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KadeDeveloper 2021-08-07 23:25:15 -07:00
commit 4629ab4fcd
8 changed files with 236 additions and 70 deletions

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<SubTexture name="Dad idle dance0008" x="444" y="813" width="419" height="766" frameX="-5" frameY="-1" frameWidth="429" frameHeight="767"/>
<SubTexture name="Dad idle dance0009" x="444" y="813" width="419" height="766" frameX="-5" frameY="-1" frameWidth="429" frameHeight="767"/>
<SubTexture name="Dad idle dance0010" x="1838" y="755" width="419" height="767" frameX="-6" frameY="0" frameWidth="429" frameHeight="767"/>
<SubTexture name="Dad idle dance0011" x="1838" y="755" width="419" height="767" frameX="-6" frameY="0" frameWidth="429" frameHeight="767"/>
<SubTexture name="Dad idle dance0012" x="1409" y="750" width="419" height="767" frameX="-6" frameY="0" frameWidth="429" frameHeight="767"/>
</TextureAtlas>

View File

@ -61,5 +61,6 @@ Since you already installed `git` in a previous step, we'll use it to clone the
Finally, we are ready to build.
- Run `lime build <target>`, replacing `<target>` with the platform you want to build to (`windows`, `mac`, `linux`, `html5`) (i.e. `lime build windows`)
- The build will be in `Kade-Engine/export/<target>/bin`, with `<target>` being the target you built to in the previous step. (i.e. `Kade-Engine/export/windows/bin`)
- Only the `bin` folder is necessary to run the game. The other ones in `export/<target>` are not.
- The build will be in `Kade-Engine/export/release/<target>/bin`, with `<target>` being the target you built to in the previous step. (i.e. `Kade-Engine/export/release/windows/bin`)
- Incase you added the -debug flag the files will be inside `Kade-Engine/export/debug/<target>/bin`
- Only the `bin` folder is necessary to run the game. The other ones in `export/release/<target>` are not.

