Merge pull request #392 from trolled1212/master

Fix enemy idle animations
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Kade M 2021-05-08 00:59:40 -07:00 committed by GitHub
commit 6e2fe46553
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@ -3269,12 +3269,13 @@ class PlayState extends MusicBeatState
// Commented out until a reason to bring this back arises in the future // Commented out until a reason to bring this back arises in the future
/* if (SONG.notes[Math.floor(curStep / 16)].mustHitSection) /* if (SONG.notes[Math.floor(curStep / 16)].mustHitSection)
dad.dance(); */ dad.dance(); */
/* no because this is kinda dumb
if(dad.animation.curAnim.name.startsWith('sing')) if(dad.animation.curAnim.name.startsWith('sing'))
if(dad.animation.finished) if(dad.animation.finished)
dad.dance(); dad.dance();
else else
dad.dance(); 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);
@ -3308,6 +3309,11 @@ class PlayState extends MusicBeatState
boyfriend.playAnim('idle'); boyfriend.playAnim('idle');
} }
if (!dad.animation.curAnim.name.startsWith("sing"))
{
dad.dance();
}
if (curBeat % 8 == 7 && curSong == 'Bopeebo') if (curBeat % 8 == 7 && curSong == 'Bopeebo')
{ {
boyfriend.playAnim('hey', true); boyfriend.playAnim('hey', true);