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Merge pull request #526 from FunkinCrew/no-shader-touchplay
remove filter from touch here to play, and make it more responsive to input
This commit is contained in:
commit
de8a75a94b
2 changed files with 53 additions and 17 deletions
2
art
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@ -1 +1 @@
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Subproject commit 00463685fa570f0c853d08e250b46ef80f30bc48
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Subproject commit f72947b65fe0555821f827dccd562f01d308486d
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@ -112,6 +112,7 @@ class FunkinPreloader extends FlxBasePreloader
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var logo:Bitmap;
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#if TOUCH_HERE_TO_PLAY
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var touchHereToPlay:Bitmap;
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var touchHereSprite:Sprite;
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#end
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var progressBarPieces:Array<Sprite>;
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var progressBar:Bitmap;
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@ -123,6 +124,7 @@ class FunkinPreloader extends FlxBasePreloader
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var stereoText:TextField;
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var vfdShader:VFDOverlay;
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var vfdBitmap:Bitmap;
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var box:Sprite;
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var progressLines:Sprite;
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@ -162,18 +164,6 @@ class FunkinPreloader extends FlxBasePreloader
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});
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// addChild(logo);
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#if TOUCH_HERE_TO_PLAY
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touchHereToPlay = createBitmap(TouchHereToPlayImage, function(bmp:Bitmap) {
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// Scale and center the touch to start image.
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// We have to do this inside the async call, after the image size is known.
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bmp.scaleX = bmp.scaleY = ratio;
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bmp.x = (this._width - bmp.width) / 2;
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bmp.y = (this._height - bmp.height) / 2;
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});
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touchHereToPlay.alpha = 0.0;
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addChild(touchHereToPlay);
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#end
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var amountOfPieces:Int = 16;
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progressBarPieces = [];
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var maxBarWidth = this._width - BAR_PADDING * 2;
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@ -289,11 +279,27 @@ class FunkinPreloader extends FlxBasePreloader
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// gradient.graphics.endFill();
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// addChild(gradient);
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var vfdBitmap:Bitmap = new Bitmap(new BitmapData(this._width, this._height, true, 0xFFFFFFFF));
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vfdBitmap = new Bitmap(new BitmapData(this._width, this._height, true, 0xFFFFFFFF));
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addChild(vfdBitmap);
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vfdShader = new VFDOverlay();
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vfdBitmap.shader = vfdShader;
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#if TOUCH_HERE_TO_PLAY
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touchHereToPlay = createBitmap(TouchHereToPlayImage, function(bmp:Bitmap) {
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// Scale and center the touch to start image.
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// We have to do this inside the async call, after the image size is known.
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bmp.scaleX = bmp.scaleY = ratio;
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bmp.x = (this._width - bmp.width) / 2;
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bmp.y = (this._height - bmp.height) / 2;
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});
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touchHereToPlay.alpha = 0.0;
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touchHereSprite = new Sprite();
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touchHereSprite.buttonMode = false;
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touchHereSprite.addChild(touchHereToPlay);
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addChild(touchHereSprite);
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#end
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}
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var lastElapsed:Float = 0.0;
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@ -802,9 +808,14 @@ class FunkinPreloader extends FlxBasePreloader
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if (touchHereToPlay.alpha < 1.0)
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{
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touchHereSprite.buttonMode = true;
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touchHereToPlay.alpha = 1.0;
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removeChild(vfdBitmap);
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addEventListener(MouseEvent.CLICK, onTouchHereToPlay);
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touchHereSprite.addEventListener(MouseEvent.MOUSE_OVER, overTouchHereToPlay);
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touchHereSprite.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownTouchHereToPlay);
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touchHereSprite.addEventListener(MouseEvent.MOUSE_OUT, outTouchHereToPlay);
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}
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return 1.0;
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@ -818,9 +829,34 @@ class FunkinPreloader extends FlxBasePreloader
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}
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#if TOUCH_HERE_TO_PLAY
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function overTouchHereToPlay(e:MouseEvent):Void
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{
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touchHereToPlay.scaleX = touchHereToPlay.scaleY = ratio * 1.1;
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touchHereToPlay.x = (this._width - touchHereToPlay.width) / 2;
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touchHereToPlay.y = (this._height - touchHereToPlay.height) / 2;
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}
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function outTouchHereToPlay(e:MouseEvent):Void
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{
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touchHereToPlay.scaleX = touchHereToPlay.scaleY = ratio * 1;
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touchHereToPlay.x = (this._width - touchHereToPlay.width) / 2;
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touchHereToPlay.y = (this._height - touchHereToPlay.height) / 2;
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}
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function mouseDownTouchHereToPlay(e:MouseEvent):Void
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{
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touchHereToPlay.y += 10;
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}
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function onTouchHereToPlay(e:MouseEvent):Void
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{
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touchHereToPlay.x = (this._width - touchHereToPlay.width) / 2;
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touchHereToPlay.y = (this._height - touchHereToPlay.height) / 2;
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removeEventListener(MouseEvent.CLICK, onTouchHereToPlay);
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touchHereSprite.removeEventListener(MouseEvent.MOUSE_OVER, overTouchHereToPlay);
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touchHereSprite.removeEventListener(MouseEvent.MOUSE_OUT, outTouchHereToPlay);
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touchHereSprite.removeEventListener(MouseEvent.MOUSE_DOWN, mouseDownTouchHereToPlay);
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// This is the actual thing that makes the game load.
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immediatelyStartGame();
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@ -999,9 +1035,9 @@ class FunkinPreloader extends FlxBasePreloader
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*/
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override function createSiteLockFailureScreen():Void
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{
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addChild(createSiteLockFailureBackground(Constants.COLOR_PRELOADER_LOCK_BG, Constants.COLOR_PRELOADER_LOCK_BG));
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addChild(createSiteLockFailureIcon(Constants.COLOR_PRELOADER_LOCK_FG, 0.9));
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addChild(createSiteLockFailureText(30));
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// addChild(createSiteLockFailureBackground(Constants.COLOR_PRELOADER_LOCK_BG, Constants.COLOR_PRELOADER_LOCK_BG));
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// addChild(createSiteLockFailureIcon(Constants.COLOR_PRELOADER_LOCK_FG, 0.9));
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// addChild(createSiteLockFailureText(30));
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}
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/**
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