View File

@ -47,11 +47,20 @@ class Alphabet extends FlxSpriteGroup
var pastX:Float = 0;
var pastY:Float = 0;
public function new(x:Float, y:Float, text:String = "", ?bold:Bool = false, typed:Bool = false, shouldMove:Bool = false)
// ThatGuy: Variables here to be used later
var xScale:Float;
var yScale:Float;
// ThatGuy: Added 2 more variables, xScale and yScale for resizing text
public function new(x:Float, y:Float, text:String = "", ?bold:Bool = false, typed:Bool = false, shouldMove:Bool = false, xScale:Float = 1, yScale:Float = 1)
{
pastX = x;
pastY = y;
// ThatGuy: Have to assign these variables
this.xScale = xScale;
this.yScale = yScale;
super(x, y);
_finalText = text;
@ -72,7 +81,7 @@ class Alphabet extends FlxSpriteGroup
}
}
public function reType(text)
public function reType(text, xScale:Float = 1, yScale:Float = 1)
{
for (i in listOAlphabets)
remove(i);
@ -87,6 +96,9 @@ class Alphabet extends FlxSpriteGroup
x = pastX;
y = pastY;
this.xScale = xScale;
this.yScale = yScale;
addText();
}
@ -111,17 +123,24 @@ class Alphabet extends FlxSpriteGroup
{
if (lastSprite != null)
{
xPos = lastSprite.x + lastSprite.width;
// ThatGuy: This is the line that fixes the spacing error when the x position of this class's objects was anything other than 0
xPos = lastSprite.x - pastX + lastSprite.width;
}
if (lastWasSpace)
{
xPos += 40;
// ThatGuy: Also this line
xPos += 40 * xScale;
lastWasSpace = false;
}
// var letter:AlphaCharacter = new AlphaCharacter(30 * loopNum, 0);
var letter:AlphaCharacter = new AlphaCharacter(xPos, 0);
// ThatGuy: These are the lines that change the individual scaling of each character
letter.scale.set(xScale, yScale);
letter.updateHitbox();
listOAlphabets.add(letter);
if (isBold)
@ -147,6 +166,7 @@ class Alphabet extends FlxSpriteGroup
public var personTalking:String = 'gf';
// ThatGuy: THIS FUNCTION ISNT CHANGED! Because i dont use it lol
public function startTypedText():Void
{
_finalText = text;
@ -261,6 +281,37 @@ class Alphabet extends FlxSpriteGroup
super.update(elapsed);
}
// ThatGuy: Ooga booga function for resizing text, with the option of wanting it to have the same midPoint
// Side note: Do not, EVER, do updateHitbox() unless you are retyping the whole thing. Don't know why, but the position gets retarded if you do that
public function resizeText(xScale:Float, yScale:Float, xStaysCentered:Bool = true, yStaysCentered:Bool = false):Void {
var oldWidth:Float = this.width;
var oldHeight:Float = this.height;
//trace('old x before scaling: ' + this.x);
//trace('old midpoint before scaling: ' + this.getMidpoint().x);
reType(text, xScale, yScale);
//trace('old x after scaling: ' + this.x);
//trace('old midpoint after scaling: ' + this.getMidpoint().x);
//This works, commenting out all the tracing
if(xStaysCentered) {
/*
If oldX is the old position, that is the same for both sizes of text, e.g. oldX = 50
And oldWidth is the old width of the text, e.g. oldWidth = 100
And newWidth is the current width of the text, e.g. newWidth= 150
And the midpoint, is always the same, e.g. midpoint = oldX + oldWidth/2 = 50 + 100/2 = 100
and the newMidpoint, which is equal to midpoint, is newX + newWidth/2, then
newX = midpoint - newWidth/2 <=> newX = oldX + oldWidth/2 - newWidth/2, e.g., <=> newX = 50 + 100/2 - 150/2 <=> newX = 25
*/
//Since this.x doesnt change with text scaling, in this equation, this.x can be used as both the old and the new x
this.x = this.x + oldWidth/2 - this.width/2;
//trace('new x after scaling: ' + this.x);
//trace('new midpoint after scaling: ' + this.getMidpoint().x);
}
if(yStaysCentered) {
// Same logic applies here
this.y = this.y + oldHeight/2 - this.height/2;
}
}
}
class AlphaCharacter extends FlxSprite
@ -278,7 +329,10 @@ class AlphaCharacter extends FlxSprite
super(x, y);
var tex = Paths.getSparrowAtlas('alphabet');
frames = tex;
antialiasing = FlxG.save.data.antialiasing;
if(FlxG.save.data.antialiasing)
{
antialiasing = true;
}
}
public function createBold(letter:String)

View File

@ -170,6 +170,6 @@ class Paths
#end
else
return FlxAtlasFrames.fromSpriteSheetPacker(image('characters/$key'), file('images/characters/$key.txt', library));
return FlxAtlasFrames.fromSpriteSheetPacker(image(key, library), file('images/characters/$key.txt', library));
return FlxAtlasFrames.fromSpriteSheetPacker(image(key, library), file('images/$key.txt', library));
}
}

