NO WATER, also put strumlines closer together yeah, also made holdnotes actually match the cover positions now
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@ -59,7 +59,7 @@ function NoteClass:Spawn()
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if self.hold then
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sprite.layer = 10
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sprite.alpha = 0.6
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self.offset.x = 45
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self.offset.x = 50
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if self.holdEnd then
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sprite.layer = 11
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spriteName = string.format("%s hold end", sprites[self.direction])
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@ -20,6 +20,7 @@ _G.render = module
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---@field modifier number
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---@field layer number
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---@field alpha number
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---@field anchor engine.vector2
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---Sprite Sheet animatable class
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local Sprite = {}
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Sprite.__index = Sprite
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@ -106,6 +107,7 @@ function _G.Sprite(image, sheet)
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layer = 0,
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alpha = 1,
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starterFrame = 0,
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anchor = Vector2()
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}, Sprite)
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for index, sprite in next, atlas do
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@ -174,7 +176,8 @@ function _G.Sprite(image, sheet)
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modifier = 1,
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allowedFrame = 0,
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layer = 0,
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alpha = 1
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alpha = 1,
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anchor = Vector2()
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}, Sprite)
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Sprites[#Sprites + 1] = newSprite
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@ -372,12 +375,15 @@ function module.drawSprites()
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love.graphics.setShader(loadedShaders[sprite.shader])
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end
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local quadx, quady = quad.quad:getTextureDimensions()
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love.graphics.draw(sprite.image, quad.quad,
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(sprite.position.x - quad.offset.x - sprite.extraOffset.x + cameraOffset.x * sprite.modifier) +
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render.offset.x,
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(sprite.position.y - quad.offset.y - sprite.extraOffset.y + cameraOffset.y * sprite.modifier) +
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render.offset.y, math.rad((sprite.rotation or 0) - (quad.rotated and 90 or 0)),
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quad.resize.x * (sprite.flipX and -1 or 1), quad.resize.y * (sprite.flipY and -1 or 1))
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(sprite.position.x - quad.offset.x - sprite.extraOffset.x + cameraOffset.x * sprite.modifier) + render.offset.x,
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(sprite.position.y - quad.offset.y - sprite.extraOffset.y + cameraOffset.y * sprite.modifier) + render.offset.y,
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math.rad((sprite.rotation or 0) - (quad.rotated and 90 or 0)),
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quad.resize.x * (sprite.flipX and -1 or 1), quad.resize.y * (sprite.flipY and -1 or 1),
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quadx * sprite.anchor.x, quady * sprite.anchor.y
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)
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love.graphics.setShader(defaultShader)
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end
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@ -548,7 +554,8 @@ function Rect(image, sheet)
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rect = false,
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modifier = 1,
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layer = 0,
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alpha = 1
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alpha = 1,
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anchor = Vector2()
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}, Sprite)
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for index, sprite in next, atlas do
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@ -609,7 +616,8 @@ function Rect(image, sheet)
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rect = false,
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modifier = 1,
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layer = 0,
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alpha = 1
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alpha = 1,
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anchor = Vector2()
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}, Sprite)
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Sprites[#Sprites + 1] = newSprite
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@ -4,7 +4,7 @@ local itIsTimeToDrinkWater = love.math.random(40, 80)
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local skipNextBop = false
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--stupid shit that keeps my sanity going dont mind me
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local secretEVILvariable = true
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local secretEVILvariable = false
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local sipSippin = love.audio.newSource("sounds/week7/sip.ogg", "stream")
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sipSippin:setVolume(1000)
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@ -975,7 +975,7 @@ local function state(songName, songDifficulty, show)
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local receptor = Sprite("sprites/NOTE_assets.png", "sprites/NOTE_assets.xml")
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receptor:PlayAnimation("arrow" .. directions[i + 1], 24, true)
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receptor.layer = 9
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receptor.position = Vector2(1200 + (158 * i), settings.Downscroll and 860 or 0)
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receptor.position = Vector2(1200 + (150 * i), settings.Downscroll and 860 or 0)
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receptor.ui = true -- So it doesnt move with the camera.
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@ -991,7 +991,7 @@ local function state(songName, songDifficulty, show)
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splash.layer = 11
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splash.position = Vector2(1140 + (158 * i), settings.Downscroll and 800 or -100)
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splash.position = Vector2(1140 + (150 * i), settings.Downscroll and 800 or -100)
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splash.ui = true
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splashes[i + 1] = splash
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@ -1000,7 +1000,7 @@ local function state(songName, songDifficulty, show)
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noteCover.layer = 12
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noteCover.position = Vector2(1120 + (158 * i), settings.Downscroll and 780 or -100)
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noteCover.position = Vector2(1120 + (150 * i), settings.Downscroll and 780 or -100)
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noteCover.ui = true
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noteCover.starterFrame = 1
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@ -1011,7 +1011,7 @@ local function state(songName, songDifficulty, show)
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local receptor = Sprite("sprites/NOTE_assets.png", "sprites/NOTE_assets.xml")
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receptor:PlayAnimation("arrow" .. directions[i + 1], 24, true)
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receptor.position = Vector2(100 + 158 * i, settings.Downscroll and 860 or 0)
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receptor.position = Vector2(100 + 150 * i, settings.Downscroll and 860 or 0)
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receptor.layer = 9
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receptor.ui = true -- So it doesnt move with the camera.
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