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# Addressing Various Topics Related to Issues &/Or Discussions
Read this before making an issue. It pretty much just tells you what and what not to complain about.
## Issues
### What should go in an issue?
An issue should adhere to one of the two templates, Bug Report or Enhancement. (You can also create from blank but meh)
An issue should NOT be related to any problems in forks or mods of Kade Engine.
What the individual issue templates are for is self-explanatory, but please ACTUALLY use them. Don't just leave them blank and put all or partial info in the title.
## Discussions
### What should go in a discussion?
Discussions should be related to mods or forks of Kade Engine, as well as topics related to building the game from source.
> issues are for suggestions/bugs with kade engine itself, not with forks/mods of it.
This whole thing was made by Prokube's head and a comment by daniel11420.

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# RIGHT NOW THE MODS FOLDER DOES NOT WORK ENTIRELY JUST YET!!!
## THIS IS WORK IN PROGRESS!!!
# QUICK AND DIRTY MOD GUIDE
With the 0.2.6 update, I added a bit of a slightly nicer mod support backend.
It's POLYMOD, which is made by Lars Doucet: https://github.com/larsiusprime/polymod
You may have noticed that there's a new folder in the assets. MODS. Within it you will see 2 files. modList.txt, and a folder called introMod.
modList.txt will load any folder into the game. Put the folder you want to load into a new line in modList.txt, and reboot the game.
Now you may be wondering, what do I put in the folder? Well later down it'll get a bit more complicated, especially as I'll make the IN-GAME mod loader nicer.

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<assets path='art/readme.txt' rename='do NOT readme.txt' /> <assets path='art/readme.txt' rename='do NOT readme.txt' />
<!-- <template path='mods' /> --> <!-- <template path='mods' /> -->
<assets path="CHANGELOG.md" rename='changelog.txt'/> <!-- <assets path="CHANGELOG.md" rename='changelog.txt'/> -->
<!-- NOTE FOR FUTURE SELF SINCE FONTS ARE ALWAYS FUCKY <!-- NOTE FOR FUTURE SELF SINCE FONTS ARE ALWAYS FUCKY
TO FIX ONE OF THEM, I CONVERTED IT TO OTF. DUNNO IF YOU NEED TO TO FIX ONE OF THEM, I CONVERTED IT TO OTF. DUNNO IF YOU NEED TO

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@ -14,11 +14,14 @@ Links: **[itch.io page](https://ninja-muffin24.itch.io/funkin) ⋅ [Newgrounds](
## Kade Engine ## Kade Engine
**Kade Engine** is a mod for Friday Night Funkin', including a full engine rework, replays, and more. **Kade Engine** is a mod for Friday Night Funkin', including a full engine rework, replays, and more.
Links: **[GameBanana mod page](https://gamebanana.com/gamefiles/16761) ⋅ [play in browser](https://funkin.puyo.xyz) ⋅ [latest stable release](https://github.com/KadeDev/Kade-Engine/releases/latest) ⋅ [latest development build (windows)](https://ci.appveyor.com/project/KadeDev/kade-engine-windows/build/artifacts) ⋅ [latest development build (macOS)](https://ci.appveyor.com/project/KadeDev/kade-engine-macos/build/artifacts)****[latest development build (linux)](https://ci.appveyor.com/project/KadeDev/kade-engine-linux/build/artifacts)** Links: **[GameBanana mod page](https://gamebanana.com/gamefiles/16761) ⋅ [play in browser](https://funkin.puyo.xyz) ⋅ [latest stable release](https://github.com/KadeDev/Kade-Engine/releases/latest) ⋅ [latest development build (windows)](https://ci.appveyor.com/project/KadeDev/kade-engine-windows/build/artifacts) ⋅ [latest development build (macOS)](https://ci.appveyor.com/project/KadeDev/kade-engine-macos/build/artifacts) ⋅ [latest development build (linux)](https://ci.appveyor.com/project/KadeDev/kade-engine-linux/build/artifacts)**
**REMEMBER**: This is a **mod**. This is not the vanilla game and should be treated as a **modification**. This is not and probably will never be official, so don't get confused. **REMEMBER**: This is a **mod**. This is not the vanilla game and should be treated as a **modification**. This is not and probably will never be official, so don't get confused.
# Screenshots ([skip](#features)) ## Website ([KadeDev.github.io/kade-engine/](https://KadeDev.github.io/Kade-Engine/))
If you're looking for documentation, changelogs, or guides, you can find those on the Kade Engine website.
# Previews ([skip](#features))
![Tutorial (Hard) on Downscroll](https://user-images.githubusercontent.com/15311104/113989685-fa5aea80-9850-11eb-9180-f5819a774c79.gif) ![Milf (Hard) on Downscroll](https://user-images.githubusercontent.com/15311104/113990845-2c208100-9852-11eb-8e6d-f1c9e8439871.gif) ![Tutorial (Hard) on Downscroll](https://user-images.githubusercontent.com/15311104/113989685-fa5aea80-9850-11eb-9180-f5819a774c79.gif) ![Milf (Hard) on Downscroll](https://user-images.githubusercontent.com/15311104/113990845-2c208100-9852-11eb-8e6d-f1c9e8439871.gif)
@ -56,7 +59,3 @@ This game was made with love to Newgrounds and its community. Extra love to Tom
### Kade Engine ### Kade Engine
- [KadeDeveloper](https://twitter.com/KadeDeveloper) - Maintainer and lead programmer - [KadeDeveloper](https://twitter.com/KadeDeveloper) - Maintainer and lead programmer
- [The contributors](https://github.com/KadeDev/Kade-Engine/graphs/contributors) - [The contributors](https://github.com/KadeDev/Kade-Engine/graphs/contributors)
# Other pages
- [BUILDING.md](https://github.com/KadeDev/Kade-Engine/blob/master/BUILDING.md) - How to compile/build the game
- [ModCharts.md](https://github.com/KadeDev/Kade-Engine/blob/master/ModCharts.md) - Mod Chart Documentation

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Tutorial:gf:1 Tutorial:gf:1
Bopeebo:dad:1 Bopeebo:dad:1
Fresh:dad:1 Fresh:dad:1
Dadbattle:dad:1 Dad Battle:dad:1
Spookeez:spooky:2 Spookeez:spooky:2
South:spooky:2 South:spooky:2
Monster:monster:2 Monster:monster:2
Pico:pico:3 Pico:pico:3
Philly:pico:3 Philly Nice:pico:3
Blammed:pico:3 Blammed:pico:3
Satin-Panties:mom:4 Satin Panties:mom:4
High:mom:4 High:mom:4
Milf:mom:4 Milf:mom:4
Cocoa:parents-christmas:5 Cocoa:parents-christmas:5
Eggnog:parents-christmas:5 Eggnog:parents-christmas:5
Winter-Horrorland:monster-christmas:5 Winter Horrorland:monster-christmas:5
Senpai:senpai:6 Senpai:senpai:6
Roses:senpai:6 Roses:senpai:6
Thorns:spirit:6 Thorns:spirit:6

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function start (song)
print("Song: " .. song .. " @ " .. bpm .. " donwscroll: " .. downscroll)
end
function update (elapsed) -- modified example https://twitter.com/KadeDeveloper/status/1382178179184422918
print(fuckyou[1])
end
function beatHit (beat)
end
function stepHit (step)
end
print("Mod Chart script loaded :)")

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funkin.me

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theme: jekyll-theme-minimal
title: "Kade Engine"
description: "Kade Engine is a mod for Friday Night Funkin', including a full engine rework, replays, and more."
show_downloads: true
replace_index_with: "https://cors-thing.puyo.workers.dev/master/"
logo: "https://github.com/KadeDev/Kade-Engine/raw/master/KadeEngineLogo.png"
url: "https://KadeDev.github.io/Kade-Engine/"

