mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-27 01:55:52 -05:00
Merge pull request #362 from FunkinCrew/result-screen-fixes
Tallies calculate when playing story mode
This commit is contained in:
commit
d98d070f13
9 changed files with 135 additions and 90 deletions
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@ -23,10 +23,10 @@
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@ -589,19 +578,7 @@
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@ -630,12 +607,6 @@
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@ -6,7 +6,6 @@
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"lineEnds": {
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"anonFunctionCurly": {
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"emptyCurly": "break",
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@ -5,7 +5,42 @@ package funkin;
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*/
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class Highscore
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{
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/**
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* Keeps track of notes hit for the current song
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* and how accurate you were with each note (bad, missed, shit, etc.)
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*/
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public static var tallies:Tallies = new Tallies();
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/**
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* Keeps track of notes hit for the current WEEK / level
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* for use with storymode, or likely any other "playlist" esque option
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*/
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public static var talliesLevel:Tallies = new Tallies();
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/**
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* Produces a new Tallies object which represents the sum of two existing Tallies
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* @param newTally The first tally
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* @param baseTally The second tally
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* @return The combined tally
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*/
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public static function combineTallies(newTally:Tallies, baseTally:Tallies):Tallies
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{
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var combinedTally:Tallies = new Tallies();
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combinedTally.missed = newTally.missed + baseTally.missed;
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combinedTally.shit = newTally.shit + baseTally.shit;
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combinedTally.bad = newTally.bad + baseTally.bad;
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combinedTally.good = newTally.good + baseTally.good;
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combinedTally.sick = newTally.sick + baseTally.sick;
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combinedTally.totalNotes = newTally.totalNotes + baseTally.totalNotes;
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combinedTally.totalNotesHit = newTally.totalNotesHit + baseTally.totalNotesHit;
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// Current combo = use most recent.
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combinedTally.combo = newTally.combo;
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// Max combo = use maximum value.
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combinedTally.maxCombo = Std.int(Math.max(newTally.maxCombo, baseTally.maxCombo));
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return combinedTally;
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}
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}
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@:forward
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@ -29,6 +64,9 @@ abstract Tallies(RawTallies)
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}
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}
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/**
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* A structure object containing the data for highscore tallies.
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*/
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typedef RawTallies =
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{
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var combo:Int;
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@ -51,7 +89,7 @@ typedef RawTallies =
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var totalNotesHit:Int;
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/**
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* How many notes PASSED BY AND/OR HIT!!!
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* How many notes in the current chart
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*/
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var totalNotes:Int;
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}
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@ -32,6 +32,7 @@ import funkin.util.CLIUtil;
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import funkin.util.CLIUtil.CLIParams;
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import funkin.util.tools.TimerTools;
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import funkin.ui.transition.LoadingState;
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import funkin.util.TrackerUtil;
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#if discord_rpc
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import Discord.DiscordClient;
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#end
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@ -67,7 +68,7 @@ class InitState extends FlxState
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/**
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* Setup a bunch of important Flixel stuff.
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*/
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function setupShit()
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function setupShit():Void
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{
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//
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// GAME SETUP
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@ -95,7 +96,7 @@ class InitState extends FlxState
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#if (debug || FORCE_DEBUG_VERSION)
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// Disable using ~ to open the console (we use that for the Editor menu)
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FlxG.debugger.toggleKeys = [F2];
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TrackerUtil.initTrackers();
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// Adds an additional Close Debugger button.
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// This big obnoxious white button is for MOBILE, so that you can press it
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// easily with your finger when debug bullshit pops up during testing lol!
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@ -106,6 +106,8 @@ class SongMetadata implements ICloneable<SongMetadata>
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/**
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* Serialize this SongMetadata into a JSON string.
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* @param pretty Whether the JSON should be big ol string (false),
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* or formatted with tabs (true)
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* @return The JSON string.
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*/
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public function serialize(pretty:Bool = true):String
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@ -1732,7 +1732,6 @@ class PlayState extends MusicBeatSubState
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if (strumTime < startTime) continue; // Skip notes that are before the start time.
