From 4044a7d9360a391c59878bbca65ab65e5b69e16d Mon Sep 17 00:00:00 2001 From: Hundrec <hundrecard@gmail.com> Date: Fri, 14 Jun 2024 21:52:52 -0700 Subject: [PATCH 1/9] Reorder download Git step in compiling guide MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Moved “download Git” from the middle of the guide to the setup step Should prevent errors with Git before installing Git --- docs/COMPILING.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/docs/COMPILING.md b/docs/COMPILING.md index e7c19875a..b8ddee4a7 100644 --- a/docs/COMPILING.md +++ b/docs/COMPILING.md @@ -2,14 +2,14 @@ 0. Setup - Download Haxe from [Haxe.org](https://haxe.org) + - Download Git from [git-scm.com](https://www.git-scm.com) 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.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. Download Git from [git-scm.com](https://www.git-scm.com) -4. Install all haxelibs of the current branch by running `hmm install` -5. Setup lime: `haxelib run lime setup` -6. Platform setup +3. Install all haxelibs of the current branch by running `hmm install` +4. Setup lime: `haxelib run lime setup` +5. Platform setup - For Windows, download the [Visual Studio Build Tools](https://aka.ms/vs/17/release/vs_BuildTools.exe) - When prompted, select "Individual Components" and make sure to download the following: - MSVC v143 VS 2022 C++ x64/x86 build tools @@ -17,8 +17,8 @@ - Mac: [`lime setup mac` Documentation](https://lime.openfl.org/docs/advanced-setup/macos/) - Linux: [`lime setup linux` Documentation](https://lime.openfl.org/docs/advanced-setup/linux/) - HTML5: Compiles without any extra setup -7. If you are targeting for native, you may need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug` -8. `lime test PLATFORM` ! Add `-debug` to enable several debug features such as time travel (`PgUp`/`PgDn` in Play State). +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 From 562136ed554d73e04a015c32f9cb34b790b9cc07 Mon Sep 17 00:00:00 2001 From: Hundrec <hundrecard@gmail.com> Date: Sat, 15 Jun 2024 13:37:21 -0400 Subject: [PATCH 2/9] Add ZIP button warning and restructured sentences Each step should be easier to follow with this structure --- docs/COMPILING.md | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/docs/COMPILING.md b/docs/COMPILING.md index b8ddee4a7..b2a106c86 100644 --- a/docs/COMPILING.md +++ b/docs/COMPILING.md @@ -3,12 +3,13 @@ 0. Setup - Download Haxe from [Haxe.org](https://haxe.org) - Download Git from [git-scm.com](https://www.git-scm.com) -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.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` -4. Setup lime: `haxelib run lime setup` + - Do NOT download the repository using the Download ZIP button on GitHub or you may run into errors! + - Instead, open a command prompt and do the following steps... +1. Run `git clone --recurse-submodules https://github.com/FunkinCrew/funkin.git` to clone the repository with the necessary assets submodule + - _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. Run `haxelib --global install hmm` and then `haxelib --global run hmm setup` to install hmm.json +3. Run `hmm install` to install all haxelibs of the current branch +4. Run `haxelib run lime setup` to set up lime 5. Platform setup - For Windows, download the [Visual Studio Build Tools](https://aka.ms/vs/17/release/vs_BuildTools.exe) - When prompted, select "Individual Components" and make sure to download the following: From 6e65996180de85c42b74f6730773975f819e2efa Mon Sep 17 00:00:00 2001 From: Eric <ericmyllyoja@gmail.com> Date: Sun, 16 Jun 2024 18:48:01 -0400 Subject: [PATCH 3/9] Make downloading the assets submodule a separate step. --- docs/COMPILING.