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<style>
.headerlink {
background-color: #555;
color: white;
float: none;
border: none;
border-style: none;
outline: none;
cursor: pointer;
padding: 14px 16px;
font-size: 17px;
}
.headerlink:hover {
background-color: #777;
color: white;
}
hr {
height: 2px !important;
color: #555 !important;
background-color: #555 !important;
}
</style>
<center>
<p id="HtmlIsTheWorstThingIHaveEverUsed">
<a class="headerlink" href="{{site.url}}changelogs/">Changelogs</a>
<a class="headerlink" href="{{site.url}}building">Building</a>
<a class="headerlink" href="{{site.url}}modchart">Modcharts</a>
<a class="headerlink" href="{{site.url}}guides">Guides</a>
<br>&nbsp;
<hr>
</p>
</center>

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<!DOCTYPE html>
<html lang="{{ site.lang | default: "en-US" }}">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>{{page.title}} - Kade Engine</title>
{% seo %}
<link rel="stylesheet" href="{{ "/assets/css/style.css?v=" | append: site.github.build_revision | relative_url }}">
<!--[if lt IE 9]>
<script src="https://cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv.min.js"></script>
<![endif]-->
</head>
<body>
<div class="wrapper">
<header>
<h1><a href="{{ site.url }}">{{ site.title | default: site.github.repository_name }}</a></h1>
{% if site.logo %}
<img src="{{site.logo | relative_url}}" alt="Logo" />
{% endif %}
<p>{{ site.description | default: site.github.project_tagline }}</p>
{% if site.github.is_project_page %}
<p class="view"><a href="{{ site.github.repository_url }}">View the Project on GitHub <small>{{ site.github.repository_nwo }}</small></a></p>
{% endif %}
{% if site.github.is_user_page %}
<p class="view"><a href="{{ site.github.owner_url }}">View My GitHub Profile</a></p>
{% endif %}
{% if site.show_downloads %}
<p>
<small>Source code</small>
<ul class="downloads">
<li><a href="{{ site.github.zip_url }}">Download <strong>ZIP File</strong></a></li>
<li><a href="{{ site.github.tar_url }}">Download <strong>TAR Ball</strong></a></li>
<li><a href="{{ site.github.repository_url }}">View On <strong>GitHub</strong></a></li>
</ul>
</p>
<p>
<small>Binaries</small><br>
<a href="https://github.com/KadeDev/Kade-Engine/releases/latest">Download the <b>Latest release</b></a><br>
<a href="https://ci.appveyor.com/project/KadeDev/kade-engine-windows/build/artifacts">Download a <b>Windows</b> development build</a><br>
<a href="https://ci.appveyor.com/project/KadeDev/kade-engine-linux/build/artifacts">Download a <b>Linux</b> development build</a><br>
<a href="https://funkin.puyo.xyz/nightly/">Play in your <b>Web Browser</b></a>
</p>
{% endif %}
</header>
<section id="content">
{% include header.html %}
{% if page.url == "/" %}
<!-- yay i'm NOT stupid -->
{% else %}
{{ content }}
{% endif %}
</section>
<footer>
{% if site.github.is_project_page %}
<p>This project is maintained by <a href="{{ site.github.owner_url }}">{{ site.github.owner_name }}</a></p>
{% endif %}
<p><small>Hosted on GitHub Pages &mdash; Theme by <a href="https://github.com/orderedlist">orderedlist</a></small></p>
</footer>
</div>
<script src="{{ "/assets/js/scale.fix.js" | relative_url }}"></script>
{% if page.url == "/" %}
<script src="https://cdn.jsdelivr.net/npm/marked/marked.min.js"></script>
<script>
function httpGet(theUrl)
{
var xmlHttp = new XMLHttpRequest();
xmlHttp.open( "GET", theUrl, false ); // false for synchronous request
xmlHttp.send( null );
return xmlHttp.responseText;
}
document.getElementById('content').innerHTML = document.getElementById('content').innerHTML + marked(httpGet("{{ site.replace_index_with }}"));
</script>
{% endif %}
{% if site.google_analytics %}
<script>
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
})(window,document,'script','https://www.google-analytics.com/analytics.js','ga');
ga('create', '{{ site.google_analytics }}', 'auto');
ga('send', 'pageview');
</script>
{% endif %}
</body>
</html>

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# Building Friday Night Funkin': Kade Engine # Building Friday Night Funkin': Kade Engine
**Please note** that these instructions are for compiling/building the game. If you just want to play Kade Engine, **play in your browser or download a build instead**: **[play in browser](https://funkin.puyo.xyz) ⋅ [latest stable release](https://github.com/KadeDev/Kade-Engine/releases/latest) ⋅ [latest development build (windows)](https://ci.appveyor.com/project/KadeDev/kade-engine-windows/build/artifacts) ⋅ [latest development build (linux)](https://ci.appveyor.com/project/daniel11420/kade-engine-linux/build/artifacts)**. If you want to build the game yourself, continue reading. **Please note** that these instructions are for compiling/building the game. If you just want to play Kade Engine, **play in your browser or download a build instead**: **[play in browser](https://funkin.puyo.xyz) ⋅ [latest stable release](https://github.com/KadeDev/Kade-Engine/releases/latest) ⋅ [latest development build (windows)](https://ci.appveyor.com/project/KadeDev/kade-engine-windows/build/artifacts) ⋅ [latest development build (macOS)](https://ci.appveyor.com/project/daniel11420/kade-engine-macos/build/artifacts) ⋅ [latest development build (linux)](https://ci.appveyor.com/project/daniel11420/kade-engine-linux/build/artifacts)**. If you want to build the game yourself, continue reading.
**Also note**: you should be familiar with the commandline. If not, read this [quick guide by ninjamuffin](https://ninjamuffin99.newgrounds.com/news/post/1090480). **Also note**: you should be familiar with the commandline. If not, read this [quick guide by ninjamuffin](https://ninjamuffin99.newgrounds.com/news/post/1090480).
@ -28,6 +28,7 @@
- `haxelib git faxe https://github.com/uhrobots/faxe` - `haxelib git faxe https://github.com/uhrobots/faxe`
- `haxelib git polymod https://github.com/larsiusprime/polymod.git` - `haxelib git polymod https://github.com/larsiusprime/polymod.git`
- `haxelib git discord_rpc https://github.com/Aidan63/linc_discord-rpc` - `haxelib git discord_rpc https://github.com/Aidan63/linc_discord-rpc`
### Windows-only dependencies (only for building *to* Windows. Building html5 on Windows does not require this) ### Windows-only dependencies (only for building *to* Windows. Building html5 on Windows does not require this)
If you are planning to build for Windows, you also need to install **Visual Studio 2019**. While installing it, *don't click on any of the options to install workloads*. Instead, go to the **individual components** tab and choose the following: If you are planning to build for Windows, you also need to install **Visual Studio 2019**. While installing it, *don't click on any of the options to install workloads*. Instead, go to the **individual components** tab and choose the following:
- MSVC v142 - VS 2019 C++ x64/x86 build tools - MSVC v142 - VS 2019 C++ x64/x86 build tools
@ -57,10 +58,11 @@ Since you already installed `git` in a previous step, we'll use it to clone the
2. `git clone https://github.com/KadeDev/Kade-Engine.git` 2. `git clone https://github.com/KadeDev/Kade-Engine.git`
3. `cd` into the source code: `cd Kade-Engine` 3. `cd` into the source code: `cd Kade-Engine`
4. (optional) If you want to build a specific version of Kade Engine, you can use `git checkout` to switch to it (i.e. `git checkout 1.4-KE`) (remember that versions 1.4 and older cannot build to Linux or HTML5) 4. (optional) If you want to build a specific version of Kade Engine, you can use `git checkout` to switch to it (i.e. `git checkout 1.4-KE`) (remember that versions 1.4 and older cannot build to Linux or HTML5)
- You should **not** do this if you are planning to contribute, as you should always be developing on the latest version. - You should **not** do this if you are planning to contribute, as you should always be developing on the latest version.
## Building ## Building
Finally, we are ready to build. Finally, we are ready to build.
- Run `lime build <target>`, replacing `<target>` with the platform you want to build to (`windows`, `linux`, `html5`) (i.e. `lime build windows`) - 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`) - 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. - Only the `bin` folder is necessary to run the game. The other ones in `export/<target>` are not.