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var noteData:Int = songNote.getDirection();
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var playerNote:Bool = true;
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if (noteData > 3) playerNote = false;
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@ -1741,6 +1740,8 @@ class PlayState extends MusicBeatSubState
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{
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case 0:
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playerNoteData.push(songNote);
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// increment totalNotes for total possible notes able to be hit by the player
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Highscore.tallies.totalNotes++;
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case 1:
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opponentNoteData.push(songNote);
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}
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@ -2622,6 +2623,9 @@ class PlayState extends MusicBeatSubState
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accuracy: Highscore.tallies.totalNotesHit / Highscore.tallies.totalNotes,
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};
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// adds current song data into the tallies for the level (story levels)
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Highscore.talliesLevel = Highscore.combineTallies(Highscore.tallies, Highscore.talliesLevel);
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if (Save.instance.isSongHighScore(currentSong.id, currentDifficulty, data))
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{
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Save.instance.setSongScore(currentSong.id, currentDifficulty, data);
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@ -2890,11 +2894,14 @@ class PlayState extends MusicBeatSubState
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persistentUpdate = false;
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vocals.stop();
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camHUD.alpha = 1;
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var talliesToUse:Tallies = PlayStatePlaylist.isStoryMode ? Highscore.talliesLevel : Highscore.tallies;
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var res:ResultState = new ResultState(
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{
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storyMode: PlayStatePlaylist.isStoryMode,
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title: PlayStatePlaylist.isStoryMode ? ('${PlayStatePlaylist.campaignTitle}') : ('${currentChart.songName} by ${currentChart.songArtist}'),
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tallies: Highscore.tallies,
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tallies: talliesToUse,
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});
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res.camera = camHUD;
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openSubState(res);
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@ -2,27 +2,25 @@ package funkin.play;
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import funkin.ui.story.StoryMenuState;
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import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import flixel.FlxBasic;
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import flixel.FlxSprite;
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import funkin.graphics.FunkinSprite;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.graphics.frames.FlxBitmapFont;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.math.FlxPoint;
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import funkin.ui.MusicBeatSubState;
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import flixel.math.FlxRect;
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import flixel.text.FlxBitmapText;
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import flixel.text.FlxText;
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import flixel.tweens.FlxEase;
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import funkin.ui.freeplay.FreeplayState;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxColor;
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import flixel.util.FlxGradient;
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import flixel.util.FlxTimer;
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import funkin.graphics.shaders.LeftMaskShader;
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import funkin.play.components.TallyCounter;
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import flxanimate.FlxAnimate.Settings;
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/**
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* The state for the results screen after a song or week is finished.
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*/
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class ResultState extends MusicBeatSubState
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{
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final params:ResultsStateParams;
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var songName:FlxBitmapText;
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var difficulty:FlxSprite;
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var maskShaderSongName = new LeftMaskShader();
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var maskShaderDifficulty = new LeftMaskShader();
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var maskShaderSongName:LeftMaskShader = new LeftMaskShader();
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var maskShaderDifficulty:LeftMaskShader = new LeftMaskShader();
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public function new(params:ResultsStateParams)
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{
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else
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resultsVariation = NORMAL;
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var loops = resultsVariation != SHIT;
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var loops:Bool = resultsVariation != SHIT;
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FlxG.sound.playMusic(Paths.music("results" + resultsVariation), 1, loops);
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// TEMP-ish, just used to sorta "cache" the 3000x3000 image!
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var cacheBullShit = new FlxSprite().loadGraphic(Paths.image("resultScreen/soundSystem"));
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var cacheBullShit:FlxSprite = new FlxSprite().loadGraphic(Paths.image("resultScreen/soundSystem"));
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add(cacheBullShit);
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var dumb = new FlxSprite().loadGraphic(Paths.image("resultScreen/scorePopin"));
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var dumb:FlxSprite = new FlxSprite().loadGraphic(Paths.image("resultScreen/scorePopin"));
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add(dumb);
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var bg:FlxSprite = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFFECC5C, 0xFFFDC05C], 90);
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bg.scrollFactor.set();
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add(bg);
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var bgFlash:FlxSprite = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFffeb69, 0xFFffe66a], 90);
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var bgFlash:FlxSprite = FlxGradient.createGradientFlxSprite(FlxG.width, FlxG.height, [0xFFFFEB69, 0xFFFFE66A], 90);
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bgFlash.scrollFactor.set();
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bgFlash.visible = false;
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add(bgFlash);
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@ -188,6 +186,10 @@ class ResultState extends MusicBeatSubState
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var ratingGrp:FlxTypedGroup<TallyCounter> = new FlxTypedGroup<TallyCounter>();
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add(ratingGrp);
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/**
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* NOTE: We display how many notes were HIT, not how many notes there were in total.
