Fixed mall and fixed some freeplay stuff
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c648e06151
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5b0c3dbc04
@ -6,6 +6,7 @@
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"unlocked": true,
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"freeplayStyle": "bf",
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"stickerPack": "standard-bf",
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"colors": [0, 1, 1],
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"freeplayDJ": {
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"assetPath": "freeplay/freeplay-boyfriend",
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"cartoon": {
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@ -14,6 +14,7 @@
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"unlocked": true,
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"freeplayStyle": "pico",
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"stickerPack": "standard-pico",
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"colors": [1, 0.6, 0],
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"freeplayDJ": {
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"assetPath": "freeplay/freeplay-pico",
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"text1": "PICO",
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@ -1,4 +1,3 @@
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local upperBop, bottomBop, santa
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local snow = {}
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@ -31,7 +30,7 @@ return {
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for i = 1, 4 do --repeating cus fuck rectangles
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local snowPart = Image("images/mall/fgSnow.png")
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snowPart.position = Vector2(-1000 , 960 + i * 400)
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snowPart.position = Vector2(-1150 , 480 + i * 200)
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snowPart.layer = -6
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snow[i] = snowPart
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@ -39,7 +38,7 @@ return {
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bottomBop = Sprite("sprites/mall/bottomBop.png", "sprites/mall/bottomBop.json")
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bottomBop:PlayAnimation("Bottom Level Boppers", 24, false)
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bottomBop.position = Vector2(-2400, 240)
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bottomBop.position = Vector2(-600, 240)
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bottomBop.modifier = 0.9
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bottomBop.layer = -5
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@ -14,8 +14,18 @@ return function()
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local playableOffsets = charValues.offsets
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local playableFlips = charValues.flips
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curChar = playables[1] --this needs to be global
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local curCharIndex = 1
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local curCharIndex
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if not curChar then
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curChar = playables[1] --this needs to be global
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curCharIndex = 1
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else
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for index, playable in next, playables do
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if playable == curChar then
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curCharIndex = index
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end
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end
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end
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local songs = require(string.format("charts.songs-%s", curChar))
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@ -61,7 +71,7 @@ return function()
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local capsule = Sprite(string.format("images/freeplay/freeplayCapsule/capsule/freeplayCapsule_%s.png", curChar), string.format("images/freeplay/freeplayCapsule/capsule/freeplayCapsule_%s.json", curChar))
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capsule.position = Vector2()
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capsule.layer = 5
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capsule.layer = 70
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capsule:PlayAnimation("mp3 capsule w backing NOT SELECTED", 24, true)
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-- for index, anim in next, capsule.quads do
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-- for index, quad in next, anim do
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@ -111,6 +121,7 @@ return function()
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local left
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local arrow
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local arrow2
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local function setup()
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love.window.setTitle("TaggedEngine: Freeplay")
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@ -136,20 +147,19 @@ return function()
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)
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arrow.position.y = 0
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arrow.position.x = 0
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arrow.layer = 1
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arrow.resize = Vector2(.5, .5)
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arrow.layer = 50
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arrow.flipX = false
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arrow:PlayAnimation("arrow pointer loop", 24, true)
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local arrow2 = Sprite(
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arrow2 = Sprite(
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string.format("sprites/freeplay/freeplaySelector-%s.png", curChar),
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string.format("sprites/freeplay/freeplaySelector-%s.json", curChar)
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)
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arrow2.position.y = 0
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arrow2.position.x = 310
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arrow2.layer = 50
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arrow2.flipX = true
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arrow2:PlayAnimation("arrow pointer loop", 24, true)
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arrow2.position.y = 0
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arrow2.position.x = 310
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arrow2.layer = 50
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arrow2.flipX = true
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arrow2:PlayAnimation("arrow pointer loop", 24, true)
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-- render.preLoad(
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-- "sprites/freeplay/freeplaySelector_pico.png",
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@ -160,20 +170,16 @@ return function()
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diffIMG:PlayAnimation(curDiff, 24, false)
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diffIMG.position = Vector2(50, 10)
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diffIMG.layer = 2
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bfAtlas = love.animate.newTextureAtlas()
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bfAtlas = Atlas(string.format("sprites/freeplay/freeplay-%s", curChar))
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bfAtlas.layer = 20
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bfAtlas:load(string.format("sprites/freeplay/freeplay-%s", curChar))
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bfAtlas.looping = false
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bfAtlas:play(animationAliases.intro)
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bfAtlas:PlayAnimation(animationAliases.intro)
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setupIcons()
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end
