CoolUtil gets used more
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19134e6694
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@ -6,11 +6,11 @@ using StringTools;
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class CoolUtil
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class CoolUtil
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{
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{
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public static var difficultyArray:Array<String> = ['EASY', "NORMAL", "HARD"];
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public static var difficultyArray:Array<String> = ['Easy', "Normal", "Hard"];
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public static function difficultyString():String
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public static function difficultyFromInt(difficulty:Int):String
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{
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{
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return difficultyArray[PlayState.storyDifficulty];
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return difficultyArray[difficulty];
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}
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}
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public static function coolTextFile(path:String):Array<String>
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public static function coolTextFile(path:String):Array<String>
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@ -244,15 +244,7 @@ class FreeplayState extends MusicBeatState
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intendedScore = Highscore.getScore(songHighscore, curDifficulty);
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intendedScore = Highscore.getScore(songHighscore, curDifficulty);
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#end
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#end
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switch (curDifficulty)
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diffText.text = CoolUtil.difficultyFromInt(curDifficulty).toUpperCase();
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{
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case 0:
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diffText.text = "EASY";
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case 1:
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diffText.text = 'NORMAL';
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case 2:
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diffText.text = "HARD";
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}
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}
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}
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function changeSelection(change:Int = 0)
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function changeSelection(change:Int = 0)
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@ -54,7 +54,7 @@ class LoadReplayState extends MusicBeatState
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var string:String = controlsStrings[i];
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var string:String = controlsStrings[i];
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actualNames[i] = string;
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actualNames[i] = string;
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var rep:Replay = Replay.LoadReplay(string);
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var rep:Replay = Replay.LoadReplay(string);
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controlsStrings[i] = string.split("time")[0] + " " + (rep.replay.songDiff == 2 ? "HARD" : rep.replay.songDiff == 1 ? "EASY" : "NORMAL");
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controlsStrings[i] = string.split("time")[0] + " " + CoolUtil.difficultyFromInt(rep.replay.songDiff).toUpperCase();
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}
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}
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if (controlsStrings.length == 0)
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if (controlsStrings.length == 0)
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@ -52,7 +52,7 @@ class PauseSubState extends MusicBeatSubstate
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add(levelInfo);
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add(levelInfo);
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var levelDifficulty:FlxText = new FlxText(20, 15 + 32, 0, "", 32);
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var levelDifficulty:FlxText = new FlxText(20, 15 + 32, 0, "", 32);
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levelDifficulty.text += CoolUtil.difficultyString();
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levelDifficulty.text += CoolUtil.difficultyFromInt(PlayState.storyDifficulty).toUpperCase();
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levelDifficulty.scrollFactor.set();
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levelDifficulty.scrollFactor.set();
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levelDifficulty.setFormat(Paths.font('vcr.ttf'), 32);
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levelDifficulty.setFormat(Paths.font('vcr.ttf'), 32);
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levelDifficulty.updateHitbox();
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levelDifficulty.updateHitbox();
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@ -255,15 +255,7 @@ class PlayState extends MusicBeatState
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#if windows
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#if windows
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// Making difficulty text for Discord Rich Presence.
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// Making difficulty text for Discord Rich Presence.
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switch (storyDifficulty)
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storyDifficultyText = CoolUtil.difficultyFromInt(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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iconRPC = SONG.player2;
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@ -965,7 +957,7 @@ class PlayState extends MusicBeatState
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add(healthBar);
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add(healthBar);
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// Add Kade Engine watermark
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// Add Kade Engine watermark
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kadeEngineWatermark = new FlxText(4,healthBarBG.y + 50,0,SONG.song + " " + (storyDifficulty == 2 ? "Hard" : storyDifficulty == 1 ? "Normal" : "Easy") + (Main.watermarks ? " - KE " + MainMenuState.kadeEngineVer : ""), 16);
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kadeEngineWatermark = new FlxText(4,healthBarBG.y + 50,0,SONG.song + " " + CoolUtil.difficultyFromInt(storyDifficulty) + (Main.watermarks ? " - KE " + MainMenuState.kadeEngineVer : ""), 16);
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kadeEngineWatermark.setFormat(Paths.font("vcr.ttf"), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE,FlxColor.BLACK);
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kadeEngineWatermark.setFormat(Paths.font("vcr.ttf"), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE,FlxColor.BLACK);
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kadeEngineWatermark.scrollFactor.set();
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kadeEngineWatermark.scrollFactor.set();
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add(kadeEngineWatermark);
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add(kadeEngineWatermark);
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