Improve sus clipping and turn off dad and pico idle loops
This commit is contained in:
parent
7f5d4ac35f
commit
3765191d99
@ -103,11 +103,11 @@ class Character extends FlxSprite
|
|||||||
// DAD ANIMATION LOADING CODE
|
// DAD ANIMATION LOADING CODE
|
||||||
tex = Paths.getSparrowAtlas('DADDY_DEAREST','shared',true);
|
tex = Paths.getSparrowAtlas('DADDY_DEAREST','shared',true);
|
||||||
frames = tex;
|
frames = tex;
|
||||||
animation.addByPrefix('idle', 'Dad idle dance', 24);
|
animation.addByPrefix('idle', 'Dad idle dance', 24, false);
|
||||||
animation.addByPrefix('singUP', 'Dad Sing Note UP', 24);
|
animation.addByPrefix('singUP', 'Dad Sing Note UP', 24, false);
|
||||||
animation.addByPrefix('singRIGHT', 'Dad Sing Note RIGHT', 24);
|
animation.addByPrefix('singRIGHT', 'Dad Sing Note RIGHT', 24, false);
|
||||||
animation.addByPrefix('singDOWN', 'Dad Sing Note DOWN', 24);
|
animation.addByPrefix('singDOWN', 'Dad Sing Note DOWN', 24, false);
|
||||||
animation.addByPrefix('singLEFT', 'Dad Sing Note LEFT', 24);
|
animation.addByPrefix('singLEFT', 'Dad Sing Note LEFT', 24, false);
|
||||||
|
|
||||||
loadOffsetFile(curCharacter);
|
loadOffsetFile(curCharacter);
|
||||||
|
|
||||||
@ -181,7 +181,7 @@ class Character extends FlxSprite
|
|||||||
case 'pico':
|
case 'pico':
|
||||||
tex = Paths.getSparrowAtlas('Pico_FNF_assetss','shared',true);
|
tex = Paths.getSparrowAtlas('Pico_FNF_assetss','shared',true);
|
||||||
frames = tex;
|
frames = tex;
|
||||||
animation.addByPrefix('idle', "Pico Idle Dance", 24);
|
animation.addByPrefix('idle', "Pico Idle Dance", 24, false);
|
||||||
animation.addByPrefix('singUP', 'pico Up note0', 24, false);
|
animation.addByPrefix('singUP', 'pico Up note0', 24, false);
|
||||||
animation.addByPrefix('singDOWN', 'Pico Down Note0', 24, false);
|
animation.addByPrefix('singDOWN', 'Pico Down Note0', 24, false);
|
||||||
if (isPlayer)
|
if (isPlayer)
|
||||||
|
@ -2968,7 +2968,7 @@ class PlayState extends MusicBeatState
|
|||||||
// If not in botplay, only clip sustain notes when properly hit, botplay gets to clip it everytime
|
// If not in botplay, only clip sustain notes when properly hit, botplay gets to clip it everytime
|
||||||
if (!PlayStateChangeables.botPlay)
|
if (!PlayStateChangeables.botPlay)
|
||||||
{
|
{
|
||||||
if ((!daNote.mustPress || daNote.wasGoodHit || daNote.prevNote.wasGoodHit || holdArray[Math.floor(Math.abs(daNote.noteData))] && !daNote.canBeHit)
|
if ((!daNote.mustPress || daNote.wasGoodHit || daNote.prevNote.wasGoodHit || holdArray[Math.floor(Math.abs(daNote.noteData))] && !daNote.tooLate)
|
||||||
&& daNote.y - daNote.offset.y * daNote.scale.y + daNote.height >= (strumLine.y + Note.swagWidth / 2))
|
&& daNote.y - daNote.offset.y * daNote.scale.y + daNote.height >= (strumLine.y + Note.swagWidth / 2))
|
||||||
{
|
{
|
||||||
// Clip to strumline
|
// Clip to strumline
|
||||||
@ -3009,7 +3009,7 @@ class PlayState extends MusicBeatState
|
|||||||
|
|
||||||
if (!PlayStateChangeables.botPlay)
|
if (!PlayStateChangeables.botPlay)
|
||||||
{
|
{
|
||||||
if ((!daNote.mustPress || daNote.wasGoodHit || daNote.prevNote.wasGoodHit || holdArray[Math.floor(Math.abs(daNote.noteData))] && !daNote.canBeHit)
|
if ((!daNote.mustPress || daNote.wasGoodHit || daNote.prevNote.wasGoodHit || holdArray[Math.floor(Math.abs(daNote.noteData))] && !daNote.tooLate)
|
||||||
&& daNote.y + daNote.offset.y * daNote.scale.y <= (strumLine.y + Note.swagWidth / 2))
|
&& daNote.y + daNote.offset.y * daNote.scale.y <= (strumLine.y + Note.swagWidth / 2))
|
||||||
{
|
{
|
||||||
// Clip to strumline
|
// Clip to strumline
|
||||||
|
Loading…
x
Reference in New Issue
Block a user