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/COMPILING.md b/docs/COMPILING.md index b2a106c86..cc90bd348 100644 --- a/docs/COMPILING.md +++ b/docs/COMPILING.md @@ -5,8 +5,9 @@ - Download Git from [git-scm.com](https://www.git-scm.com) - Do NOT download the repository using the Download ZIP button on GitHub or you may run into errors! - Instead, open a command prompt and do the following steps... -1. Run `git clone --recurse-submodules https://github.com/FunkinCrew/funkin.git` to clone the repository with the necessary assets submodule - - _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._ +1. Run `git clone https://github.com/FunkinCrew/funkin.git` to clone the base repository. +2. Run `git submodule update --init --recursive` to download the game's assets. + - NOTE: By performing this operation, you are downloading Content which is proprietary and protected by national and international copyright and trademark laws. See [the LICENSE.md file for the Funkin.assets](https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md) repo for more information. 2. Run `haxelib --global install hmm` and then `haxelib --global run hmm setup` to install hmm.json 3. Run `hmm install` to install all haxelibs of the current branch 4. Run `haxelib run lime setup` to set up lime From 3f63bc35a4f27a51f07a5c1ac8053de2512d1757 Mon Sep 17 00:00:00 2001 From: EliteMasterEric <ericmyllyoja@gmail.com> Date: Tue, 25 Jun 2024 18:22:30 -0400 Subject: [PATCH 4/9] Add change counts labels to Actions labeler --- .github/changed-lines-count-labeler.yml | 12 ++++++++++++ .github/workflows/labeler.yml | 15 ++++++++++++++- 2 files changed, 26 insertions(+), 1 deletion(-) create mode 100644 .github/changed-lines-count-labeler.yml diff --git a/.github/changed-lines-count-labeler.yml b/.github/changed-lines-count-labeler.yml new file mode 100644 index 000000000..6f890f534 --- /dev/null +++ b/.github/changed-lines-count-labeler.yml @@ -0,0 +1,12 @@ +# Add 'small' to any changes below 10 lines +small: + max: 9 + +# Add 'medium' to any changes between 10 and 100 lines +medium: + min: 10 + max: 99 + +# Add 'large' to any changes for more than 100 lines +large: + min: 100 diff --git a/.github/workflows/labeler.yml b/.github/workflows/labeler.yml index 0bcc420d3..a861af578 100644 --- a/.github/workflows/labeler.yml +++ b/.github/workflows/labeler.yml @@ -9,6 +9,19 @@ jobs: pull-requests: write runs-on: ubuntu-latest steps: - - uses: actions/labeler@v5 + - name: Set basic labels + uses: actions/labeler@v5 with: sync-labels: true + changed-lines-count-labeler: + permissions: + contents: read + pull-requests: write + runs-on: ubuntu-latest + name: An action for automatically labelling pull requests based on the changed lines count + steps: + - name: Set change count labels + uses: vkirilichev/changed-lines-count-labeler@v0.2 + with: + repo-token: ${{ secrets.GITHUB_TOKEN }} + configuration-path: .github/changed-lines-count-labeler.yml From 7b9e4a054284dbe6e69c1659e04571247276a599 Mon Sep 17 00:00:00 2001 From: gamerbross <55158797+gamerbross@users.noreply.github.com> Date: Wed, 10 Jul 2024 00:23:06 +0200 Subject: [PATCH 5/9] Fix F5 chart not reloading --- source/funkin/play/PlayState.hx | 59 ++----------------- source/funkin/ui/MusicBeatState.hx | 7 +-- source/funkin/ui/MusicBeatSubState.hx | 5 +- .../util/plugins/ReloadAssetsDebugPlugin.hx | 14 ++++- 4 files changed, 17 insertions(+), 68 deletions(-) diff --git a/source/funkin/play/PlayState.hx b/source/funkin/play/PlayState.hx index a4723611e..86e8e0241 100644 --- a/source/funkin/play/PlayState.hx +++ b/source/funkin/play/PlayState.hx @@ -1347,64 +1347,13 @@ class PlayState extends MusicBeatSubState } /** - * Removes any references to the current stage, then clears the stage cache, - * then reloads all the stages. - * - * This is useful for when you want to edit a stage without reloading the whole game. - * Reloading works on both the JSON and the HXC, if applicable. - * * Call this by pressing F5 on a debug build. */ - override function debug_refreshModules():Void + override function reloadAssets():Void { - // Prevent further gameplay updates, which will try to reference dead objects. - criticalFailure = true; - - // Remove the current stage. If the stage gets deleted while it's still in use, - // it'll probably crash the game or something. - if (this.currentStage != null) - { - remove(currentStage); - var event:ScriptEvent = new ScriptEvent(DESTROY, false); - ScriptEventDispatcher.callEvent(currentStage, event); - currentStage = null; - } - - if (!overrideMusic) - { - // Stop the instrumental. - if (FlxG.sound.music != null) - { - FlxG.sound.music.destroy(); - FlxG.sound.music = null; - } - - // Stop the vocals. - if (vocals != null && vocals.exists) - { - vocals.destroy(); - vocals = null; - } - } - else - { - // Stop the instrumental. - if (FlxG.sound.music != null) - { - FlxG.sound.music.stop(); - } - - // Stop the vocals. - if (vocals != null && vocals.exists) - { - vocals.stop(); - } - } - - super.debug_refreshModules(); - - var event:ScriptEvent = new ScriptEvent(CREATE, false); - ScriptEventDispatcher.callEvent(currentSong, event); + funkin.modding.PolymodHandler.forceReloadAssets(); + lastParams.targetSong = SongRegistry.instance.fetchEntry(currentSong.id); + LoadingState.loadPlayState(lastParams); } override function stepHit():Bool diff --git a/source/funkin/ui/MusicBeatState.hx b/source/funkin/ui/MusicBeatState.hx index 92169df75..8668b64c1 100644 --- a/source/funkin/ui/MusicBeatState.hx +++ b/source/funkin/ui/MusicBeatState.hx @@ -78,9 +78,6 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler { // Emergency exit button. if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState()); - - // This can now be used in EVERY STATE YAY! - if (FlxG.keys.justPressed.F5) debug_refreshModules(); } override function update(elapsed:Float) @@ -114,12 +111,10 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler ModuleHandler.callEvent(event); } - function debug_refreshModules() + function reloadAssets() { PolymodHandler.forceReloadAssets(); - this.destroy(); - // Create a new instance of the current state, so old data is cleared. FlxG.resetState(); } diff --git a/source/funkin/ui/MusicBeatSubState.hx b/source/funkin/ui/MusicBeatSubState.hx index 9035d12ff..5c40b37bc 100644 --- a/source/funkin/ui/MusicBeatSubState.hx +++ b/source/funkin/ui/MusicBeatSubState.hx @@ -72,9 +72,6 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler // Emergency exit button. if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState()); - // This can now be used in EVERY STATE YAY! - if (FlxG.keys.justPressed.F5) debug_refreshModules(); - // Display Conductor info in the watch window. FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0); Conductor.watchQuick(conductorInUse); @@ -82,7 +79,7 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler dispatchEvent(new UpdateScriptEvent(elapsed)); } - function debug_refreshModules() + function reloadAssets() { PolymodHandler.forceReloadAssets(); diff --git a/source/funkin/util/plugins/ReloadAssetsDebugPlugin.hx b/source/funkin/util/plugins/ReloadAssetsDebugPlugin.hx index f69609531..0e1e238ac 100644 --- a/source/funkin/util/plugins/ReloadAssetsDebugPlugin.hx +++ b/source/funkin/util/plugins/ReloadAssetsDebugPlugin.hx @@ -1,6 +1,9 @@ package funkin.util.plugins; +import flixel.FlxG; import flixel.FlxBasic; +import funkin.ui.MusicBeatState; +import funkin.ui.MusicBeatSubState; /** * A plugin which adds functionality to press `F5` to reload all game assets, then reload the current state. @@ -28,10 +31,15 @@ class ReloadAssetsDebugPlugin extends FlxBasic if (FlxG.keys.justPressed.F5) #end { - funkin.modding.PolymodHandler.forceReloadAssets(); + var state:Dynamic = FlxG.state; + if (state is MusicBeatState || state is MusicBeatSubState) state.reloadAssets(); + else + { + funkin.modding.PolymodHandler.forceReloadAssets(); - // Create a new instance of the current state, so old data is cleared. - FlxG.resetState(); + // Create a new instance of the current state, so old data is cleared. + FlxG.resetState(); + } } } From 90155bcfbfa86561571b7c556b1f63486c18877d Mon Sep 17 00:00:00 2001 From: gamerbross <55158797+gamerbross@users.noreply.github.com> Date: Wed, 10 Jul 2024 01:26:16 +0200 Subject: [PATCH 6/9] ChartEditor Live Input Code Refactor + 6 key fix --- .../ui/debug/charting/ChartEditorState.hx | 57 ++++++------------- 1 file changed, 18 insertions(+), 39 deletions(-) diff --git a/source/funkin/ui/debug/charting/ChartEditorState.hx b/source/funkin/ui/debug/charting/ChartEditorState.hx index f72cca77f..5e7493840 100644 --- a/source/funkin/ui/debug/charting/ChartEditorState.hx +++ b/source/funkin/ui/debug/charting/ChartEditorState.hx @@ -282,6 +282,21 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState */ public static final WELCOME_MUSIC_FADE_IN_DURATION:Float = 10.0; + /** + * A map of the keys for every live input style. + */ + public static final LIVE_INPUT_KEYS:Map<ChartEditorLiveInputStyle, Array<FlxKey>> = [ + NumberKeys => [ + FIVE, SIX, SEVEN, EIGHT, + ONE, TWO, THREE, FOUR + ], + WASDKeys => [ + LEFT, DOWN, UP, RIGHT, + A, S, W, D + ], + None => [] + ]; + /** * INSTANCE DATA */ @@ -5129,46 +5144,10 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState function handlePlayhead():Void { // Place notes at the playhead with the keyboard. - switch (currentLiveInputStyle) + for (note => key in LIVE_INPUT_KEYS[currentLiveInputStyle]) { - case ChartEditorLiveInputStyle.WASDKeys: - if (FlxG.keys.justPressed.A) placeNoteAtPlayhead(4); - if (FlxG.keys.justReleased.A) finishPlaceNoteAtPlayhead(4); - if (FlxG.keys.justPressed.S) placeNoteAtPlayhead(5); - if (FlxG.keys.justReleased.S) finishPlaceNoteAtPlayhead(5); - if (FlxG.keys.justPressed.W) placeNoteAtPlayhead(6); - if (FlxG.keys.justReleased.W) finishPlaceNoteAtPlayhead(6); - if (FlxG.keys.justPressed.D) placeNoteAtPlayhead(7); - if (FlxG.keys.justReleased.D) finishPlaceNoteAtPlayhead(7); - - if (FlxG.keys.justPressed.LEFT) placeNoteAtPlayhead(0); - if (FlxG.keys.justReleased.LEFT) finishPlaceNoteAtPlayhead(0); - if (FlxG.keys.justPressed.DOWN) placeNoteAtPlayhead(1); - if (FlxG.keys.justReleased.DOWN) finishPlaceNoteAtPlayhead(1); - if (FlxG.keys.justPressed.UP) placeNoteAtPlayhead(2); - if (FlxG.keys.justReleased.UP) finishPlaceNoteAtPlayhead(2); - if (FlxG.keys.justPressed.RIGHT) placeNoteAtPlayhead(3); - if (FlxG.keys.justReleased.RIGHT) finishPlaceNoteAtPlayhead(3); - case ChartEditorLiveInputStyle.NumberKeys: - // Flipped because Dad is on the left but represents data 0-3. - if (FlxG.keys.justPressed.ONE) placeNoteAtPlayhead(4); - if (FlxG.keys.justReleased.ONE) finishPlaceNoteAtPlayhead(4); - if (FlxG.keys.justPressed.TWO) placeNoteAtPlayhead(5); - if (FlxG.keys.justReleased.TWO) finishPlaceNoteAtPlayhead(5); - if (FlxG.keys.justPressed.THREE) placeNoteAtPlayhead(6); - if (FlxG.keys.justReleased.THREE) finishPlaceNoteAtPlayhead(6); - if (FlxG.keys.justPressed.FOUR) placeNoteAtPlayhead(7); - if (FlxG.keys.justReleased.FOUR) finishPlaceNoteAtPlayhead(7); - - if (FlxG.keys.justPressed.FIVE) placeNoteAtPlayhead(0); - if (FlxG.keys.justReleased.FIVE) finishPlaceNoteAtPlayhead(0); - if (FlxG.keys.justPressed.SIX) placeNoteAtPlayhead(1); - if (FlxG.keys.justPressed.SEVEN) placeNoteAtPlayhead(2); - if (FlxG.keys.justReleased.SEVEN) finishPlaceNoteAtPlayhead(2); - if (FlxG.keys.justPressed.EIGHT) placeNoteAtPlayhead(3); - if (FlxG.keys.justReleased.EIGHT) finishPlaceNoteAtPlayhead(3); - case ChartEditorLiveInputStyle.None: - // Do nothing. + if (FlxG.keys.checkStatus(key, JUST_PRESSED)) placeNoteAtPlayhead(note) + else if (FlxG.keys.checkStatus(key, JUST_RELEASED)) finishPlaceNoteAtPlayhead(note); } // Place events at playhead. From 17f5a06256b34ff5224fde5b893cdac7c5086a5f Mon Sep 17 00:00:00 2001 From: gamerbross <55158797+gamerbross@users.noreply.github.com> Date: Mon, 20 May 2024 02:56:57 +0200 Subject: [PATCH 7/9] Add camOther to fix zooms on pause and stickers --- source/funkin/play/PlayState.hx | 19 +++++++++---------- 1 file changed, 9 insertions(+), 10 deletions(-) diff --git a/source/funkin/play/PlayState.hx b/source/funkin/play/PlayState.hx index 8d7d82aab..e87fde90c 100644 --- a/source/funkin/play/PlayState.hx +++ b/source/funkin/play/PlayState.hx @@ -503,9 +503,9 @@ class PlayState extends MusicBeatSubState public var camGame:FlxCamera; /** - * The camera which contains, and controls visibility of, a video cutscene. + * The camera which contains, and controls visibility of, a video cutscene, dialogue, pause menu and sticker transition. */ - public var camCutscene:FlxCamera; + public var camOther:FlxCamera; /** * The combo popups. Includes the real-time combo counter and the rating. @@ -975,7 +975,7 @@ class PlayState extends MusicBeatSubState FlxTransitionableState.skipNextTransIn = true; FlxTransitionableState.skipNextTransOut = true; - pauseSubState.camera = camHUD; + pauseSubState.camera = camOther; openSubState(pauseSubState); // boyfriendPos.put(); // TODO: Why is this here? } @@ -1543,12 +1543,12 @@ class PlayState extends MusicBeatSubState camGame.bgColor = BACKGROUND_COLOR; // Show a pink background behind the stage. camHUD = new FlxCamera(); camHUD.bgColor.alpha = 0; // Show the game scene behind the camera. - camCutscene = new FlxCamera(); - camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera. + camOther = new FlxCamera(); + camOther.bgColor.alpha = 0; // Show the game scene behind the camera. FlxG.cameras.reset(camGame); FlxG.cameras.add(camHUD, false); - FlxG.cameras.add(camCutscene, false); + FlxG.cameras.add(camOther, false); // Configure camera follow point. if (previousCameraFollowPoint != null) @@ -1934,7 +1934,6 @@ class PlayState extends MusicBeatSubState if (!result) return; isInCutscene = false; - camCutscene.visible = false; // TODO: Maybe tween in the camera after any cutscenes. camHUD.visible = true; @@ -1953,7 +1952,7 @@ class PlayState extends MusicBeatSubState if (!currentConversation.alive) currentConversation.revive(); currentConversation.completeCallback = onConversationComplete; - currentConversation.cameras = [camCutscene]; + currentConversation.cameras = [camOther]; currentConversation.zIndex = 1000; add(currentConversation); refresh(); @@ -2788,7 +2787,7 @@ class PlayState extends MusicBeatSubState persistentUpdate = false; FlxTransitionableState.skipNextTransIn = true; FlxTransitionableState.skipNextTransOut = true; - pauseSubState.camera = camCutscene; + pauseSubState.camera = camOther; openSubState(pauseSubState); } } @@ -2804,7 +2803,7 @@ class PlayState extends MusicBeatSubState persistentUpdate = false; FlxTransitionableState.skipNextTransIn = true; FlxTransitionableState.skipNextTransOut = true; - pauseSubState.camera = camCutscene; + pauseSubState.camera = camOther; openSubState(pauseSubState); } } From e23e6c160d9ed9243a380c4b6842a059a3954768 Mon Sep 17 00:00:00 2001 From: gamerbross <55158797+gamerbross@users.noreply.github.com> Date: Mon, 20 May 2024 23:52:45 +0200 Subject: [PATCH 8/9] Fix references to camCutscene --- source/funkin/play/cutscene/VideoCutscene.hx | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/source/funkin/play/cutscene/VideoCutscene.hx b/source/funkin/play/cutscene/VideoCutscene.hx index abbcd4f54..7dac97885 100644 --- a/source/funkin/play/cutscene/VideoCutscene.hx +++ b/source/funkin/play/cutscene/VideoCutscene.hx @@ -81,12 +81,11 @@ class VideoCutscene // Trigger the cutscene. Don't play the song in the background. PlayState.instance.isInCutscene = true; PlayState.instance.camHUD.visible = false; - PlayState.instance.camCutscene.visible = true; // Display a black screen to hide the game while the video is playing. blackScreen = new FlxSprite(-200, -200).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK); blackScreen.scrollFactor.set(0, 0); - blackScreen.cameras = [PlayState.instance.camCutscene]; + blackScreen.cameras = [PlayState.instance.camOther]; PlayState.instance.add(blackScreen); VideoCutscene.cutsceneType = cutsceneType; @@ -120,7 +119,7 @@ class VideoCutscene vid.finishCallback = finishVideo.bind(0.5); - vid.cameras = [PlayState.instance.camCutscene]; + vid.cameras = [PlayState.instance.camOther]; PlayState.instance.add(vid); @@ -147,7 +146,7 @@ class VideoCutscene vid.bitmap.onEndReached.add(finishVideo.bind(0.5)); vid.autoPause = FlxG.autoPause; - vid.cameras = [PlayState.instance.camCutscene]; + vid.cameras = [PlayState.instance.camOther]; PlayState.instance.add(vid); @@ -305,7 +304,6 @@ class VideoCutscene vid = null; #end - PlayState.instance.camCutscene.visible = true; PlayState.instance.camHUD.visible = true; FlxTween.tween(blackScreen, {alpha: 0}, transitionTime, From e6c97678002e1b4ba823b71471ec0d6052d96c0a Mon Sep 17 00:00:00 2001 From: gamerbross <55158797+gamerbross@users.noreply.github.com> Date: Wed, 12 Jun 2024 00:34:04 +0200 Subject: [PATCH 9/9] Revert camCutscene rename --- source/funkin/play/PlayState.hx | 16 ++++++++-------- source/funkin/play/cutscene/VideoCutscene.hx | 6 +++--- 2 files changed, 11 insertions(+), 11 deletions(-) diff --git a/source/funkin/play/PlayState.hx b/source/funkin/play/PlayState.hx