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local function run()
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if curDiff == "erect" or curDiff == "nightmare" then
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Erect = "erect" -- I fucking hate fnf devs for this
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end
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Erect = curDiff == "erect"
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gameMode = "freeplaymode"
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@ -196,12 +202,12 @@ return function()
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run()
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end
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end
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bfAtlas:update(dt)
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if bfAtlas.libraries and bfAtlas.frame >= bfAtlas:getTimelineLength(bfAtlas:getSymbolTimeline(bfAtlas.symbol)) then
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bfAtlas:play(animationAliases.idle)
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if bfAtlas.atlas.libraries and bfAtlas.atlas.frame >= bfAtlas.atlas:getTimelineLength(bfAtlas.atlas:getSymbolTimeline(bfAtlas.atlas.symbol)) then
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bfAtlas:PlayAnimation(animationAliases.idle)
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end
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bfAtlas.position = Vector2(animationPositions[bfAtlas.atlas.symbol].x, animationPositions[bfAtlas.atlas.symbol].y)
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render.cameraPosition = Vector2(0, 0)
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render.updateSprites(dt)
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end
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@ -213,22 +219,21 @@ return function()
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evilCurIndex = Lerp(evilCurIndex, curIndex, .3)
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for index, song in next, songs do
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local color = index == curIndex and { 0, 1, 0.8 } or { 0, 1, 1 }
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local color = index == curIndex and {chardata.colors[1] >= 0.1 and chardata.colors[1] - 0.1 or 0, chardata.colors[2] >= 0.1 and chardata.colors[2] - 0.1 or 0, chardata.colors[3] >= 0.1 and chardata.colors[3] - 0.1 or 0} or chardata.colors
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love.graphics.print({ color, song.name }, font, 700 - (50 * math.abs(index - evilCurIndex)),
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love.graphics:getHeight() / 2 + (200 * (index - evilCurIndex - .5)), 0, 1, 1, 200)
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local icon = icons[song.name]
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if icon then
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icon.position = Vector2(450 - (50 * math.abs(index - evilCurIndex)),
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icon.position = Vector2(430 - (50 * math.abs(index - evilCurIndex)),
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love.graphics:getHeight() / 2 + (200 * (index - evilCurIndex - .5)))
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end
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local capsule = capsules[song.name]
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capsule.position = Vector2(400 - (50 * math.abs(index - evilCurIndex)),
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capsule.position = Vector2(380 - (50 * math.abs(index - evilCurIndex)),
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love.graphics:getHeight() / 2 + (200 * (index - evilCurIndex - .5) - 25))
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end
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bfAtlas:draw(animationPositions[bfAtlas.symbol].x, animationPositions[bfAtlas.symbol].y, 0, 1, 1)
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-- if bfAtlas.symbol == curChar .. " slide in" then
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-- if bfAtlas.atlas.symbol == curChar .. " slide in" then
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-- bfAtlas:draw(curChar == "bf" and 695 or 690, curChar == "bf" and 315 or 320, 0, flip and -1 or 1, 1)
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-- else
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-- bfAtlas:draw(curChar == "bf" and 700 or 1150, curChar == "bf" and 300 or 190, 0, flip and -1 or 1, 1)
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@ -249,7 +254,7 @@ return function()
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icons[curSong.name]:PlayAnimation("confirm", 24, false)
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confirm:stop()
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confirm:play()
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bfAtlas:play(animationAliases.confirm)
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bfAtlas:PlayAnimation(animationAliases.confirm)
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elseif key == "down" then
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curIndex, curSong = next(songs, curIndex)
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if not curSong then
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@ -321,29 +326,31 @@ return function()
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animationAliases[anim.name] = anim.prefix
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animationPositions[anim.prefix] = Vector2(anim.offsets[1], anim.offsets[2])
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end
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bfAtlas:stop()
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bfAtlas:load(string.format("sprites/freeplay/freeplay-%s", curChar))
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print(animationAliases.intro)
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bfAtlas:play(animationAliases.intro)
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bfAtlas:Destroy()
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bfAtlas = Atlas(string.format("sprites/freeplay/freeplay-%s", curChar))
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bfAtlas:PlayAnimation(animationAliases.intro)
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bfAtlas.layer = 20
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arrow = Sprite(
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string.format("sprites/freeplay/freeplaySelector-%s.png", curChar),
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string.format("sprites/freeplay/freeplaySelector-%s.json", curChar)
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)
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arrow.position.y = 0
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arrow.position.x = 40
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arrow.position.x = 0
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arrow.layer = 50
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arrow.flipX = false
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arrow:PlayAnimation("arrow pointer loop", 24, true)
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local arrow2 = Sprite(
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string.format("sprites/freeplay/freeplaySelector-%s.png", curChar),
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string.format("sprites/freeplay/freeplaySelector-%s.json", curChar)
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)
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arrow2 = Sprite(
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string.format("sprites/freeplay/freeplaySelector-%s.png", curChar),
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string.format("sprites/freeplay/freeplaySelector-%s.json", curChar)
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)
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arrow2.position.y = 0
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arrow2.position.x = 20
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arrow2.position.x = 310
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arrow2.layer = 50
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arrow2.flipX = true
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arrow2:PlayAnimation("arrow pointer loop", 24, true)
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flip = false
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--reset the index's nd shit
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curSong = songs[1]
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