shaders and editor optimizations
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3e500b7a4d
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6010812204
@ -1,7 +1,6 @@
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package;
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import openfl.system.System;
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import lime.app.Application;
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#if sys
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import sys.io.File;
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#end
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@ -1491,6 +1490,36 @@ class ChartingState extends MusicBeatState
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{
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updateHeads();
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for(i in sectionRenderes)
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{
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var diff = getYfromStrum(i.y) - Conductor.songPosition;
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if (diff < 10000 && diff >= -40000)
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{
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i.active = true;
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i.visible = true;
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}
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else
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{
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i.active = false;
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i.visible = false;
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}
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}
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for(i in curRenderedNotes)
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{
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var diff = i.strumTime - Conductor.songPosition;
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if (diff < 10000 && diff >= -40000)
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{
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i.active = true;
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i.visible = true;
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}
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else
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{
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i.active = false;
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i.visible = false;
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}
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}
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var doInput = true;
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for (i in Typeables)
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@ -85,10 +85,10 @@ class FreeplayState extends MusicBeatState
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}
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var diffs = [];
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var diffsThatExist = [];
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#if sys
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if (FileSystem.exists('assets/data/${format}/${format}-hard.json'))
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diffsThatExist.push("Hard");
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if (FileSystem.exists('assets/data/${format}/${format}-easy.json'))
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@ -101,6 +101,9 @@ class FreeplayState extends MusicBeatState
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Application.current.window.alert("No difficulties found for chart, skipping.",meta.songName + " Chart");
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continue;
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}
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#else
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diffsThatExist = ["Easy","Normal","Hard"];
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#end
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if (diffsThatExist.contains("Easy"))
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FreeplayState.loadDiff(0,format,meta.songName,diffs);
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if (diffsThatExist.contains("Normal"))
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@ -78,6 +78,10 @@ class Main extends Sprite
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gameHeight = Math.ceil(stageHeight / zoom);
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}
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#if !cpp
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framerate = 60;
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#end
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#if cpp
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initialState = Caching;
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game = new FlxGame(gameWidth, gameHeight, initialState, zoom, framerate, framerate, skipSplash, startFullscreen);
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74
source/ModchartShader.hx
Normal file
74
source/ModchartShader.hx
Normal file
@ -0,0 +1,74 @@
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import flixel.system.FlxAssets.FlxShader;
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class ModchartShader extends FlxShader
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{
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public var vertexHeader = "attribute float openfl_Alpha;
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attribute vec4 openfl_ColorMultiplier;
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attribute vec4 openfl_ColorOffset;
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attribute vec4 openfl_Position;
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attribute vec2 openfl_TextureCoord;
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varying float openfl_Alphav;
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varying vec4 openfl_ColorMultiplierv;
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varying vec4 openfl_ColorOffsetv;
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varying vec2 openfl_TextureCoordv;
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uniform mat4 openfl_Matrix;
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uniform bool openfl_HasColorTransform;
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uniform vec2 openfl_TextureSize;";
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public var vertexBody = "openfl_Alphav = openfl_Alpha;
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openfl_TextureCoordv = openfl_TextureCoord;
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if (openfl_HasColorTransform) {
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openfl_ColorMultiplierv = openfl_ColorMultiplier;
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openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
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}
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gl_Position = openfl_Matrix * openfl_Position;";
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public var vertexSource = "#pragma header
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void main(void) {
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#pragma body
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}";
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public var fragmentHeader = "varying float openfl_Alphav;
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varying vec4 openfl_ColorMultiplierv;
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varying vec4 openfl_ColorOffsetv;
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varying vec2 openfl_TextureCoordv;
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uniform bool openfl_HasColorTransform;
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uniform sampler2D openfl_Texture;
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uniform vec2 openfl_TextureSize;";
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public var fragmentBody = "vec4 color = texture2D (openfl_Texture, openfl_TextureCoordv);
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if (color.a == 0.0) {
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gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
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} else if (openfl_HasColorTransform) {
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color = vec4 (color.rgb / color.a, color.a);
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mat4 colorMultiplier = mat4 (0);
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colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
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colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
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colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
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colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
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color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
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if (color.a > 0.0) {
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gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
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} else {
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gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
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}
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} else {
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gl_FragColor = color * openfl_Alphav;
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}";
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public function new(frag:String,?vert:String = "")
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{
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if (vert != "")
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glVertexSource = vert;
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glFragmentSource = frag;
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if (glVertexSource != null)
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{