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# Changelog # Changelog for 1.4.2 and before
All notable changes will be documented in this file. Changelogs from before the current changelog system existed.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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# Latest changelog/Changelog for 1.0.0
Changes marked with 💖 will be listed in the short version of the changelog in `version.downloadMe`.
### Additions
- New thing without issue
- [#1](https://github.com/KadeDev/Kade-Engine/issues/1): New thing with issue
- [#1](https://github.com/KadeDev/Kade-Engine/issues/1) ([PR #1](https://github.com/KadeDev/Kade-Engine/pulls/1)): New thing with issue and pull request
- [PR #1](https://github.com/KadeDev/Kade-Engine/pulls/1): New thing with pull request but no issue
- 💖 [PR #1](https://github.com/KadeDev/Kade-Engine/pulls/1): New thing with pull request but no issue and it's going in the short changelog
### Changes
- Use same templates as additions
- Changes also includes stuff getting removed (as that happens less often so include it with changes)
### Bugfixes
- Use same templates as additions
- This is for when bugs get fixed. This should, like, always have an issue link, most of the time (if it has one)
## Links
[GitHub Release](https://github.com/KadeDev/Kade-Engine/releases/tag/1.4.2) · [Last Windows CI build]() · [Last macOS CI build]() · [Last Linux CI build]()
// Only include links section after it is no longer "latest changelog"
// "Last x CI build" links should link to a specific build, the last one for the version

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# Changelogs
- [Latest](latest) (Contains changes that are not in a release yet)
- [1.4.2 and before](changelog-pre)

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# Latest changelog
Changes marked with 💖 will be listed in the short version of the changelog in `version.downloadMe`.
### Additions
- [PR #307](https://github.com/KadeDev/Kade-Engine/pulls/307): Fix freeplay lag, add freeplay background changes, and add icons updating in charting state
- Updated to Week 7 input with anti mash
- 💖 Added toggle for ghost tapping
- 💖 [PR #328](https://github.com/KadeDev/Kade-Engine/pulls/328) and [PR #331](https://github.com/KadeDev/Kade-Engine/pulls/331): Distractions toggle
- [PR #341](https://github.com/KadeDev/Kade-Engine/pull/341): Update heads in realtime in charting state
- 💖 [PR #362](https://github.com/KadeDev/Kade-Engine/pull/362): Officially support macOS (and add macOS requirements to docs)
- Set up macOS CI builds
- [PR #373](https://github.com/KadeDev/Kade-Engine/pull/373): Add tweens to modcharts
- [PR #367](https://github.com/KadeDev/Kade-Engine/pull/367): Add labels to charting state
- [PR #374](https://github.com/KadeDev/Kade-Engine/pull/374): Add more icon sizes
- 💖 [PR #385](https://github.com/KadeDev/Kade-Engine/pull/385): Autoplay
- (maybe 💖) [#353](https://github.com/KadeDev/Kade-Engine/issues/353) ([PR #400](https://github.com/KadeDev/Kade-Engine/pulls/400)): Clap assist for syncing charts
- [PR #413](https://github.com/KadeDev/Kade-Engine/pulls/413): Option to disable flashing lights in menus
- [PR #428](https://github.com/KadeDev/Kade-Engine/pulls/428): Move documentation to GitHub Pages + new changelog system
- [PR #431](https://github.com/KadeDev/Kade-Engine/pull/431): Add Max NPS counter
### Changes
- Tutorial is now a modchart instead of being hardcoded
- [PR #332](https://github.com/KadeDev/Kade-Engine/pull/332): Move the beatbox in Fresh to the vocal track
- [PR #334](https://github.com/KadeDev/Kade-Engine/pull/334): Unhardcode GF Version, stages, and noteskins and make them loaded from chart
- [PR #291](https://github.com/KadeDev/Kade-Engine/pull/291): Make it so you can compile with 4.0.x
- 💖 [PR #440](https://github.com/KadeDev/Kade-Engine/pull/440): Change how replays work + store scroll speed and direction in replays
### Bugfixes
- [PR #289](https://github.com/KadeDev/Kade-Engine/pulls/289): Player 2 now plays idle animation properly when camera zooms in
- (maybe 💖) [PR #314](https://github.com/KadeDev/Kade-Engine/pulls/314): Fix note trails
- [PR #330](https://github.com/KadeDev/Kade-Engine/pull/330): Fix spelling errors in options
- [#329](https://github.com/KadeDev/Kade-Engine/issues/329) ([PR #341](https://github.com/KadeDev/Kade-Engine/pull/341)): Fix crash when changing characters in charting state on web
- [PR #341](https://github.com/KadeDev/Kade-Engine/pull/341): Fix html5 crash (when building), fix layering issues in charting state, fix charting state crashes in html5
- [PR #376](https://github.com/KadeDev/Kade-Engine/pull/376): Fix must hit sections
- [#368](https://github.com/KadeDev/Kade-Engine/issues/368) ([PR #392](https://github.com/KadeDev/Kade-Engine/pull/392)): Fix enemy idle animations not playing before first note
- [PR #399](https://github.com/KadeDev/Kade-Engine/pulls/399): Fix downscroll typo
- [PR #431](https://github.com/KadeDev/Kade-Engine/pull/431): Fix NPS counter
- [#404](https://github.com/KadeDev/Kade-Engine/issues/404) ([PR #446](https://github.com/KadeDev/Kade-Engine/pull/446)): Fix bug where Alt Animation in charting state doesn't stay checked after going to another section then back

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# Guides
[Creating A Custom Week](https://kadedev.github.io/Kade-Engine/guides/weeks)
### Contributing
If you'd like to write a guide, you can make a [pull request](https://github.com/KadeDev/Kade-Engine/pulls). Make sure you put the guide in `docs/guides/` and that it's written in Markdown.
Guides that need to be written:
- How to use the charting state/chart editor
- How to make custom dialogue (like Week 6)
- How to make custom characters

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# Creating A Custom Week
## Requirements
1. The ability to compile Kade Engine from the source code. All information related to building Kade Engine is listed [here.](https://kadedev.github.io/Kade-Engine/building)
2. A text editor. Some form of IDE that can support Haxe is recommended, such as Visual Studio Code.
---
### Step 1. Navigation
Navigate to your Kade Engine source code. In the `source` folder, look for `StoryMenuState.hx`. Open it in your text editor.
### Step 2. Songlist
Scroll down to Line 26, or Search (Windows/Linux: `Ctrl+F`, Mac: `Cmd+F`) for "weekData". You should find an Array that looks like this:
---
```haxe
var weekData:Array<Dynamic> = [
['Tutorial'],
['Bopeebo', 'Fresh', 'Dadbattle'],
['Spookeez', 'South', "Monster"],
['Pico', 'Philly', "Blammed"],
['Satin-Panties', "High", "Milf"],
['Cocoa', 'Eggnog', 'Winter-Horrorland'],
['Senpai', 'Roses', 'Thorns']
];
```
---
Copy `['Senpai', 'Roses', 'Thorns']` into an empty line below it, and change the song names to the song names you want to use.
Don't forget to add a comma at the end of the previous Week, and you have your songlist for the week completed!
Example
---
---
```haxe
var weekData:Array<Dynamic> = [
['Tutorial'],
['Bopeebo', 'Fresh', 'Dadbattle'],
['Spookeez', 'South', "Monster"],
['Pico', 'Philly', "Blammed"],
['Satin-Panties', "High", "Milf"],
['Cocoa', 'Eggnog', 'Winter-Horrorland'],
['Senpai', 'Roses', 'Thorns'],
['Ugh', 'Guns', 'Stress']
];
```
---
### Step 3. Week Characters
Directly below the songlist should be an Array titled `weekCharacters`. This array tells the game what characters to display in the top yellow bar when a certain week is selected.
It's not very useful unless you followed the Characters guide (will link to it once it's actually done). If you have, though, you can insert the name of your character into the first pair of quotes in a new "week". Example:
Example
---
---
```haxe
var weekCharacters:Array<Dynamic> = [
['', 'bf', 'gf'],
['dad', 'bf', 'gf'],
['spooky', 'bf', 'gf'],
['pico', 'bf', 'gf'],
['mom', 'bf', 'gf'],
['parents-christmas', 'bf', 'gf'],
['senpai', 'bf', 'gf'],
['tankman', 'bf', 'gf']
];
```
---
### Step 4. Week Names
Underneath the song list, there should be another array called `weekNames`. Creating a new line in that array, just enter a string that represents what you want the week to be called.
Example
---
---
```haxe
var weekNames:Array<String> = [
"How to Funk",
"Daddy dearest",
"Spooky Month",
"PICO",
"Mommy Must Murder",
"Red Snow",
"Hating Simulator ft. Moawlings",
"Tankman"
];
```
---
Now, compile the game, and if all goes correctly, the Story Mode menu shouldn't crash your game. If you make your way to the bottom of the list, there's your custom week! Except... its displaying as a HaxeFlixel Logo?
### Step 5. Graphics
Displaying a week icon for your custom week is as simple as dropping a .png into `assets/images/storymenu`. Rename the file to `week7.png`, `week8.png`, etc.
Example
---
---
![frrf](https://user-images.githubusercontent.com/68293280/118160164-cdab6d00-b3d2-11eb-9b29-a940eaf45025.png)
![frrf 2](https://user-images.githubusercontent.com/68293280/118160865-b8830e00-b3d3-11eb-8a23-818a1b4cfdb2.png)
NOTE: You will have to add a new item to `weekUnlocked`, so that the week is playable.
![frrf 3](https://user-images.githubusercontent.com/68293280/118161461-7908f180-b3d4-11eb-89fa-e531ae5804d8.png)
### Conclusion
If you followed all of the steps correctly, you have successfully created a new week in the Story Mode.

