Blue balls now bounce to da beat
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@ -224,7 +224,7 @@ class Character extends FlxSprite
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animation.addByPrefix('hey', 'BF HEY', 24, false);
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animation.addByPrefix('hey', 'BF HEY', 24, false);
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animation.addByPrefix('firstDeath', "BF dies", 24, false);
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animation.addByPrefix('firstDeath', "BF dies", 24, false);
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animation.addByPrefix('deathLoop', "BF Dead Loop", 24, true);
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animation.addByPrefix('deathLoop', "BF Dead Loop", 24, false);
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animation.addByPrefix('deathConfirm', "BF Dead confirm", 24, false);
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animation.addByPrefix('deathConfirm', "BF Dead confirm", 24, false);
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animation.addByPrefix('scared', 'BF idle shaking', 24);
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animation.addByPrefix('scared', 'BF idle shaking', 24);
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@ -300,7 +300,7 @@ class Character extends FlxSprite
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frames = Paths.getSparrowAtlas('bfPixelsDEAD','shared',true);
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frames = Paths.getSparrowAtlas('bfPixelsDEAD','shared',true);
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animation.addByPrefix('singUP', "BF Dies pixel", 24, false);
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animation.addByPrefix('singUP', "BF Dies pixel", 24, false);
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animation.addByPrefix('firstDeath', "BF Dies pixel", 24, false);
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animation.addByPrefix('firstDeath', "BF Dies pixel", 24, false);
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animation.addByPrefix('deathLoop', "Retry Loop", 24, true);
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animation.addByPrefix('deathLoop', "Retry Loop", 24, false);
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animation.addByPrefix('deathConfirm', "RETRY CONFIRM", 24, false);
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animation.addByPrefix('deathConfirm', "RETRY CONFIRM", 24, false);
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animation.play('firstDeath');
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animation.play('firstDeath');
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@ -48,6 +48,8 @@ class GameOverSubstate extends MusicBeatSubstate
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bf.playAnim('firstDeath');
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bf.playAnim('firstDeath');
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}
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}
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var startVibin:Bool = false;
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override function update(elapsed:Float)
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override function update(elapsed:Float)
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{
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{
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super.update(elapsed);
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super.update(elapsed);
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@ -76,6 +78,7 @@ class GameOverSubstate extends MusicBeatSubstate
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if (bf.animation.curAnim.name == 'firstDeath' && bf.animation.curAnim.finished)
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if (bf.animation.curAnim.name == 'firstDeath' && bf.animation.curAnim.finished)
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{
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{
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FlxG.sound.playMusic(Paths.music('gameOver' + stageSuffix));
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FlxG.sound.playMusic(Paths.music('gameOver' + stageSuffix));
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startVibin = true;
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}
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}
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if (FlxG.sound.music.playing)
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if (FlxG.sound.music.playing)
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@ -88,6 +91,10 @@ class GameOverSubstate extends MusicBeatSubstate
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{
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{
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super.beatHit();
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super.beatHit();
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if (startVibin && !isEnding)
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{
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bf.playAnim('deathLoop', true);
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}
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FlxG.log.add('beat');
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FlxG.log.add('beat');
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}
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}
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