index e87fde90c..0bb57b8cb 100644 --- a/source/funkin/play/PlayState.hx +++ b/source/funkin/play/PlayState.hx @@ -505,7 +505,7 @@ class PlayState extends MusicBeatSubState /** * The camera which contains, and controls visibility of, a video cutscene, dialogue, pause menu and sticker transition. */ - public var camOther:FlxCamera; + public var camCutscene:FlxCamera; /** * The combo popups. Includes the real-time combo counter and the rating. @@ -975,7 +975,7 @@ class PlayState extends MusicBeatSubState FlxTransitionableState.skipNextTransIn = true; FlxTransitionableState.skipNextTransOut = true; - pauseSubState.camera = camOther; + pauseSubState.camera = camCutscene; openSubState(pauseSubState); // boyfriendPos.put(); // TODO: Why is this here? } @@ -1543,12 +1543,12 @@ class PlayState extends MusicBeatSubState camGame.bgColor = BACKGROUND_COLOR; // Show a pink background behind the stage. camHUD = new FlxCamera(); camHUD.bgColor.alpha = 0; // Show the game scene behind the camera. - camOther = new FlxCamera(); - camOther.bgColor.alpha = 0; // Show the game scene behind the camera. + camCutscene = new FlxCamera(); + camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera. FlxG.cameras.reset(camGame); FlxG.cameras.add(camHUD, false); - FlxG.cameras.add(camOther, false); + FlxG.cameras.add(camCutscene, false); // Configure camera follow point. if (previousCameraFollowPoint != null) @@ -1952,7 +1952,7 @@ class PlayState extends MusicBeatSubState if (!currentConversation.alive) currentConversation.revive(); currentConversation.completeCallback = onConversationComplete; - currentConversation.cameras = [camOther]; + currentConversation.cameras = [camCutscene]; currentConversation.zIndex = 1000; add(currentConversation); refresh(); @@ -2787,7 +2787,7 @@ class PlayState extends MusicBeatSubState persistentUpdate = false; FlxTransitionableState.skipNextTransIn = true; FlxTransitionableState.skipNextTransOut = true; - pauseSubState.camera = camOther; + pauseSubState.camera = camCutscene; openSubState(pauseSubState); } } @@ -2803,7 +2803,7 @@ class PlayState extends MusicBeatSubState persistentUpdate = false; FlxTransitionableState.skipNextTransIn = true; FlxTransitionableState.skipNextTransOut = true; - pauseSubState.camera = camOther; + pauseSubState.camera = camCutscene; openSubState(pauseSubState); } } diff --git a/source/funkin/play/cutscene/VideoCutscene.hx b/source/funkin/play/cutscene/VideoCutscene.hx index 7dac97885..60454b881 100644 --- a/source/funkin/play/cutscene/VideoCutscene.hx +++ b/source/funkin/play/cutscene/VideoCutscene.hx @@ -85,7 +85,7 @@ class VideoCutscene // Display a black screen to hide the game while the video is playing. blackScreen = new FlxSprite(-200, -200).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK); blackScreen.scrollFactor.set(0, 0); - blackScreen.cameras = [PlayState.instance.camOther]; + blackScreen.cameras = [PlayState.instance.camCutscene]; PlayState.instance.add(blackScreen); VideoCutscene.cutsceneType = cutsceneType; @@ -119,7 +119,7 @@ class VideoCutscene vid.finishCallback = finishVideo.bind(0.5); - vid.cameras = [PlayState.instance.camOther]; + vid.cameras = [PlayState.instance.camCutscene]; PlayState.instance.add(vid); @@ -146,7 +146,7 @@ class VideoCutscene vid.bitmap.onEndReached.add(finishVideo.bind(0.5)); vid.autoPause = FlxG.autoPause; - vid.cameras = [PlayState.instance.camOther]; + vid.cameras = [PlayState.instance.camCutscene]; PlayState.instance.add(vid);