Removed the annoying window reopening for all states unless it's actually needed
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@ -6,27 +6,37 @@ local started = false
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function module.onCreate()
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if gameMode == "storymode" then
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print("evil")
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-- print("evil")
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video:play()
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sharedVars.canStart = false
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sharedVars.shouldCountdown = false
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sharedVars.cutscene = true
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end
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end
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function module.onUpdate()
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if not video:isPlaying() and not started then
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print("evil")
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-- print("evil")
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sharedVars.canStart = true
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sharedVars.shouldCountdown = true
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started = true
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sharedVars.cutscene = false
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end
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end
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function module.drawAboveCanvas()
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if not started then
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print("evil")
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-- print("evil")
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love.graphics.draw(video, 0, 0, 0, 1280 / video:getWidth(), 720 / video:getHeight())
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end
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end
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function module.onClose()
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if video then
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video:pause()
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video:release()
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video = nil
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end
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end
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return module
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@ -34,9 +34,6 @@ function module.onCreate()
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-- rain.layer = 0
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-- rain:PlayAnimation("Rain", 15, true)
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-- no.
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end
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return module
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@ -48,7 +48,7 @@ return function()
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local curSong = songs[1]
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local evilCurIndex = 1
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local evilCurIndex = -500
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local curDiffList = songs[1].difficulties
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local curDiff = songs[1].difficulties[1]
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@ -416,7 +416,10 @@ return function()
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function state.load()
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setup()
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love.window.setMode(1280, 720, { fullscreen = false, resizable = false, centered = true, borderless = false })
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if love.graphics.getWidth() ~= 1280 then
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love.window.setMode(1280, 720, { fullscreen = false, resizable = false, centered = true, borderless = false })
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end
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end
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function state.wheelmoved(x, y)
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@ -61,7 +61,7 @@ return function()
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credits = "creditsstate",
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login = "loginstate"
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}
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local evilCurrentOption = 1
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local evilCurrentOption = -10
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local optionSprites = {}
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local moving = false
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@ -512,10 +512,15 @@ local function state(songName, songDifficulty, show)
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end
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render.updateSprites(dt)
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end
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if sharedVars.cutscene then
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render.updateSprites(dt)
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end
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return
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end
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render.updateSprites(dt)
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-- playing isn't supposed to work like "paused", it's there to keep the game from working during loading
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if counting and sharedVars.shouldCountdown then
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@ -545,10 +550,16 @@ local function state(songName, songDifficulty, show)
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end
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elseif not sharedVars.shouldCountdown then
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counting = false
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if sharedVars.cutscene then
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render.updateSprites(dt)
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end
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end
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if paused then goto continue end -- if paused then skip this cycle
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render.updateSprites(dt)
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local currentTime = socket.gettime()
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elapsed = (currentTime - startTime) * 1000 - pauseTime - cdLength
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@ -960,19 +971,19 @@ local function state(songName, songDifficulty, show)
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-- GF first so she is below other chars
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if metadata.playData.characters.girlfriend then
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characters.gf = Character(metadata.playData.characters.girlfriend)
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characters.gf:PlayAnimation("danceLeft")
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characters.gf.sprite.layer = 0
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if not characters.gf.hasStagePosition then
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characters.gf.stagePosition = Vector2(stage.girlfriend[1], stage.girlfriend[2])
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end
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characters.gf:PlayAnimation(characters.gf.animInfo.idle and "idle" or "danceLeft")
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end
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characters.bf = Character(metadata.playData.characters.player)
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characters.bf:PlayAnimation("idle")
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characters.bf.sprite.layer = 1
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if not characters.bf.hasStagePosition then
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characters.bf.stagePosition = Vector2(stage.boyfriend[1], stage.boyfriend[2])
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end
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characters.bf:PlayAnimation(characters.bf.animInfo.idle and "idle" or "danceLeft")
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shader:send("pr", characters.bf.colors[1] / 255)
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shader:send("pg", characters.bf.colors[2] / 255)
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shader:send("pb", characters.bf.colors[3] / 255)
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@ -991,12 +1002,12 @@ local function state(songName, songDifficulty, show)
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if metadata.playData.characters.opponent and metadata.playData.characters.opponent ~= "none" then -- you can have no player2 but always player1
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characters.dad = Character(metadata.playData.characters.opponent)
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characters.dad:PlayAnimation(characters.dad.animInfo.idle and "idle" or "danceLeft")
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characters.dad.sprite.layer = 1
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if not characters.dad.hasStagePosition then
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characters.dad.stagePosition = Vector2(stage.opponent[1], stage.opponent[2])
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print(stage.opponent[1], stage.opponent[2])
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end
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characters.dad:PlayAnimation(characters.dad.animInfo.idle and "idle" or "danceLeft")
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local image = love.graphics.newImage(string.format("images/icons/icon-%s.png", characters.dad.icon))
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icons.dad = {
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@ -1140,7 +1151,9 @@ local function state(songName, songDifficulty, show)
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local screenSize = sharedVars.screenSize or Vector2(1280, 720)
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love.window.setMode(screenSize.x, screenSize.y, { fullscreen = false, resizable = false })
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if love.graphics.getWidth() ~= screenSize.x then
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love.window.setMode(screenSize.x, screenSize.y, { fullscreen = false, resizable = false })
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end
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render.offset = Vector2(960, 540)
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end
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@ -82,7 +82,9 @@ return function(score, accuracy, ratings, combo)
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end
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function state.load()
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love.window.setMode(1280, 720)
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if love.graphics.getWidth() ~= 1280 then
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love.window.setMode(1280, 720, { fullscreen = false, resizable = false, centered = true, borderless = false })
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end
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local rank = "LOSS"
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local animation = "LOSS animation"
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