Colors by quantization option & hud arrows code cleanup
-Added an option to make the colors of the arrows depend on their quantization instead of their direction (still needs to be adjusted to work on changing BPMs) -Cleaned up the load code for the hud (static) arrow's animations -Re ordered some appearance options
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@ -17,6 +17,9 @@ class Note extends FlxSprite
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{
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public var strumTime:Float = 0;
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public var baseStrum:Float = 0;
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public var rStrumTime:Float = 0;
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public var mustPress:Bool = false;
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public var noteData:Int = 0;
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public var rawNoteData:Int = 0;
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@ -27,6 +30,8 @@ class Note extends FlxSprite
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public var modifiedByLua:Bool = false;
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public var sustainLength:Float = 0;
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public var isSustainNote:Bool = false;
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public var originColor:Int = 0; // The sustain note's original note's color
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public var noteSection:Int = 0;
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public var noteScore:Float = 1;
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@ -38,7 +43,12 @@ class Note extends FlxSprite
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public var rating:String = "shit";
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public var modAngle:Float = 0; // The angle set by modcharts
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public var localAngle:Float = 0; // The angle to be edited inside Note.hx
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public var dataColor:Array<String> = ['purple', 'blue', 'green', 'red'];
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public var quantityColor:Array<Int> = [RED_NOTE, 2, BLUE_NOTE, 2, PURP_NOTE, 2, BLUE_NOTE, 2];
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public var arrowAngles:Array<Int> = [180, 90, 270, 0];
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public var isParent:Bool = false;
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public var parent:Note = null;
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@ -60,10 +70,17 @@ class Note extends FlxSprite
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x += 50;
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// MAKE SURE ITS DEFINITELY OFF SCREEN?
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y -= 2000;
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if (inCharter)
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{
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this.strumTime = strumTime;
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else
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rStrumTime = strumTime;
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}
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else
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{
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this.strumTime = Math.round(strumTime);
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rStrumTime = strumTime - (FlxG.save.data.offset + PlayState.songOffset);
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}
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if (this.strumTime < 0 )
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@ -127,9 +144,27 @@ class Note extends FlxSprite
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x += swagWidth * noteData;
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animation.play(dataColor[noteData] + 'Scroll');
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originColor = noteData; // The note's origin color will be checked by its sustain notes
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// trace(prevNote);
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if (FlxG.save.data.stepMania && !isSustainNote)
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{
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var strumCheck:Float = rStrumTime;
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// I give up on fluctuating bpms. something has to be subtracted from strumCheck to make them look right but idk what.
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// I'd use the note's section's start time but neither the note's section nor its start time are accessible by themselves
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//strumCheck -= ???
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var ind:Int = Std.int(Math.round(strumCheck / (Conductor.stepCrochet / 2)));
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var col:Int = 0;
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col = quantityColor[ind % 8]; // Set the color depending on the beats
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animation.play(dataColor[col] + 'Scroll');
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localAngle -= arrowAngles[col];
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localAngle += arrowAngles[noteData];
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originColor = col;
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}
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// we make sure its downscroll and its a SUSTAIN NOTE (aka a trail, not a note)
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// and flip it so it doesn't look weird.
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// THIS DOESN'T FUCKING FLIP THE NOTE, CONTRIBUTERS DON'T JUST COMMENT THIS OUT JESUS
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@ -144,8 +179,9 @@ class Note extends FlxSprite
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x += width / 2;
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animation.play(dataColor[noteData] + 'holdend');
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originColor = prevNote.originColor;
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animation.play(dataColor[originColor] + 'holdend'); // This works both for normal colors and quantization colors
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updateHitbox();
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x -= width / 2;
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@ -158,7 +194,7 @@ class Note extends FlxSprite
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if (prevNote.isSustainNote)
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{
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prevNote.animation.play(dataColor[prevNote.noteData] + 'hold');
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prevNote.animation.play(dataColor[prevNote.originColor] + 'hold');
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if(FlxG.save.data.scrollSpeed != 1)
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prevNote.scale.y *= Conductor.stepCrochet / 100 * 1.5 * FlxG.save.data.scrollSpeed;
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@ -173,6 +209,7 @@ class Note extends FlxSprite
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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angle = modAngle + localAngle;
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if (!modifiedByLua)
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if (!sustainActive)
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