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hotfix update
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Yoshubs authored and Yoshubs committed Sep 11, 2021
1 parent a965aec commit 0bf1c4d
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2 changes: 1 addition & 1 deletion Project.xml
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Expand Up @@ -3,7 +3,7 @@

<!-- _________________________ Application Settings _________________________ -->

<app title="Friday Night Funkin' Forever Engine" file="FunkinForever" packageName="com.ninjamuffin99.funkin" package="com.ninjamuffin99.funkin" main="Main" version="0.2.7.1" company="ninjamuffin99" />
<app title="Friday Night Funkin' Forever Engine" file="Forever Engine" packageName="com.ninjamuffin99.funkin" package="com.ninjamuffin99.funkin" main="Main" version="0.2.7.1" company="ninjamuffin99" />

<!--The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file
or you can set the actual size of your file manually at "FlxPreloaderBase-onUpdate-bytesTotal"-->
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24 changes: 17 additions & 7 deletions source/Init.hx
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Expand Up @@ -99,14 +99,14 @@ class Init extends FlxState
"Enables Ghost Tapping, allowing you to press inputs without missing.",
NOT_FORCED
],
'Diagonalscroll' => [false, 0, 'kill me'],
'Centered Notefield' => [false, 0, "Center the notes, disables the enemy's notes."],
"Custom Titlescreen" => [
true,
false,
0,
"Enables the custom Forever Engine titlescreen! (only effective with a restart)",
FORCED
]
],
'Camera-fixed Judgements' => [false, 0, ""],
];

public static var trueSettings:Map<String, Dynamic> = [];
Expand Down Expand Up @@ -157,7 +157,7 @@ class Init extends FlxState

override public function create():Void
{
FlxG.save.bind('forever', 'engine');
FlxG.save.bind('foreverengine-options');
Highscore.load();

loadSettings();
Expand All @@ -176,7 +176,15 @@ class Init extends FlxState
FlxG.mouse.useSystemCursor = true; // Use system cursor because it's prettier
FlxG.mouse.visible = false; // Hide mouse on start

Main.switchState(this, new TitleState());
gotoTitleScreen();
}

private function gotoTitleScreen()
{
if (trueSettings.get("Custom Titlescreen"))
Main.switchState(this, new CustomTitlescreen());
else
Main.switchState(this, new TitleState());
}

public static function loadSettings():Void
Expand All @@ -194,12 +202,14 @@ class Init extends FlxState
{
var settingsMap:Map<String, Dynamic> = FlxG.save.data.settings;
for (singularSetting in settingsMap.keys())
if (gameSettings.get(singularSetting)[3] != FORCED)
if (gameSettings.get(singularSetting) != null && gameSettings.get(singularSetting)[3] != FORCED)
trueSettings.set(singularSetting, FlxG.save.data.settings.get(singularSetting));
}

// lemme fix that for you
if (!Std.isOfType(trueSettings.get("Framerate Cap"), Int) || trueSettings.get("Framerate Cap") < 30)
if (!Std.isOfType(trueSettings.get("Framerate Cap"), Int)
|| trueSettings.get("Framerate Cap") < 30
|| trueSettings.get("Framerate Cap") > 360)
trueSettings.set("Framerate Cap", 30);

// 'hardcoded' ui skins
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2 changes: 1 addition & 1 deletion source/Main.hx
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Expand Up @@ -60,7 +60,7 @@ class Main extends Sprite
public static var mainClassState:Class<FlxState> = Init; // Determine the main class state of the game
public static var framerate:Int = 120; // How many frames per second the game should run at.

public static var gameVersion:String = '0.2.3';
public static var gameVersion:String = '0.2.3.1';

public static var loadedAssets:Array<FlxBasic> = [];

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1 change: 0 additions & 1 deletion source/Paths.hx
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Expand Up @@ -14,7 +14,6 @@ class Paths
{
// Here we set up the paths class. This will be used to
// Return the paths of assets and call on those assets as well.
// set the current song extension to either OGG or MP3 depending on the client
inline public static var SOUND_EXT = "ogg";

// level we're loading
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12 changes: 12 additions & 0 deletions source/gameFolder/gameObjects/userInterface/menu/DebugUI.hx
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@@ -0,0 +1,12 @@
package gameFolder.gameObjects.userInterface.menu;

import flixel.FlxSprite;

/**
HEAVILY BASED ON FLIXEL UI SHIT
check that out lol its in the same library youre using rn
**/
class DebugCheckmark extends FlxSprite
{
//
}
8 changes: 4 additions & 4 deletions source/gameFolder/meta/data/Timings.hx
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Expand Up @@ -16,10 +16,10 @@ class Timings
// from left to right
// max milliseconds, score from it and percentage
public static var ratingsMap:Map<String, Array<Dynamic>> = [
"sick" => [50, 350, 100],
"good" => [90, 150, 50],
"bad" => [145, 0, -25],
"shit" => [180, -20, -50],
"sick" => [30, 350, 100],
"good" => [100, 150, 50],
"bad" => [145, 0, -75],
"shit" => [180, -20, -90],
"miss" => [200, -50, -100],
];

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