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@ -1,60 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<!--
@brandybuizel
@ninja_muffin2.4
-->
<!--Let's get meta bois-->
<head>
<meta charset="utf-8">
<title>Friday Night Funkin'</title>
<meta name="description" content="A dope ass rhythm game">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link href="styles.css" rel="stylesheet" type="text/css">
<!-- <link href="website/mm.ico" rel="icon" type="image/x-icon"> -->
<link rel="shortcut icon" type="image/png" href="../art/icon.png" />
</head>
<body>
<!--Header-->
<header>
</header>
<marquee width="1920" scrollamount="2" scrolldelay="10" truespeed="truespeed">Friday Night Funkin</marquee>
<!--Hot tortilla wrap-->
<div id="wrapper">
<h1>Friday Night Funkin' - Rhythm game extraordinaire</h1>
<div id="coolervidwrapper">
<div class='videoWrapper'>
<iframe width="560" height="349" src="https://www.youtube.com/embed/HMNKUo3CCpU" frameborder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture"
allowfullscreen></iframe>
</div>
</div>
<div class="coolBox hovertext" id="twitter">
<p class="description">Friday Night Funkin' is a dope ass rhythm game.</p>
<p class='description'>It is made by <a href="https://twitter.com/ninja_muffin99">ninjamuffin99 (programmer)</a>, <a
href="https://twitter.com/PhantomArcade3K">PhantomArcade (animator)</a>, <a
href="https://twitter.com/evilsk8r">evilsk8r (artist)</a>,
and <a href="https://twitter.com/kawaisprite">Kawaisprite (musician)</a> originally for Ludum Dare 47.</p>
</div>
<div class="linktext hovertext" id="ng">
<a href="https://www.newgrounds.com/portal/view/770371">Play demo on Newgrounds</a>
</div>
<div class='linktext hovertext' id="itch">
<a href="https://ninja-muffin24.itch.io/funkin">Support the game on Itch.io</a>
</div>
</div>
</body>
</html>

3
docs/index.md Normal file
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@ -0,0 +1,3 @@
# Readme
Index is automatically replaced with README by the layout. So, this file does nothing.

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@ -1,16 +1,12 @@
# Kade Engine Lua Mod Chart Documentation # Lua Modcharts
In the 1.4.2 release of Kade Engine, we introduced Mod Charts. Mod Charts are a way of changing gameplay without hard coded values. This is achieved by using the Lua Scripting language to create script files that run during runtime. In the 1.4.2 release of Kade Engine, we introduced Mod Charts. Mod Charts are a way of changing gameplay without hard coded values. This is achieved by using the Lua Scripting language to create script files that run during runtime.
All files **are located in** `assets/data/song/` Song data is located in `assets/data/<song>/`, so the Lua file containing your scripts should be located at exactly `assets/data/<song>/modchart.lua`. (replace <song> with the name of the song. for example, `assets/data/milf/` for milf)
Modchart Lua File should be in `assets/data/song/modchart.lua` **exactly** If the file doesn't exist, Lua code won't be ran.
Lua code will only be ran if that file exists. ## Examples
### Examples
Full Example Full Example
@ -90,23 +86,23 @@ end
Looping through all of the rendered notes Looping through all of the rendered notes
```lua ```lua
for i = 0, getRenderedNotes() do -- sets all of the rendered notes to 0 0 on the x and y axsis for i = 0, getRenderedNotes() do -- sets all of the rendered notes to 0 0 on the x and y axsis
setRenderedNotePos(0,0,i) setRenderedNotePos(0,0,i)
end end
``` ```
Centering BF's Side Centering BF's Side
```lua ```lua
function setDefault(id) function setDefault(id)
_G['defaultStrum'..id..'X'] = getActorX(id) _G['defaultStrum'..id..'X'] = getActorX(id)
end end
-- put this somewhere in a function -- put this somewhere in a function
for i = 4, 7 do -- go to the center for i = 4, 7 do -- go to the center
tweenPosXAngle(i, _G['defaultStrum'..i..'X'] - 275,getActorAngle(i) + 360, 0.6, 'setDefault') tweenPosXAngle(i, _G['defaultStrum'..i..'X'] - 275,getActorAngle(i) + 360, 0.6, 'setDefault')
end end
``` ```
@ -116,10 +112,10 @@ Current calls to functions include,
| Name | Arguments | Description | | Name | Arguments | Description |
| :-----: | :------------: | :----------------------------------------------------------: | | :-----: | :------------: | :----------------------------------------------------------: |
| start | Song Name | Get's called when the song starts | | start | Song Name | Gets called when the song starts |
| update | Elapsed frames | Get's called every frame (after the song starts) | | update | Elapsed frames | Gets called every frame (after the song starts) |
| stepHit | Current Step | Get's called when ever a step hits (steps are in between beats, aka 4 steps are in a beat) | | stepHit | Current Step | Gets called when ever a step hits (steps are in between beats, aka 4 steps are in a beat) |
| beatHit | Current Beat | Get's called when ever a beat hits | | beatHit | Current Beat | Gets called when ever a beat hits |
@ -175,13 +171,13 @@ These premade id's are the following:
Creates a sprite out of the specified image, returns the id you gave it. Creates a sprite out of the specified image, returns the id you gave it.
*Note: Sprite Path is normally the FILE NAME so if you have a file name of Image it'll go to assets/data/songName/Image.png so don't include the extension* *Note: Sprite Path is normally the FILE NAME so if your file is named `Image` it'll go to assets/data/songName/Image.png so don't include the extension*
### Hud/Camera ### Hud/Camera
##### setHudPosition(int x, int y) ##### setHudPosition(int x, int y)
Set's the game hud's position in space. Sets the game hud's position in space.
##### getHudX() ##### getHudX()

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@ -1,97 +0,0 @@
.coolBox {
background: #1a1a1aCC;
margin: 40px 4vw;
padding: 25px;
font-size: 120%;
border-radius: 10px;
}
#wrapper
{
padding: 20px;
margin: auto;
}
marquee {
margin: auto;
text-align: center;
display: inline-block;
}
h1 {
text-align: center;
}
body {
background-image: url('img/skin-funkin-cardbordtoast.jpg');
background-repeat: no-repeat;
background-attachment: fixed;
background-size: cover;
color:white;
background-color: #000;
font-family: Arial, Helvetica, sans-serif;
}
a { color:inherit;
text-decoration: none;}
.hovertext a{
color:white;
text-shadow: 0px 0px #00000077;
transition: color 1s, text-shadow 1s;
}
.hovertext a:hover
{
text-shadow: 2px 2px #00000077;
color: #ffb50e;
}
.linktext {
text-align: center;
display:block;
font-size: 130%;
padding-bottom: 10px;
}
.linktext a {
font-weight: bold;
}
.linktext a:hover {
border-radius: 5px;
}
#itch a:hover
{
color: #fa5c5c;
}
#twitter a:hover
{
color: #00acee;
}
#coolervidwrapper {
padding-left: min(12em, 75%);
padding-right: min(12em, 75%);
min-width: 30%;
}
.videoWrapper {
position: relative;
padding-bottom: 56.25%; /* 16:9 */
height: 0;
max-block-size: 1400px;
}
.videoWrapper iframe {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}

