Change Discord stuff to only windows

This commit is contained in:
daniel11420 2021-04-06 01:56:20 +00:00 committed by GitHub
parent 572d1ddd01
commit 8af197ab19
9 changed files with 29 additions and 22 deletions

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@ -116,7 +116,7 @@
<haxelib name="newgrounds"/>
<haxelib name="faxe" if='switch'/>
<haxelib name="polymod"/>
<haxelib name="discord_rpc" if="desktop"/>
<haxelib name="discord_rpc" if="windows"/>
<!-- <haxelib name="hxcpp-debug-server" if="desktop"/> -->
<!-- <haxelib name="markdown" /> -->

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@ -1,3 +1,4 @@
# if windows
package;
import Sys.sleep;
@ -84,4 +85,5 @@ class DiscordClient
//trace('Discord RPC Updated. Arguments: $details, $state, $smallImageKey, $hasStartTimestamp, $endTimestamp');
}
}
}
#end

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@ -11,7 +11,7 @@ import flixel.util.FlxColor;
import lime.utils.Assets;
#if desktop
#if windows
import Discord.DiscordClient;
#end
@ -53,7 +53,7 @@ class FreeplayState extends MusicBeatState
}
*/
#if desktop
#if windows
// Updating Discord Rich Presence
DiscordClient.changePresence("In the Menus", null);
#end

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@ -2,7 +2,7 @@ import flixel.math.FlxMath;
import flixel.FlxCamera;
import flixel.math.FlxPoint;
import flixel.FlxObject;
#if desktop
#if windows
import Discord.DiscordClient;
import sys.thread.Thread;
#end
@ -33,7 +33,7 @@ class GameplayCustomizeState extends MusicBeatState
private var camHUD:FlxCamera;
public override function create() {
#if desktop
#if windows
// Updating Discord Rich Presence
DiscordClient.changePresence("Customizing Gameplay", null);
#end

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@ -14,7 +14,7 @@ import flixel.util.FlxColor;
import io.newgrounds.NG;
import lime.app.Application;
#if desktop
#if windows
import Discord.DiscordClient;
#end
@ -46,7 +46,7 @@ class MainMenuState extends MusicBeatState
override function create()
{
#if desktop
#if windows
// Updating Discord Rich Presence
DiscordClient.changePresence("In the Menus", null);
#end

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@ -1,6 +1,8 @@
package;
#if windows
import Discord.DiscordClient;
#end
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import openfl.Lib;

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@ -40,7 +40,7 @@ import openfl.display.BlendMode;
import openfl.display.StageQuality;
import openfl.filters.ShaderFilter;
#if desktop
#if windows
import Discord.DiscordClient;
#end
@ -72,7 +72,7 @@ class PlayState extends MusicBeatState
var songLength:Float = 0;
#if desktop
#if windows
// Discord RPC variables
var storyDifficultyText:String = "";
var iconRPC:String = "";
@ -197,7 +197,7 @@ class PlayState extends MusicBeatState
repPresses = 0;
repReleases = 0;
#if desktop
#if windows
// Making difficulty text for Discord Rich Presence.
switch (storyDifficulty)
{
@ -1192,7 +1192,7 @@ class PlayState extends MusicBeatState
default: allowedToHeadbang = false;
}
#if desktop
#if windows
// Updating Discord Rich Presence (with Time Left)
DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(), "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
#end
@ -1421,7 +1421,7 @@ class PlayState extends MusicBeatState
vocals.pause();
}
#if desktop
#if windows
DiscordClient.changePresence("PAUSED on " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(), "Acc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
#end
if (!startTimer.finished)
@ -1444,7 +1444,7 @@ class PlayState extends MusicBeatState
startTimer.active = true;
paused = false;
#if desktop
#if windows
if (startTimer.finished)
{
DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(), "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses, iconRPC, true, songLength - Conductor.songPosition);
@ -1469,7 +1469,7 @@ class PlayState extends MusicBeatState
vocals.time = Conductor.songPosition;
vocals.play();
#if desktop
#if windows
DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(), "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
#end
}
@ -1655,7 +1655,7 @@ class PlayState extends MusicBeatState
if (FlxG.keys.justPressed.SEVEN)
{
#if desktop
#if windows
DiscordClient.changePresence("Chart Editor", null, null, true);
#end
FlxG.switchState(new ChartingState());
@ -1940,7 +1940,7 @@ class PlayState extends MusicBeatState
openSubState(new GameOverSubstate(boyfriend.getScreenPosition().x, boyfriend.getScreenPosition().y));
#if desktop
#if windows
// Game Over doesn't get his own variable because it's only used here
DiscordClient.changePresence("GAME OVER -- " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(),"\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
#end
@ -3111,7 +3111,7 @@ class PlayState extends MusicBeatState
// yes this updates every step.
// yes this is bad
// but i'm doing it to update misses and accuracy
#if desktop
#if windows
// Song duration in a float, useful for the time left feature
songLength = FlxG.sound.music.length;

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@ -13,7 +13,7 @@ import flixel.util.FlxColor;
import flixel.util.FlxTimer;
import lime.net.curl.CURLCode;
#if desktop
#if windows
import Discord.DiscordClient;
#end
@ -74,7 +74,7 @@ class StoryMenuState extends MusicBeatState
override function create()
{
#if desktop
#if windows
// Updating Discord Rich Presence
DiscordClient.changePresence("In the Menus", null);
#end

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@ -24,8 +24,11 @@ import io.newgrounds.NG;
import lime.app.Application;
import openfl.Assets;
#if desktop
#if windows
import Discord.DiscordClient;
#end
#if desktop
import sys.thread.Thread;
#end
@ -59,7 +62,7 @@ class TitleState extends MusicBeatState
PlayerSettings.init();
#if desktop
#if windows
DiscordClient.initialize();
Application.current.onExit.add (function (exitCode) {