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*
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*/
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var totalHit:TallyCounter = new TallyCounter(375, hStuf * 3, params.tallies.totalNotesHit);
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ratingGrp.add(totalHit);
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@ -202,7 +204,7 @@ class ResultState extends MusicBeatSubState
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var tallyGood:TallyCounter = new TallyCounter(210, (hStuf * 6) + extraYOffset, params.tallies.good, 0xFF89C9E5);
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ratingGrp.add(tallyGood);
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var tallyBad:TallyCounter = new TallyCounter(190, (hStuf * 7) + extraYOffset, params.tallies.bad, 0xffE6CF8A);
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var tallyBad:TallyCounter = new TallyCounter(190, (hStuf * 7) + extraYOffset, params.tallies.bad, 0xFFE6CF8A);
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ratingGrp.add(tallyBad);
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var tallyShit:TallyCounter = new TallyCounter(220, (hStuf * 8) + extraYOffset, params.tallies.shit, 0xFFE68C8A);
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@ -274,13 +276,13 @@ class ResultState extends MusicBeatSubState
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super.create();
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}
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function timerThenSongName()
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function timerThenSongName():Void
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{
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movingSongStuff = false;
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difficulty.x = 555;
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var diffYTween = 122;
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var diffYTween:Float = 122;
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difficulty.y = -difficulty.height;
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FlxTween.tween(difficulty, {y: diffYTween}, 0.5, {ease: FlxEase.quartOut, startDelay: 0.8});
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@ -310,7 +312,7 @@ class ResultState extends MusicBeatSubState
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// maskShaderSongName.frameUV = songName.frame.uv;
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}
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override function update(elapsed:Float)
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override function update(elapsed:Float):Void
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{
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// maskShaderSongName.swagSprX = songName.x;
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maskShaderDifficulty.swagSprX = difficulty.x;
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@ -519,7 +519,7 @@ class StoryMenuState extends MusicBeatState
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}
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}
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function selectLevel()
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function selectLevel():Void
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{
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if (!currentLevel.isUnlocked())
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{
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@ -554,6 +554,8 @@ class StoryMenuState extends MusicBeatState
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PlayStatePlaylist.campaignTitle = currentLevel.getTitle();
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PlayStatePlaylist.campaignDifficulty = currentDifficultyId;
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Highscore.talliesLevel = new funkin.Highscore.Tallies();
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new FlxTimer().start(1, function(tmr:FlxTimer) {
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FlxTransitionableState.skipNextTransIn = false;
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FlxTransitionableState.skipNextTransOut = false;
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|
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23
source/funkin/util/TrackerUtil.hx
Normal file
23
source/funkin/util/TrackerUtil.hx
Normal file
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@ -0,0 +1,23 @@
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package funkin.util;
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// This may or may not already be imported via imports.hx...
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import flixel.system.debug.watch.Tracker;
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import flixel.FlxG;
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/**
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* Utility class that helps manage adding profiles to the flixel debugger tracker
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*/
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class TrackerUtil
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{
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/**
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* Adds profiles to the debugger to help track certain game objects.
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* NOTE: This isn't the full list of profiles made, as sometimes they're made
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* on in various places in code for random debugging purposes!
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* Might be good to put them all here though!
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*/
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public static function initTrackers():Void
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{
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Tracker.addProfile(new TrackerProfile(Highscore, ["tallies"]));
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FlxG.console.registerClass(Highscore);
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}
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}
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