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@ -238,7 +238,7 @@ class AlphaCharacter extends FlxSprite
public static var numbers:String = "1234567890"; public static var numbers:String = "1234567890";
public static var symbols:String = "|~#$%()*+-:;<=>@[]^_.,'!?"; public static var symbols:String = "|~#$%()*+-:;<=>@[]^_.,'!? ";
public var row:Int = 0; public var row:Int = 0;
@ -302,6 +302,48 @@ class AlphaCharacter extends FlxSprite
case "!": case "!":
animation.addByPrefix(letter, 'exclamation point', 24); animation.addByPrefix(letter, 'exclamation point', 24);
animation.play(letter); animation.play(letter);
case '_':
animation.addByPrefix(letter, '_', 24);
animation.play(letter);
y += 50;
case "#":
animation.addByPrefix(letter, '#', 24);
animation.play(letter);
case "$":
animation.addByPrefix(letter, '$', 24);
animation.play(letter);
case "%":
animation.addByPrefix(letter, '%', 24);
animation.play(letter);
case "&":
animation.addByPrefix(letter, '&', 24);
animation.play(letter);
case "(":
animation.addByPrefix(letter, '(', 24);
animation.play(letter);
case ")":
animation.addByPrefix(letter, ')', 24);
animation.play(letter);
case "+":
animation.addByPrefix(letter, '+', 24);
animation.play(letter);
case "-":
animation.addByPrefix(letter, '-', 24);
animation.play(letter);
case '"':
animation.addByPrefix(letter, '"', 24);
animation.play(letter);
y -= 0;
case '@':
animation.addByPrefix(letter, '@', 24);
animation.play(letter);
case "^":
animation.addByPrefix(letter, '^', 24);
animation.play(letter);
y -= 0;
case ' ':
animation.addByPrefix(letter, 'space', 24);
animation.play(letter);
} }
updateHitbox(); updateHitbox();

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@ -55,7 +55,7 @@ class ChartingState extends MusicBeatState
var bpmTxt:FlxText; var bpmTxt:FlxText;
var strumLine:FlxSprite; var strumLine:FlxSprite;
var curSong:String = 'Dadbattle'; var curSong:String = 'Dad Battle';
var amountSteps:Int = 0; var amountSteps:Int = 0;
var bullshitUI:FlxGroup; var bullshitUI:FlxGroup;
var writingNotesText:FlxText; var writingNotesText:FlxText;
@ -515,7 +515,7 @@ class ChartingState extends MusicBeatState
case 'Change BPM': case 'Change BPM':
_song.notes[curSection].changeBPM = check.checked; _song.notes[curSection].changeBPM = check.checked;
FlxG.log.add('changed bpm shit'); FlxG.log.add('changed bpm shit');
case "Alt Animation": case "Alternate Animation":
_song.notes[curSection].altAnim = check.checked; _song.notes[curSection].altAnim = check.checked;
} }
} }

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@ -149,7 +149,7 @@ class FreeplayState extends MusicBeatState
public function addWeek(songs:Array<String>, weekNum:Int, ?songCharacters:Array<String>) public function addWeek(songs:Array<String>, weekNum:Int, ?songCharacters:Array<String>)
{ {
if (songCharacters == null) if (songCharacters == null)
songCharacters = ['bf']; songCharacters = ['dad'];
var num:Int = 0; var num:Int = 0;
for (song in songs) for (song in songs)

View File

@ -11,6 +11,7 @@ import flixel.text.FlxText;
import flixel.tweens.FlxEase; import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween; import flixel.tweens.FlxTween;
import flixel.util.FlxColor; import flixel.util.FlxColor;
import flixel.util.FlxTimer;
import io.newgrounds.NG; import io.newgrounds.NG;
import lime.app.Application; import lime.app.Application;
@ -154,9 +155,9 @@ class MainMenuState extends MusicBeatState
if (optionShit[curSelected] == 'donate') if (optionShit[curSelected] == 'donate')
{ {
#if linux #if linux
Sys.command('/usr/bin/xdg-open', ["https://ninja-muffin24.itch.io/funkin", "&"]); Sys.command('/usr/bin/xdg-open', ["https://www.kickstarter.com/projects/funkin/friday-night-funkin-the-full-ass-game", "&"]);
#else #else
FlxG.openURL('https://ninja-muffin24.itch.io/funkin'); FlxG.openURL('https://www.kickstarter.com/projects/funkin/friday-night-funkin-the-full-ass-game');
#end #end
} }
else else
@ -164,9 +165,8 @@ class MainMenuState extends MusicBeatState
selectedSomethin = true; selectedSomethin = true;
FlxG.sound.play(Paths.sound('confirmMenu')); FlxG.sound.play(Paths.sound('confirmMenu'));
if(FlxG.save.data.flashing){ if (FlxG.save.data.flashing)
FlxFlicker.flicker(magenta, 1.1, 0.15, false); FlxFlicker.flicker(magenta, 1.1, 0.15, false);
}
menuItems.forEach(function(spr:FlxSprite) menuItems.forEach(function(spr:FlxSprite)
{ {
@ -181,8 +181,36 @@ class MainMenuState extends MusicBeatState
}); });
} }
else else
{
if (FlxG.save.data.flashing)
{ {
FlxFlicker.flicker(spr, 1, 0.06, false, false, function(flick:FlxFlicker) FlxFlicker.flicker(spr, 1, 0.06, false, false, function(flick:FlxFlicker)
{
goToState();
});
}
else
{
new FlxTimer().start(1, function(tmr:FlxTimer)
{
goToState();
});
}
}
});
}
}
}
super.update(elapsed);
menuItems.forEach(function(spr:FlxSprite)
{
spr.screenCenter(X);
});
}
function goToState()
{ {
var daChoice:String = optionShit[curSelected]; var daChoice:String = optionShit[curSelected];
@ -199,19 +227,6 @@ class MainMenuState extends MusicBeatState
case 'options': case 'options':
FlxG.switchState(new OptionsMenu()); FlxG.switchState(new OptionsMenu());
} }
});
}
});
}
}
}
super.update(elapsed);
menuItems.forEach(function(spr:FlxSprite)
{
spr.screenCenter(X);
});
} }
function changeItem(huh:Int = 0) function changeItem(huh:Int = 0)

View File

@ -37,14 +37,13 @@ class MenuItem extends FlxSpriteGroup
{ {
super.update(elapsed); super.update(elapsed);
y = FlxMath.lerp(y, (targetY * 120) + 480, 0.17 * (60 / FlxG.save.data.fpsCap)); y = FlxMath.lerp(y, (targetY * 120) + 480, 0.17 * (60 / FlxG.save.data.fpsCap));
if(FlxG.save.data.flashing){
if (isFlashing) if (isFlashing)
flashingInt += 1; flashingInt += 1;
if (flashingInt % fakeFramerate >= Math.floor(fakeFramerate / 2)) if (flashingInt % fakeFramerate >= Math.floor(fakeFramerate / 2))
week.color = 0xFF33ffff; week.color = 0xFF33ffff;
else else if (FlxG.save.data.flashing)
week.color = FlxColor.WHITE; week.color = FlxColor.WHITE;
} }
}
} }

