Fix an issue where stage character scale was overriding base character scale.

This commit is contained in:
EliteMasterEric 2024-03-15 16:45:18 -04:00
parent 4c35b1d74f
commit f31634351b
3 changed files with 40 additions and 27 deletions

View file

@ -193,6 +193,11 @@ class BaseCharacter extends Bopper
return _data.death?.cameraOffsets ?? [0.0, 0.0];
}
public function getBaseScale():Float
{
return _data.scale;
}
public function getDeathCameraZoom():Float
{
return _data.death?.cameraZoom ?? 1.0;
@ -260,8 +265,8 @@ class BaseCharacter extends Bopper
}
/**
* Set the sprite scale to the appropriate value.
* @param scale
* Set the character's sprite scale to the appropriate value.
* @param scale The desired scale.
*/
public function setScale(scale:Null<Float>):Void
{

View file

@ -109,10 +109,11 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
{
getBoyfriend().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.bf;
getBoyfriend().scale.set(charData.scale, charData.scale);
getBoyfriend().cameraFocusPoint.x += charData.cameraOffsets[0];
getBoyfriend().cameraFocusPoint.y += charData.cameraOffsets[1];
var stageCharData:StageDataCharacter = _data.characters.bf;
var finalScale:Float = getBoyfriend().getBaseScale() * stageCharData.scale;
getBoyfriend().setScale(finalScale);
getBoyfriend().cameraFocusPoint.x += stageCharData.cameraOffsets[0];
getBoyfriend().cameraFocusPoint.y += stageCharData.cameraOffsets[1];
}
else
{
@ -122,19 +123,21 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
{
getGirlfriend().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.gf;
getGirlfriend().scale.set(charData.scale, charData.scale);
getGirlfriend().cameraFocusPoint.x += charData.cameraOffsets[0];
getGirlfriend().cameraFocusPoint.y += charData.cameraOffsets[1];
var stageCharData:StageDataCharacter = _data.characters.gf;
var finalScale:Float = getBoyfriend().getBaseScale() * stageCharData.scale;
getGirlfriend().setScale(finalScale);
getGirlfriend().cameraFocusPoint.x += stageCharData.cameraOffsets[0];
getGirlfriend().cameraFocusPoint.y += stageCharData.cameraOffsets[1];
}
if (getDad() != null)
{
getDad().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.dad;
getDad().scale.set(charData.scale, charData.scale);
getDad().cameraFocusPoint.x += charData.cameraOffsets[0];
getDad().cameraFocusPoint.y += charData.cameraOffsets[1];
var stageCharData:StageDataCharacter = _data.characters.dad;
var finalScale:Float = getBoyfriend().getBaseScale() * stageCharData.scale;
getDad().setScale(finalScale);
getDad().cameraFocusPoint.x += stageCharData.cameraOffsets[0];
getDad().cameraFocusPoint.y += stageCharData.cameraOffsets[1];
}
// Reset positions of named props.
@ -393,23 +396,23 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
#end
// Apply position and z-index.
var charData:StageDataCharacter = null;
var stageCharData:StageDataCharacter = null;
switch (charType)
{
case BF:
this.characters.set('bf', character);
charData = _data.characters.bf;
stageCharData = _data.characters.bf;
character.flipX = !character.getDataFlipX();
character.name = 'bf';
character.initHealthIcon(false);
case GF:
this.characters.set('gf', character);
charData = _data.characters.gf;
stageCharData = _data.characters.gf;
character.flipX = character.getDataFlipX();
character.name = 'gf';
case DAD:
this.characters.set('dad', character);
charData = _data.characters.dad;
stageCharData = _data.characters.dad;
character.flipX = character.getDataFlipX();
character.name = 'dad';
character.initHealthIcon(true);
@ -421,15 +424,15 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
// This ensures positioning is based on the idle animation.
character.resetCharacter(true);
if (charData != null)
if (stageCharData != null)
{
character.zIndex = charData.zIndex;
character.zIndex = stageCharData.zIndex;
// Start with the per-stage character position.
// Subtracting the origin ensures characters are positioned relative to their feet.
// Subtracting the global offset allows positioning on a per-character basis.
character.x = charData.position[0] - character.characterOrigin.x + character.globalOffsets[0];
character.y = charData.position[1] - character.characterOrigin.y + character.globalOffsets[1];
character.x = stageCharData.position[0] - character.characterOrigin.x + character.globalOffsets[0];
character.y = stageCharData.position[1] - character.characterOrigin.y + character.globalOffsets[1];
@:privateAccess(funkin.play.stage.Bopper)
{
@ -438,16 +441,17 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
character.originalPosition.y = character.y + character.animOffsets[1];
}
character.scale.set(charData.scale, charData.scale);
character.cameraFocusPoint.x += charData.cameraOffsets[0];
character.cameraFocusPoint.y += charData.cameraOffsets[1];
var finalScale = character.getBaseScale() * stageCharData.scale;
character.setScale(finalScale); // Don't use scale.set for characters!
character.cameraFocusPoint.x += stageCharData.cameraOffsets[0];
character.cameraFocusPoint.y += stageCharData.cameraOffsets[1];
#if debug
// Draw the debug icon at the character's feet.
if (charType == BF || charType == DAD)
{
debugIcon.x = charData.position[0];
debugIcon.y = charData.position[1];
debugIcon.x = stageCharData.position[0];
debugIcon.y = stageCharData.position[1];
debugIcon2.x = character.x;
debugIcon2.y = character.y;
}

View file

@ -22,7 +22,11 @@ class ReloadAssetsDebugPlugin extends FlxBasic
{
super.update(elapsed);
#if html5
if (FlxG.keys.justPressed.FIVE && FlxG.keys.pressed.SHIFT)
#else
if (FlxG.keys.justPressed.F5)
#end
{
funkin.modding.PolymodHandler.forceReloadAssets();