Merge pull request #786 from craftersshaft/stable
adds Acceleration, Drag and Velocity to X and Y for Actors in Modcharts
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7de0dc050e
@ -41,8 +41,8 @@ If you're looking for documentation, changelogs, or guides, you can find those o
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- An improved input system, similar to Quaver or Etterna, with less delays, less dropped inputs and other improvements.
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- An improved input system, similar to Quaver or Etterna, with less delays, less dropped inputs and other improvements.
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- **More information during gameplay**
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- **More information during gameplay**
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- While you're playing, we show you information about how you're doing, such as your accuracy, combo break count, notes per second, and your grade/rating.
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- While you're playing, we show you information about how you're doing, such as your accuracy, combo break count, notes per second, and your grade/rating.
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- **Better key layouts**
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- **Customizable keybinds**
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- Instead of being forced to use WASD and the arrow keys, now you can play with DFJK!
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- Instead of being forced to use WASD and the arrow keys, you can customize the keybinds to any keys you want!
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- **Replays** (in beta)
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- **Replays** (in beta)
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- Have you ever gotten a crazy score but didn't record? The replay system solves that: it automatically saves a "replay" of your gameplay every time you complete a song, which you can play back inside of the game.
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- Have you ever gotten a crazy score but didn't record? The replay system solves that: it automatically saves a "replay" of your gameplay every time you complete a song, which you can play back inside of the game.
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- Replays just store information about what you're doing, they don't actually record the screen -- so they take up way less space on your disk than videos.
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- Replays just store information about what you're doing, they don't actually record the screen -- so they take up way less space on your disk than videos.
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@ -1,4 +1,6 @@
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# Changelogs
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# Changelogs
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- [Latest](latest) (Contains changes that are not in a release yet)
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- [Latest](latest) (Contains changes that are not in a release yet)
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- [1.5.1](1.5.1)
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- [1.5.0](1.5.0)
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- [1.4.2 and before](changelog-pre)
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- [1.4.2 and before](changelog-pre)
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@ -109,6 +109,30 @@ for i = 4, 7 do -- go to the center
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end
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end
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```
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```
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Jumping Arrows Example
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```lua
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function stepHit (step)
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if step == 1 then
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setActorAccelerationY(100, 4)
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end
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if step == 3 then
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setActorAccelerationY(100, 5)
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end
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if step == 5 then
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setActorAccelerationY(100, 6)
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end
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if step == 7 then
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setActorAccelerationY(100, 7)
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end
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for i=4,7 do
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if getActorY(i) >= 100 then
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setActorY(100, i)
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setActorVelocityY(-100, i)
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end
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end
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end
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```
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### Available Hooks
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### Available Hooks
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@ -376,10 +400,34 @@ Returns the angle for the sprite id
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Set's the x position for the sprite id
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Set's the x position for the sprite id
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##### setActorAccelerationX(int x, string/int id)
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Sets the x acceleration for the sprite id
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##### setActorDragX(int x, string/int id)
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Sets the x drag for the sprite id
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##### setActorVelocityX(int x, string/int id)
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Sets the x velocity for the sprite id
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##### setActorY(int y, string/int id)
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##### setActorY(int y, string/int id)
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Set's the y position for the sprite id
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Set's the y position for the sprite id
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##### setActorAccelerationY(int y, string/int id)
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Sets the y acceleration for the sprite id
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##### setActorDragY(int y, string/int id)
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Sets the y drag for the sprite id
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##### setActorVelocityY(int y, string/int id)
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Sets the y velocity for the sprite id
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##### setActorAlpha(float alpha, string/int id)
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##### setActorAlpha(float alpha, string/int id)
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Set's the alpha for the sprite id
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Set's the alpha for the sprite id
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@ -564,6 +564,18 @@ class ModchartState
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getActorByName(id).x = x;
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getActorByName(id).x = x;
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});
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});
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Lua_helper.add_callback(lua,"setActorAccelerationX", function(x:Int,id:String) {
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getActorByName(id).acceleration.x = x;
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});
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Lua_helper.add_callback(lua,"setActorDragX", function(x:Int,id:String) {
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getActorByName(id).drag.x = x;
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});
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Lua_helper.add_callback(lua,"setActorVelocityX", function(x:Int,id:String) {
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getActorByName(id).velocity.x = x;
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});
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Lua_helper.add_callback(lua,"playActorAnimation", function(id:String,anim:String,force:Bool = false,reverse:Bool = false) {
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Lua_helper.add_callback(lua,"playActorAnimation", function(id:String,anim:String,force:Bool = false,reverse:Bool = false) {
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getActorByName(id).playAnim(anim, force, reverse);
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getActorByName(id).playAnim(anim, force, reverse);
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});
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});
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@ -575,7 +587,19 @@ class ModchartState
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Lua_helper.add_callback(lua,"setActorY", function(y:Int,id:String) {
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Lua_helper.add_callback(lua,"setActorY", function(y:Int,id:String) {
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getActorByName(id).y = y;
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getActorByName(id).y = y;
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});
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});
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Lua_helper.add_callback(lua,"setActorAccelerationY", function(y:Int,id:String) {
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getActorByName(id).acceleration.y = y;
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});
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Lua_helper.add_callback(lua,"setActorDragY", function(y:Int,id:String) {
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getActorByName(id).drag.y = y;
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});
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Lua_helper.add_callback(lua,"setActorVelocityY", function(y:Int,id:String) {
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getActorByName(id).velocity.y = y;
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});
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Lua_helper.add_callback(lua,"setActorAngle", function(angle:Int,id:String) {
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Lua_helper.add_callback(lua,"setActorAngle", function(angle:Int,id:String) {
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getActorByName(id).angle = angle;
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getActorByName(id).angle = angle;
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});
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});
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