View File

@ -4,7 +4,10 @@ import flixel.FlxG;
import flixel.FlxSprite; import flixel.FlxSprite;
import flixel.FlxSubState; import flixel.FlxSubState;
import flixel.text.FlxText; import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor; import flixel.util.FlxColor;
import flixel.util.FlxTimer;
import lime.app.Application; import lime.app.Application;
class OutdatedSubState extends MusicBeatState class OutdatedSubState extends MusicBeatState
@ -12,28 +15,78 @@ class OutdatedSubState extends MusicBeatState
public static var leftState:Bool = false; public static var leftState:Bool = false;
public static var needVer:String = "IDFK LOL"; public static var needVer:String = "IDFK LOL";
public static var currChanges:String = "dk";
private var bgColors:Array<String> = [
'#314d7f',
'#4e7093',
'#70526e',
'#594465'
];
private var colorRotation:Int = 1;
override function create() override function create()
{ {
super.create(); super.create();
var bg:FlxSprite = new FlxSprite().makeGraphic(FlxG.width, FlxG.height, FlxColor.BLACK); var bg:FlxSprite = new FlxSprite().loadGraphic(Paths.image('week54prototype', 'shared'));
bg.scale.x *= 1.55;
bg.scale.y *= 1.55;
bg.screenCenter();
add(bg); add(bg);
var kadeLogo:FlxSprite = new FlxSprite(FlxG.width, 0).loadGraphic(Paths.image('KadeEngineLogo'));
kadeLogo.scale.y = 0.3;
kadeLogo.scale.x = 0.3;
kadeLogo.x -= kadeLogo.frameHeight;
kadeLogo.y -= 180;
kadeLogo.alpha = 0.8;
add(kadeLogo);
var txt:FlxText = new FlxText(0, 0, FlxG.width, var txt:FlxText = new FlxText(0, 0, FlxG.width,
"Kade Engine is Outdated!\n" "Your Kade Engine is outdated!\nYou are on "
+ MainMenuState.kadeEngineVer + MainMenuState.kadeEngineVer
+ " is your current version\nwhile the most recent version is " + needVer + "\nwhile the most recent version is " + needVer + "."
+ "!\nPress Space to go to the github or ESCAPE to ignore this!!", + "\n\nWhat's new:\n\n"
+ currChanges
+ "\n& more changes and bugfixes in the full changelog"
+ "\n\nPress Space to view the full changelog and update\nor ESCAPE to ignore this",
32); 32);
txt.setFormat("VCR OSD Mono", 32, FlxColor.WHITE, CENTER);
txt.setFormat("VCR OSD Mono", 32, FlxColor.fromRGB(200, 200, 200), CENTER);
txt.borderColor = FlxColor.BLACK;
txt.borderSize = 3;
txt.borderStyle = FlxTextBorderStyle.OUTLINE;
txt.screenCenter(); txt.screenCenter();
add(txt); add(txt);
FlxTween.color(bg, 2, bg.color, FlxColor.fromString(bgColors[colorRotation]));
FlxTween.angle(kadeLogo, kadeLogo.angle, -10, 2, {ease: FlxEase.quartInOut});
new FlxTimer().start(2, function(tmr:FlxTimer)
{
FlxTween.color(bg, 2, bg.color, FlxColor.fromString(bgColors[colorRotation]));
if(colorRotation < (bgColors.length - 1)) colorRotation++;
else colorRotation = 0;
}, 0);
new FlxTimer().start(2, function(tmr:FlxTimer)
{
if(kadeLogo.angle == -10) FlxTween.angle(kadeLogo, kadeLogo.angle, 10, 2, {ease: FlxEase.quartInOut});
else FlxTween.angle(kadeLogo, kadeLogo.angle, -10, 2, {ease: FlxEase.quartInOut});
}, 0);
new FlxTimer().start(0.8, function(tmr:FlxTimer)
{
if(kadeLogo.alpha == 0.8) FlxTween.tween(kadeLogo, {alpha: 1}, 0.8, {ease: FlxEase.quartInOut});
else FlxTween.tween(kadeLogo, {alpha: 0.8}, 0.8, {ease: FlxEase.quartInOut});
}, 0);
} }
override function update(elapsed:Float) override function update(elapsed:Float)
{ {
if (controls.ACCEPT) if (controls.ACCEPT)
{ {
FlxG.openURL("https://github.com/KadeDev/Kade-Engine/releases/latest"); FlxG.openURL("https://kadedev.github.io/Kade-Engine/changelogs/changelog-" + needVer);
} }
if (controls.BACK) if (controls.BACK)
{ {

View File

@ -182,6 +182,12 @@ class PauseSubState extends MusicBeatSubstate
case "Restart Song": case "Restart Song":
FlxG.resetState(); FlxG.resetState();
case "Exit to menu": case "Exit to menu":
if(PlayState.loadRep)
{
FlxG.save.data.botplay = false;
FlxG.save.data.scrollSpeed = 1;
FlxG.save.data.downscroll = false;
}
PlayState.loadRep = false; PlayState.loadRep = false;
#if windows #if windows
if (PlayState.luaModchart != null) if (PlayState.luaModchart != null)
@ -192,6 +198,7 @@ class PauseSubState extends MusicBeatSubstate
#end #end
if (FlxG.save.data.fpsCap > 290) if (FlxG.save.data.fpsCap > 290)
(cast (Lib.current.getChildAt(0), Main)).setFPSCap(290); (cast (Lib.current.getChildAt(0), Main)).setFPSCap(290);
FlxG.switchState(new MainMenuState()); FlxG.switchState(new MainMenuState());
} }
} }

