CoolUtil gets used more

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Lucky56 2021-06-17 06:00:18 +02:00
parent 19134e6694
commit ceac1c6129
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GPG Key ID: 19E3875EAD1F8B8F
5 changed files with 8 additions and 24 deletions

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@ -6,11 +6,11 @@ using StringTools;
class CoolUtil
{
public static var difficultyArray:Array<String> = ['EASY', "NORMAL", "HARD"];
public static var difficultyArray:Array<String> = ['Easy', "Normal", "Hard"];
public static function difficultyString():String
public static function difficultyFromInt(difficulty:Int):String
{
return difficultyArray[PlayState.storyDifficulty];
return difficultyArray[difficulty];
}
public static function coolTextFile(path:String):Array<String>

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@ -244,15 +244,7 @@ class FreeplayState extends MusicBeatState
intendedScore = Highscore.getScore(songHighscore, curDifficulty);
#end
switch (curDifficulty)
{
case 0:
diffText.text = "EASY";
case 1:
diffText.text = 'NORMAL';
case 2:
diffText.text = "HARD";
}
diffText.text = CoolUtil.difficultyFromInt(curDifficulty).toUpperCase();
}
function changeSelection(change:Int = 0)

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@ -54,7 +54,7 @@ class LoadReplayState extends MusicBeatState
var string:String = controlsStrings[i];
actualNames[i] = string;
var rep:Replay = Replay.LoadReplay(string);
controlsStrings[i] = string.split("time")[0] + " " + (rep.replay.songDiff == 2 ? "HARD" : rep.replay.songDiff == 1 ? "EASY" : "NORMAL");
controlsStrings[i] = string.split("time")[0] + " " + CoolUtil.difficultyFromInt(rep.replay.songDiff).toUpperCase();
}
if (controlsStrings.length == 0)

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@ -52,7 +52,7 @@ class PauseSubState extends MusicBeatSubstate
add(levelInfo);
var levelDifficulty:FlxText = new FlxText(20, 15 + 32, 0, "", 32);
levelDifficulty.text += CoolUtil.difficultyString();
levelDifficulty.text += CoolUtil.difficultyFromInt(PlayState.storyDifficulty).toUpperCase();
levelDifficulty.scrollFactor.set();
levelDifficulty.setFormat(Paths.font('vcr.ttf'), 32);
levelDifficulty.updateHitbox();

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@ -255,15 +255,7 @@ class PlayState extends MusicBeatState
#if windows
// Making difficulty text for Discord Rich Presence.
switch (storyDifficulty)
{
case 0:
storyDifficultyText = "Easy";
case 1:
storyDifficultyText = "Normal";
case 2:
storyDifficultyText = "Hard";
}
storyDifficultyText = CoolUtil.difficultyFromInt(storyDifficulty);
iconRPC = SONG.player2;
@ -965,7 +957,7 @@ class PlayState extends MusicBeatState
add(healthBar);
// Add Kade Engine watermark
kadeEngineWatermark = new FlxText(4,healthBarBG.y + 50,0,SONG.song + " " + (storyDifficulty == 2 ? "Hard" : storyDifficulty == 1 ? "Normal" : "Easy") + (Main.watermarks ? " - KE " + MainMenuState.kadeEngineVer : ""), 16);
kadeEngineWatermark = new FlxText(4,healthBarBG.y + 50,0,SONG.song + " " + CoolUtil.difficultyFromInt(storyDifficulty) + (Main.watermarks ? " - KE " + MainMenuState.kadeEngineVer : ""), 16);
kadeEngineWatermark.setFormat(Paths.font("vcr.ttf"), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE,FlxColor.BLACK);
kadeEngineWatermark.scrollFactor.set();
add(kadeEngineWatermark);