusicBeatState
persistentUpdate = true; persistentUpdate = true;
var bg:FunkinSprite = new FunkinSprite().makeSolidColor(FlxG.width, FlxG.height, FlxColor.BLACK); var bg:FunkinSprite = new FunkinSprite(-1).makeSolidColor(FlxG.width + 2, FlxG.height, FlxColor.BLACK);
bg.screenCenter(); bg.screenCenter();
add(bg); add(bg);

View file

@ -136,6 +136,8 @@ class FunkinPreloader extends FlxBasePreloader
// We can't even call trace() yet, until Flixel loads. // We can't even call trace() yet, until Flixel loads.
trace('Initializing custom preloader...'); trace('Initializing custom preloader...');
funkin.util.CLIUtil.resetWorkingDir();
this.siteLockTitleText = Constants.SITE_LOCK_TITLE; this.siteLockTitleText = Constants.SITE_LOCK_TITLE;
this.siteLockBodyText = Constants.SITE_LOCK_DESC; this.siteLockBodyText = Constants.SITE_LOCK_DESC;
} }

View file

@ -467,7 +467,7 @@ class Constants
// % Hit // % Hit
public static final RANK_PERFECT_THRESHOLD:Float = 1.00; public static final RANK_PERFECT_THRESHOLD:Float = 1.00;
public static final RANK_EXCELLENT_THRESHOLD:Float = 0.90; public static final RANK_EXCELLENT_THRESHOLD:Float = 0.90;
public static final RANK_GREAT_THRESHOLD:Float = 0.75; public static final RANK_GREAT_THRESHOLD:Float = 0.80;
public static final RANK_GOOD_THRESHOLD:Float = 0.60; public static final RANK_GOOD_THRESHOLD:Float = 0.60;
// public static final RANK_SHIT_THRESHOLD:Float = 0.00; // public static final RANK_SHIT_THRESHOLD:Float = 0.00;