View File

@ -203,6 +203,8 @@ class PlayState extends MusicBeatState
public static var songOffset:Float = 0; public static var songOffset:Float = 0;
// BotPlay text // BotPlay text
private var botPlayState:FlxText; private var botPlayState:FlxText;
// Replay shit
private var saveNotes:Array<Float> = [];
private var executeModchart = false; private var executeModchart = false;
@ -305,6 +307,9 @@ class PlayState extends MusicBeatState
trace('INFORMATION ABOUT WHAT U PLAYIN WIT:\nFRAMES: ' + Conductor.safeFrames + '\nZONE: ' + Conductor.safeZoneOffset + '\nTS: ' + Conductor.timeScale + '\nBotPlay : ' + FlxG.save.data.botplay); trace('INFORMATION ABOUT WHAT U PLAYIN WIT:\nFRAMES: ' + Conductor.safeFrames + '\nZONE: ' + Conductor.safeZoneOffset + '\nTS: ' + Conductor.timeScale + '\nBotPlay : ' + FlxG.save.data.botplay);
//dialogue shit
switch (SONG.song.toLowerCase()) switch (SONG.song.toLowerCase())
{ {
case 'tutorial': case 'tutorial':
@ -318,7 +323,7 @@ class PlayState extends MusicBeatState
]; ];
case 'fresh': case 'fresh':
dialogue = ["Not too shabby boy.", ""]; dialogue = ["Not too shabby boy.", ""];
case 'dadbattle': case 'dad battle':
dialogue = [ dialogue = [
"gah you think you're hot stuff?", "gah you think you're hot stuff?",
"If you can beat me here...", "If you can beat me here...",
@ -823,6 +828,16 @@ class PlayState extends MusicBeatState
add(dad); add(dad);
add(boyfriend); add(boyfriend);
if (loadRep)
{
FlxG.watch.addQuick('rep rpesses',repPresses);
FlxG.watch.addQuick('rep releases',repReleases);
FlxG.save.data.botplay = true;
FlxG.save.data.scrollSpeed = rep.replay.noteSpeed;
FlxG.save.data.downscroll = rep.replay.isDownscroll;
// FlxG.watch.addQuick('Queued',inputsQueued);
}
var doof:DialogueBox = new DialogueBox(false, dialogue); var doof:DialogueBox = new DialogueBox(false, dialogue);
// doof.x += 70; // doof.x += 70;
@ -832,7 +847,6 @@ class PlayState extends MusicBeatState
Conductor.songPosition = -5000; Conductor.songPosition = -5000;
strumLine = new FlxSprite(0, 50).makeGraphic(FlxG.width, 10); strumLine = new FlxSprite(0, 50).makeGraphic(FlxG.width, 10);
strumLine.scrollFactor.set(); strumLine.scrollFactor.set();
@ -940,7 +954,7 @@ class PlayState extends MusicBeatState
botPlayState.setFormat(Paths.font("vcr.ttf"), 42, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE,FlxColor.BLACK); botPlayState.setFormat(Paths.font("vcr.ttf"), 42, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE,FlxColor.BLACK);
botPlayState.scrollFactor.set(); botPlayState.scrollFactor.set();
if(FlxG.save.data.botplay) add(botPlayState); if(FlxG.save.data.botplay && !loadRep) add(botPlayState);
iconP1 = new HealthIcon(SONG.player1, true); iconP1 = new HealthIcon(SONG.player1, true);
iconP1.y = healthBar.y - (iconP1.height / 2); iconP1.y = healthBar.y - (iconP1.height / 2);
@ -1649,6 +1663,8 @@ class PlayState extends MusicBeatState
private var paused:Bool = false; private var paused:Bool = false;
var startedCountdown:Bool = false; var startedCountdown:Bool = false;
var canPause:Bool = true; var canPause:Bool = true;
var nps:Int = 0;
var maxNPS:Int = 0;
public static var songRate = 1.5; public static var songRate = 1.5;
@ -1717,20 +1733,24 @@ class PlayState extends MusicBeatState
#end #end
if (currentFrames == FlxG.save.data.fpsCap) // reverse iterate to remove oldest notes first and not invalidate the iteration
// stop iteration as soon as a note is not removed
// all notes should be kept in the correct order and this is optimal, safe to do every frame/update
{ {
for(i in 0...notesHitArray.length) var balls = notesHitArray.length-1;
while (balls >= 0)
{ {
var cock:Date = notesHitArray[i]; var cock:Date = notesHitArray[balls];
if (cock != null) if (cock != null && cock.getTime() + 1000 < Date.now().getTime())
if (cock.getTime() + 2000 < Date.now().getTime())
notesHitArray.remove(cock); notesHitArray.remove(cock);
}
nps = Math.floor(notesHitArray.length / 2);
currentFrames = 0;
}
else else
currentFrames++; balls = 0;
balls--;
}
nps = notesHitArray.length;
if (nps > maxNPS)
maxNPS = nps;
}
if (FlxG.keys.justPressed.NINE) if (FlxG.keys.justPressed.NINE)
{ {
@ -1758,7 +1778,7 @@ class PlayState extends MusicBeatState
super.update(elapsed); super.update(elapsed);
scoreTxt.text = Ratings.CalculateRanking(songScore,songScoreDef,nps,accuracy); scoreTxt.text = Ratings.CalculateRanking(songScore,songScoreDef,nps,maxNPS,accuracy);
if (FlxG.keys.justPressed.ENTER && startedCountdown && canPause) if (FlxG.keys.justPressed.ENTER && startedCountdown && canPause)
{ {
persistentUpdate = false; persistentUpdate = false;
@ -2051,12 +2071,6 @@ class PlayState extends MusicBeatState
FlxG.watch.addQuick("beatShit", curBeat); FlxG.watch.addQuick("beatShit", curBeat);
FlxG.watch.addQuick("stepShit", curStep); FlxG.watch.addQuick("stepShit", curStep);
if (loadRep) // rep debug
{
FlxG.watch.addQuick('rep rpesses',repPresses);
FlxG.watch.addQuick('rep releases',repReleases);
// FlxG.watch.addQuick('Queued',inputsQueued);
}
if (curSong == 'Fresh') if (curSong == 'Fresh')
{ {
@ -2316,7 +2330,13 @@ class PlayState extends MusicBeatState
function endSong():Void function endSong():Void
{ {
if (!loadRep) if (!loadRep)
rep.SaveReplay(); rep.SaveReplay(saveNotes);
else
{
FlxG.save.data.botplay = false;
FlxG.save.data.scrollSpeed = 1;
FlxG.save.data.downscroll = false;
}
if (FlxG.save.data.fpsCap > 290) if (FlxG.save.data.fpsCap > 290)
(cast (Lib.current.getChildAt(0), Main)).setFPSCap(290); (cast (Lib.current.getChildAt(0), Main)).setFPSCap(290);
@ -2862,12 +2882,23 @@ class PlayState extends MusicBeatState
if(FlxG.save.data.botplay && daNote.canBeHit && daNote.mustPress || if(FlxG.save.data.botplay && daNote.canBeHit && daNote.mustPress ||
FlxG.save.data.botplay && daNote.tooLate && daNote.mustPress) FlxG.save.data.botplay && daNote.tooLate && daNote.mustPress)
{ {
if(loadRep)
{
//trace('ReplayNote ' + tmpRepNote.strumtime + ' | ' + tmpRepNote.direction);
if(rep.replay.songNotes.contains(HelperFunctions.truncateFloat(daNote.strumTime, 2)))
{
goodNoteHit(daNote);
boyfriend.holdTimer = daNote.sustainLength;
}
}else {
goodNoteHit(daNote); goodNoteHit(daNote);
boyfriend.holdTimer = daNote.sustainLength; boyfriend.holdTimer = daNote.sustainLength;
} }
} }
}
}); });
if (boyfriend.holdTimer > Conductor.stepCrochet * 4 * 0.001 && !holdArray.contains(true))
if (boyfriend.holdTimer > Conductor.stepCrochet * 4 * 0.001 && (!holdArray.contains(true) || FlxG.save.data.botplay))
{ {
if (boyfriend.animation.curAnim.name.startsWith('sing') && !boyfriend.animation.curAnim.name.endsWith('miss')) if (boyfriend.animation.curAnim.name.startsWith('sing') && !boyfriend.animation.curAnim.name.endsWith('miss'))
boyfriend.playAnim('idle'); boyfriend.playAnim('idle');
@ -2993,7 +3024,7 @@ class PlayState extends MusicBeatState
note.rating = Ratings.CalculateRating(noteDiff); note.rating = Ratings.CalculateRating(noteDiff);
if (loadRep) /* if (loadRep)
{ {
if (controlArray[note.noteData]) if (controlArray[note.noteData])
goodNoteHit(note, false); goodNoteHit(note, false);
@ -3004,10 +3035,10 @@ class PlayState extends MusicBeatState
goodNoteHit(note, false); goodNoteHit(note, false);
} }
} }
} } */
else if (controlArray[note.noteData])
{
if (controlArray[note.noteData])
{
goodNoteHit(note, (mashing > getKeyPresses(note))); goodNoteHit(note, (mashing > getKeyPresses(note)));
/*if (mashing > getKeyPresses(note) && mashViolations <= 2) /*if (mashing > getKeyPresses(note) && mashViolations <= 2)
@ -3034,8 +3065,6 @@ class PlayState extends MusicBeatState
} }
} }
var nps:Int = 0;
function goodNoteHit(note:Note, resetMashViolation = true):Void function goodNoteHit(note:Note, resetMashViolation = true):Void
{ {
@ -3046,8 +3075,10 @@ class PlayState extends MusicBeatState
note.rating = Ratings.CalculateRating(noteDiff); note.rating = Ratings.CalculateRating(noteDiff);
// add newest note to front of notesHitArray
// the oldest notes are at the end and are removed first
if (!note.isSustainNote) if (!note.isSustainNote)
notesHitArray.push(Date.now()); notesHitArray.unshift(Date.now());
if (!resetMashViolation && mashViolations >= 1) if (!resetMashViolation && mashViolations >= 1)
mashViolations--; mashViolations--;
@ -3084,7 +3115,9 @@ class PlayState extends MusicBeatState
#end #end
if (!loadRep) if(!loadRep && note.mustPress)
saveNotes.push(HelperFunctions.truncateFloat(note.strumTime, 2));
playerStrums.forEach(function(spr:FlxSprite) playerStrums.forEach(function(spr:FlxSprite)
{ {
if (Math.abs(note.noteData) == spr.ID) if (Math.abs(note.noteData) == spr.ID)
@ -3270,17 +3303,8 @@ class PlayState extends MusicBeatState
// Conductor.changeBPM(SONG.bpm); // Conductor.changeBPM(SONG.bpm);
// Dad doesnt interupt his own notes // Dad doesnt interupt his own notes
if (SONG.notes[Math.floor(curStep / 16)].mustHitSection)
// Commented out until a reason to bring this back arises in the future
/* if (SONG.notes[Math.floor(curStep / 16)].mustHitSection)
dad.dance(); */
/* no because this is kinda dumb
if(dad.animation.curAnim.name.startsWith('sing'))
if(dad.animation.finished)
dad.dance(); dad.dance();
else
dad.dance();
*/
} }
// FlxG.log.add('change bpm' + SONG.notes[Std.int(curStep / 16)].changeBPM); // FlxG.log.add('change bpm' + SONG.notes[Std.int(curStep / 16)].changeBPM);
wiggleShit.update(Conductor.crochet); wiggleShit.update(Conductor.crochet);