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glVertexSource = StringTools.replace(glVertexSource, "#pragma header", vertexHeader);
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glVertexSource = StringTools.replace(glVertexSource, "#pragma body", vertexBody);
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}
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if (glVertexSource != null)
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{
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glFragmentSource = StringTools.replace(glFragmentSource, "#pragma header", fragmentHeader);
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glFragmentSource = StringTools.replace(glFragmentSource, "#pragma body", fragmentBody);
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}
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super();
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}
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}
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@ -347,6 +347,8 @@ class ModchartState
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lua = null;
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}
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public var luaWiggles:Map<String,WiggleEffect> = new Map<String,WiggleEffect>();
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// LUA SHIT
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function new()
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@ -427,6 +429,41 @@ class ModchartState
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Lua_helper.add_callback(lua,"getProperty", getPropertyByName);
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Lua_helper.add_callback(lua,"setNoteWiggle", function(wiggleId) {
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PlayState.instance.camNotes.setFilters([new ShaderFilter(luaWiggles.get(wiggleId).shader)]);
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});
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Lua_helper.add_callback(lua,"setSustainWiggle", function(wiggleId) {
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PlayState.instance.camSustains.setFilters([new ShaderFilter(luaWiggles.get(wiggleId).shader)]);
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});
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Lua_helper.add_callback(lua,"createWiggle", function(freq:Float,amplitude:Float,speed:Float) {
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var wiggle = new WiggleEffect();
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wiggle.waveAmplitude = amplitude;
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wiggle.waveSpeed = speed;
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wiggle.waveFrequency = freq;
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var id = Lambda.count(luaWiggles) + 1 + "";
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luaWiggles.set(id,wiggle);
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return id;
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});
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Lua_helper.add_callback(lua,"setWiggleTime", function(wiggleId:String,time:Float) {
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var wiggle = luaWiggles.get(wiggleId);
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wiggle.shader.uTime.value = [time];
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});
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Lua_helper.add_callback(lua,"setWiggleAmplitude", function(wiggleId:String,amp:Float) {
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var wiggle = luaWiggles.get(wiggleId);
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wiggle.waveAmplitude = amp;
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});
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// Lua_helper.add_callback(lua,"makeAnimatedSprite", makeAnimatedLuaSprite);
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// this one is still in development
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@ -1,5 +1,6 @@
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package;
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import Song.Event;
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import openfl.media.Sound;
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#if sys
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@ -178,6 +179,8 @@ class PlayState extends MusicBeatState
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public var iconP1:HealthIcon; // making these public again because i may be stupid
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public var iconP2:HealthIcon; // what could go wrong?
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public var camHUD:FlxCamera;
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public var camSustains:FlxCamera;
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public var camNotes:FlxCamera;
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private var camGame:FlxCamera;
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public var cannotDie = false;
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@ -382,9 +385,15 @@ class PlayState extends MusicBeatState
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camGame = new FlxCamera();
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camHUD = new FlxCamera();
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camHUD.bgColor.alpha = 0;
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camSustains = new FlxCamera();
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camSustains.bgColor.alpha = 0;
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camNotes = new FlxCamera();
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camNotes.bgColor.alpha = 0;
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FlxG.cameras.reset(camGame);
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FlxG.cameras.add(camHUD);
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FlxG.cameras.add(camSustains);
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FlxG.cameras.add(camNotes);
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FlxCamera.defaultCameras = [camGame];
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@ -2327,10 +2336,10 @@ class PlayState extends MusicBeatState
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luaModchart.setVar('cameraZoom', FlxG.camera.zoom);
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luaModchart.executeState('update', [elapsed]);
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for (i in luaWiggles)
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for (key => value in luaModchart.luaWiggles)
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{
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trace('wiggle le gaming');
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i.update(elapsed);
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value.update(elapsed);
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}
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/*for (i in 0...strumLineNotes.length) {
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@ -2904,6 +2913,10 @@ class PlayState extends MusicBeatState
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{
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var dunceNote:Note = unspawnNotes[0];
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notes.add(dunceNote);
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if (!dunceNote.isSustainNote)
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dunceNote.cameras = [camNotes];
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else
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dunceNote.cameras = [camSustains];
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var index:Int = unspawnNotes.indexOf(dunceNote);
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unspawnNotes.splice(index, 1);
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41
source/ShaderShader.hx
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41
source/ShaderShader.hx
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import flixel.system.FlxAssets;
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class ShaderShader extends FlxShader
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{
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@:glFragmentSource('
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#pragma header
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uniform float fade;
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varying vec4 color;
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varying vec2 textureCoord;
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varying vec2 textureSize;
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uniform sampler2D sampler0;
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float luma(vec3 color) {
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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vec3 rgb(float r, float g, float b) {
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return vec3(r/255.0,g/255.0,b/255.0);
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}
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void main()
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{
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vec2 uv = textureCoord;
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vec3 col = texture2D( sampler0, uv ).rgb;
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float bright=floor(luma(col+0.4)*4.0)/4.0;
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vec3 newcol;
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if (bright<0.3) newcol = rgb(54.0,87.0,53.0);
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else if (bright<0.6) newcol = rgb(128.0,128.0,0.0);
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else newcol = rgb(157.0,187.0,97.0);
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gl_FragColor = vec4( newcol*(fade)+col*(1.0-fade), 1.0 ) * color;
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}
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')
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public function new()
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{
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super();
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}
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}
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