View File

@ -194,7 +194,7 @@ class PlayState extends MusicBeatState
var notesHitArray:Array<Date> = [];
var currentFrames:Int = 0;
var idleToBeat:Bool = true; // change if bf and dad would idle to the beat of the song
var idleToBeat:Bool = false; // change if bf and dad would idle to the beat of the song
var idleBeat:Int = 4; // how frequently bf and dad would play their idle animation(1 - every beat, 2 - every 2 beats and so on)
public var dialogue:Array<String> = ['dad:blah blah blah', 'bf:coolswag'];
@ -3259,6 +3259,17 @@ class PlayState extends MusicBeatState
spr.centerOffsets();
}
});
if (PlayStateChangeables.botPlay)
{
playerStrums.forEach(function(spr:FlxSprite)
{
if (spr.animation.finished)
{
spr.animation.play('static');
spr.centerOffsets();
}
});
}
}
if (!inCutscene && songStarted)
@ -3928,6 +3939,24 @@ class PlayState extends MusicBeatState
{
goodNoteHit(daNote);
boyfriend.holdTimer = daNote.sustainLength;
if (FlxG.save.data.cpuStrums)
{
playerStrums.forEach(function(spr:FlxSprite)
{
if (Math.abs(daNote.noteData) == spr.ID)
{
spr.animation.play('confirm', true);
}
if (spr.animation.curAnim.name == 'confirm' && !curStage.startsWith('school'))
{
spr.centerOffsets();
spr.offset.x -= 13;
spr.offset.y -= 13;
}
else
spr.centerOffsets();
});
}
}
}
}
@ -3939,22 +3968,25 @@ class PlayState extends MusicBeatState
boyfriend.playAnim('idle');
}
playerStrums.forEach(function(spr:FlxSprite)
if (!PlayStateChangeables.botPlay)
{
if (keys[spr.ID] && spr.animation.curAnim.name != 'confirm')
spr.animation.play('pressed', false);
if (!keys[spr.ID])
spr.animation.play('static', false);
if (spr.animation.curAnim.name == 'confirm' && !curStage.startsWith('school'))
playerStrums.forEach(function(spr:FlxSprite)
{
spr.centerOffsets();
spr.offset.x -= 13;
spr.offset.y -= 13;
}
else
spr.centerOffsets();
});
if (keys[spr.ID] && spr.animation.curAnim.name != 'confirm')
spr.animation.play('pressed', false);
if (!keys[spr.ID])
spr.animation.play('static', false);
if (spr.animation.curAnim.name == 'confirm' && !curStage.startsWith('school'))
{
spr.centerOffsets();
spr.offset.x -= 13;
spr.offset.y -= 13;
}
else
spr.centerOffsets();
});
}
}
public function findByTime(time:Float):Array<Dynamic>

View File

@ -88,7 +88,7 @@ class ResultsScreen extends FlxSubState
var bads = PlayState.isStoryMode ? PlayState.campaignBads : PlayState.bads;
var shits = PlayState.isStoryMode ? PlayState.campaignShits : PlayState.shits;
comboText = new FlxText(20,-75,0,'Judgements:\nSicks - ${PlayState.sicks}\nGoods - ${sicks}\nBads - ${bads}\n\nCombo Breaks: ${(PlayState.isStoryMode ? PlayState.campaignMisses : PlayState.misses)}\nHighest Combo: ${PlayState.highestCombo + 1}\nScore: ${PlayState.instance.songScore}\nAccuracy: ${HelperFunctions.truncateFloat(PlayState.instance.accuracy,2)}%\n\n${Ratings.GenerateLetterRank(PlayState.instance.accuracy)}\n\n${!PlayState.loadRep ? "F1 - View replay\nF2 - Replay song" : ""}
comboText = new FlxText(20,-75,0,'Judgements:\nSicks - ${sicks}\nGoods - ${goods}\nBads - ${bads}\n\nCombo Breaks: ${(PlayState.isStoryMode ? PlayState.campaignMisses : PlayState.misses)}\nHighest Combo: ${PlayState.highestCombo + 1}\nScore: ${PlayState.instance.songScore}\nAccuracy: ${HelperFunctions.truncateFloat(PlayState.instance.accuracy,2)}%\n\n${Ratings.GenerateLetterRank(PlayState.instance.accuracy)}\n\n${!PlayState.loadRep ? "F1 - View replay\nF2 - Replay song" : ""}
');
comboText.size = 28;
comboText.setBorderStyle(FlxTextBorderStyle.OUTLINE,FlxColor.BLACK,4,1);