View File

@ -129,10 +129,10 @@ class Ratings
return "sick"; return "sick";
} }
public static function CalculateRanking(score:Int,scoreDef:Int,nps:Int,accuracy:Float):String public static function CalculateRanking(score:Int,scoreDef:Int,nps:Int,maxNPS:Int,accuracy:Float):String
{ {
return return
(FlxG.save.data.npsDisplay ? "NPS: " + nps + (!FlxG.save.data.botplay ? " | " : "") : "") + (!FlxG.save.data.botplay ? // NPS Toggle (FlxG.save.data.npsDisplay ? "NPS: " + nps + " (Max " + maxNPS + ")" + (!FlxG.save.data.botplay ? " | " : "") : "") + (!FlxG.save.data.botplay ? // NPS Toggle
"Score:" + (Conductor.safeFrames != 10 ? score + " (" + scoreDef + ")" : "" + score) + // Score "Score:" + (Conductor.safeFrames != 10 ? score + " (" + scoreDef + ")" : "" + score) + // Score
" | Combo Breaks:" + PlayState.misses + // Misses/Combo Breaks " | Combo Breaks:" + PlayState.misses + // Misses/Combo Breaks
" | Accuracy:" + (FlxG.save.data.botplay ? "N/A" : HelperFunctions.truncateFloat(accuracy, 2) + " %") + // Accuracy " | Accuracy:" + (FlxG.save.data.botplay ? "N/A" : HelperFunctions.truncateFloat(accuracy, 2) + " %") + // Accuracy

View File

@ -11,26 +11,15 @@ import haxe.Json;
import flixel.input.keyboard.FlxKey; import flixel.input.keyboard.FlxKey;
import openfl.utils.Dictionary; import openfl.utils.Dictionary;
typedef KeyPress =
{
public var time:Float;
public var key:String;
}
typedef KeyRelease =
{
public var time:Float;
public var key:String;
}
typedef ReplayJSON = typedef ReplayJSON =
{ {
public var replayGameVer:String; public var replayGameVer:String;
public var timestamp:Date; public var timestamp:Date;
public var songName:String; public var songName:String;
public var songDiff:Int; public var songDiff:Int;
public var keyPresses:Array<KeyPress>; public var songNotes:Array<Float>;
public var keyReleases:Array<KeyRelease>; public var noteSpeed:Float;
public var isDownscroll:Bool;
} }
class Replay class Replay
@ -45,8 +34,9 @@ class Replay
replay = { replay = {
songName: "Tutorial", songName: "Tutorial",
songDiff: 1, songDiff: 1,
keyPresses: [], noteSpeed: 1.5,
keyReleases: [], isDownscroll: false,
songNotes: [],
replayGameVer: version, replayGameVer: version,
timestamp: Date.now() timestamp: Date.now()
}; };
@ -58,18 +48,19 @@ class Replay
rep.LoadFromJSON(); rep.LoadFromJSON();
trace('basic replay data:\nSong Name: ' + rep.replay.songName + '\nSong Diff: ' + rep.replay.songDiff + '\nKeys Length: ' + rep.replay.keyPresses.length); trace('basic replay data:\nSong Name: ' + rep.replay.songName + '\nSong Diff: ' + rep.replay.songDiff + '\nNotes Length: ' + rep.replay.songNotes.length);
return rep; return rep;
} }
public function SaveReplay() public function SaveReplay(notearray:Array<Float>)
{ {
var json = { var json = {
"songName": PlayState.SONG.song.toLowerCase(), "songName": PlayState.SONG.song.toLowerCase(),
"songDiff": PlayState.storyDifficulty, "songDiff": PlayState.storyDifficulty,
"keyPresses": replay.keyPresses, "noteSpeed": (FlxG.save.data.scrollSpeed > 1 ? FlxG.save.data.scrollSpeed : PlayState.SONG.speed),
"keyReleases": replay.keyReleases, "isDownscroll": FlxG.save.data.downscroll,
"songNotes": notearray,
"timestamp": Date.now(), "timestamp": Date.now(),
"replayGameVer": version "replayGameVer": version
}; };
@ -81,7 +72,6 @@ class Replay
#end #end
} }
public function LoadFromJSON() public function LoadFromJSON()
{ {
#if sys #if sys

View File

@ -25,11 +25,11 @@ class StoryMenuState extends MusicBeatState
var weekData:Array<Dynamic> = [ var weekData:Array<Dynamic> = [
['Tutorial'], ['Tutorial'],
['Bopeebo', 'Fresh', 'Dadbattle'], ['Bopeebo', 'Fresh', 'Dad Battle'],
['Spookeez', 'South', "Monster"], ['Spookeez', 'South', "Monster"],
['Pico', 'Philly', "Blammed"], ['Pico', 'Philly Nice', "Blammed"],
['Satin-Panties', "High", "Milf"], ['Satin Panties', "High", "Milf"],
['Cocoa', 'Eggnog', 'Winter-Horrorland'], ['Cocoa', 'Eggnog', 'Winter Horrorland'],
['Senpai', 'Roses', 'Thorns'] ['Senpai', 'Roses', 'Thorns']
]; ];
var curDifficulty:Int = 1; var curDifficulty:Int = 1;
@ -47,7 +47,7 @@ class StoryMenuState extends MusicBeatState
]; ];
var weekNames:Array<String> = [ var weekNames:Array<String> = [
"How to Funk", "",
"Daddy Dearest", "Daddy Dearest",
"Spooky Month", "Spooky Month",
"PICO", "PICO",

View File

@ -295,6 +295,7 @@ class TitleState extends MusicBeatState
NGio.unlockMedal(61034); NGio.unlockMedal(61034);
#end #end
if (FlxG.save.data.flashing)
titleText.animation.play('press'); titleText.animation.play('press');
FlxG.camera.flash(FlxColor.WHITE, 1); FlxG.camera.flash(FlxColor.WHITE, 1);
@ -305,17 +306,21 @@ class TitleState extends MusicBeatState
new FlxTimer().start(2, function(tmr:FlxTimer) new FlxTimer().start(2, function(tmr:FlxTimer)
{ {
// Get current version of Kade Engine // Get current version of Kade Engine
var http = new haxe.Http("https://raw.githubusercontent.com/KadeDev/Kade-Engine/master/version.downloadMe"); //var http = new haxe.Http("https://raw.githubusercontent.com/KadeDev/Kade-Engine/master/version.downloadMe");
var http = new haxe.Http("https://raw.githubusercontent.com/KadeDev/Kade-Engine/patchnotes/version.downloadMe");
var returnedData:Array<String> = [];
http.onData = function (data:String) { http.onData = function (data:String)
if (!MainMenuState.kadeEngineVer.contains(data.trim()) && !OutdatedSubState.leftState && MainMenuState.nightly == "")
{ {
trace('outdated lmao! ' + data.trim() + ' != ' + MainMenuState.kadeEngineVer); returnedData[0] = data.substring(0, data.indexOf(';'));
OutdatedSubState.needVer = data; returnedData[1] = data.substring(data.indexOf('-'), data.length);
if (!MainMenuState.kadeEngineVer.contains(returnedData[0].trim()) && !OutdatedSubState.leftState && MainMenuState.nightly == "")
{
trace('outdated lmao! ' + returnedData[0] + ' != ' + MainMenuState.kadeEngineVer);
OutdatedSubState.needVer = returnedData[0];
OutdatedSubState.currChanges = returnedData[1];
FlxG.switchState(new OutdatedSubState()); FlxG.switchState(new OutdatedSubState());
} }
else else
@ -330,7 +335,6 @@ class TitleState extends MusicBeatState
} }
http.request(); http.request();
}); });
// FlxG.sound.play(Paths.music('titleShoot'), 0.7); // FlxG.sound.play(Paths.music('titleShoot'), 0.7);
} }