Discord Rich Presence
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@@ -39,6 +39,10 @@ import openfl.display.BlendMode;
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import openfl.display.StageQuality;
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import openfl.filters.ShaderFilter;
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#if desktop
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import Discord.DiscordClient;
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#end
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using StringTools;
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class PlayState extends MusicBeatState
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@@ -60,6 +64,15 @@ class PlayState extends MusicBeatState
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var halloweenLevel:Bool = false;
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#if desktop
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// Discord RPC variables
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var storyDifficultyText:String = "";
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var iconRPC:String = "";
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var songLength:Float = 0;
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var detailsText:String = "";
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var detailsPausedText:String = "";
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#end
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private var vocals:FlxSound;
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private var dad:Character;
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@@ -163,6 +176,49 @@ class PlayState extends MusicBeatState
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repPresses = 0;
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repReleases = 0;
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#if desktop
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// Making difficulty text for Discord Rich Presence.
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switch (storyDifficulty)
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{
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case 0:
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storyDifficultyText = "Easy";
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case 1:
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storyDifficultyText = "Normal";
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case 2:
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storyDifficultyText = "Hard";
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}
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iconRPC = SONG.player2;
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// To avoid having duplicate images in Discord assets
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switch (iconRPC)
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{
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case 'senpai-angry':
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iconRPC = 'senpai';
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case 'monster-christmas':
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iconRPC = 'monster';
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case 'mom-car':
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iconRPC = 'mom';
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}
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// String that contains the mode defined here so it isn't necessary to call changePresence for each mode
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if (isStoryMode)
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{
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detailsText = "Story Mode: Week " + storyWeek;
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}
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else
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{
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detailsText = "Freeplay";
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}
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// String for when the game is paused
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detailsPausedText = "Paused - " + detailsText;
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// Updating Discord Rich Presence.
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DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ")", "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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// var gameCam:FlxCamera = FlxG.camera;
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camGame = new FlxCamera();
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camHUD = new FlxCamera();
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@@ -1038,6 +1094,14 @@ class PlayState extends MusicBeatState
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FlxG.sound.playMusic(Paths.inst(PlayState.SONG.song), 1, false);
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FlxG.sound.music.onComplete = endSong;
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vocals.play();
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#if desktop
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// Song duration in a float, useful for the time left feature
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songLength = FlxG.sound.music.length;
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// Updating Discord Rich Presence (with Time Left)
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DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ")", "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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}
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var debugNum:Int = 0;
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@@ -1261,6 +1325,9 @@ class PlayState extends MusicBeatState
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vocals.pause();
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}
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#if desktop
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DiscordClient.changePresence("PAUSED on " + SONG.song + " (" + storyDifficultyText + ")", "Acc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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if (!startTimer.finished)
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startTimer.active = false;
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}
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@@ -1280,10 +1347,22 @@ class PlayState extends MusicBeatState
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if (!startTimer.finished)
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startTimer.active = true;
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paused = false;
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#if desktop
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if (startTimer.finished)
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{
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DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ")", "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses, iconRPC, true, songLength - Conductor.songPosition);
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}
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else
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{
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DiscordClient.changePresence(detailsText, SONG.song + " (" + storyDifficultyText + ")", iconRPC);
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}
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#end
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}
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super.closeSubState();
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}
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function resyncVocals():Void
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{
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@@ -1293,6 +1372,10 @@ class PlayState extends MusicBeatState
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Conductor.songPosition = FlxG.sound.music.time;
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vocals.time = Conductor.songPosition;
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vocals.play();
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#if desktop
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DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ")", "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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}
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private var paused:Bool = false;
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@@ -1364,6 +1447,9 @@ class PlayState extends MusicBeatState
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if (FlxG.keys.justPressed.SEVEN)
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{
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#if desktop
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DiscordClient.changePresence("Chart Editor", null, null, true);
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#end
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FlxG.switchState(new ChartingState());
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}
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@@ -1550,6 +1636,11 @@ class PlayState extends MusicBeatState
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openSubState(new GameOverSubstate(boyfriend.getScreenPosition().x, boyfriend.getScreenPosition().y));
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#if desktop
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// Game Over doesn't get his own variable because it's only used here
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DiscordClient.changePresence(detailsText, "GAME OVER -- " + SONG.song + " (" + storyDifficultyText + ")\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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// FlxG.switchState(new GameOverState(boyfriend.getScreenPosition().x, boyfriend.getScreenPosition().y));
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}
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@@ -2570,6 +2661,19 @@ class PlayState extends MusicBeatState
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{
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// dad.dance();
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}
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// yes this updates every step.
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// yes this is bad
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// but i'm doing it to update misses and accuracy
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#if desktop
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// Song duration in a float, useful for the time left feature
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songLength = FlxG.sound.music.length;
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// Updating Discord Rich Presence (with Time Left)
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DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ")", "Acc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC,true, songLength - Conductor.songPosition);
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#end
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}
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var lightningStrikeBeat:Int = 0;
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