HeavenStudioPlus/Assets/Scripts/Games/DogNinja/DogNinja.cs

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Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
using NaughtyBezierCurves;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Jukebox;
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrDogNinjaLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
RiqEntity ObjectUpdater(string datamodel, RiqEntity e)
{
if (datamodel == "dogNinja/ThrowObject" && e.version == 0)
{
e["diffObjs"] = e["direction"] == 2 && e["typeL"] != e["typeR"];
e["type"] = e["direction"] is 0 or 2 ? (int)e["typeL"] : e["typeR"];
e.version = 1;
return e;
}
return null;
}
// // Beatmap.Entities isn't available in a riqentity updater...
// RiqEntity BirdUpdater(string datamodel, RiqEntity e)
// {
// if (datamodel == "dogNinja/CutEverything" && e.version == 0)
// {
// RiqEntity nextBird = eventCaller.gameManager.Beatmap.Entities.Find(c => c.datamodel is "dogNinja/CutEverything" && c.beat > e.beat);
// if (nextBird != null) nextBird.datamodel = "dogNinja/DELETE THIS";
// e.length = nextBird != null ? (float)(nextBird.beat - e.beat) : 4;
// e.version = 1;
// return e;
// }
// return null;
// }
RiqBeatmap.OnUpdateEntity += ObjectUpdater;
// RiqBeatmap.OnUpdateEntity += BirdUpdater;
return new Minigame("dogNinja", "Dog Ninja", "554899", false, false, new List<GameAction>()
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
new GameAction("Bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
instance.Bop(e.beat, e.length, e["auto"], e["toggle"]);
}
},
resizable = true,
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle", true, "Bop", "Toggle if Dog Ninja should bop for the duration of this event."),
new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."),
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
},
new GameAction("Prepare", "Prepare")
{
function = delegate {
if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
instance.DoPrepare();
}
},
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
defaultLength = 0.5f,
},
new GameAction("ThrowObject", "Throw Object")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
DogNinja.QueueObject(e.beat, e["direction"], e["diffObjs"], e["type"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"], e);
},
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
defaultLength = 2,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Choose the side(s) the object(s) should be thrown from."),
new Param("diffObjs", false, "Different Objects", "Toggle if the sides should be different.", new() {
new((x, _) => (bool)x, "typeL", "typeR"),
new((x, _) => !(bool)x, "type"),
}),
new Param("type", DogNinja.ObjectType.Random, "Object", "Choose the object to be thrown."),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "Choose the object to be thrown from the left."),
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "Choose the object to be thrown from the right."),
new Param("shouldPrepare", true, "Prepare", "Toggle if Dog Ninja should automatically prepare for this cue."),
new Param("muteThrow", false, "Mute", "Toggle if the cue should be muted. This only applies when the cue is started from another game."),
},
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("CutEverything", "Mister Eagle's Sign")
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
instance.CutEverything(e.beat, e.length, e["toggle"], e["text"]);
}
},
defaultLength = 4f,
resizable = true,
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
parameters = new List<Param>()
{
new Param("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in."),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("text", "Cut everything!", "Sign Text", "Set the text to be displayed on the sign.")
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
},
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
new GameAction("HereWeGo", "Here We Go!")
{
preFunction = delegate { DogNinja.HereWeGo(eventCaller.currentEntity.beat); },
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
defaultLength = 2,
preFunctionLength = 1,
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
},
},
new List<string>() { "ntr", "normal" },
"ntrninja", "en",
new List<string>() { },
chronologicalSortKey: 23
);
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
}
}
namespace HeavenStudio.Games
{
using Jukebox;
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
using Scripts_DogNinja;
public class DogNinja : Minigame
{
private struct QueuedThrow
{
public int[] types;
public string sfxNumL, sfxNumR;
}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
[Header("Animators")]
public Animator DogAnim; // dog misc animations
public Animator BirdAnim; // bird flying in and out
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
[Header("References")]
[SerializeField] ThrowObject ObjectBase;
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
[SerializeField] SpriteRenderer WhichObject;
[SerializeField] TMP_Text CutEverythingText;
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
[SerializeField] Sprite[] ObjectTypes;
private bool autoBop = true;
public bool queuePrepare;
public bool preparing;
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
public enum ObjectDirection
{
Left,
Right,
Both,
}
public enum ObjectType : int
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
Random, // random fruit
Apple, // fruit
Broccoli, // fruit
Carrot, // fruit
Cucumber, // fruit
Pepper, // fruit
Potato, // fruit
Bone, // bone
Pan, // pan
Tire, // tire
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
// custom objects that aren't in the og game
AirBatter,
Karateka,
IaiGiriGaiden,
ThumpFarm,
BattingShow,
MeatGrinder,
Idol,
TacoBell,
//YaseiNoIkiG3M4,
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
protected static bool IA_PadAny(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
}
public static PlayerInput.InputAction InputAction_Press =
new("NtrNinjaPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
IA_PadAny, IA_TouchFlick, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_TouchPress =
new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAPressCat, IAEmptyCat },
IA_Empty, IA_TouchBasicPress, IA_Empty);
public static PlayerInput.InputAction InputAction_TouchRelease =
new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_Empty, IA_TouchBasicRelease, IA_Empty);
public override void OnLateBeatPulse(double beat)
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
if (autoBop && !preparing && !queuePrepare && (DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Idle"))) {
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
public override void OnPlay(double beat)
{
foreach (var e in gameManager.Beatmap.Entities.FindAll(e => e.datamodel is "dogNinja/ThrowObject" && beat > e.beat && beat < e.beat + 1))
{
DogAnim.Play("Prepare", 0, 1);
preparing = true;
QueueObject(e.beat, e["direction"], e["diffObjs"], e["type"], e["typeL"], e["typeR"], e["shouldPrepare"], true, e);
}
}
public override void OnGameSwitch(double beat)
{
foreach (var e in gameManager.Beatmap.Entities.FindAll(e => e.datamodel is "dogNinja/ThrowObject" && beat >= e.beat - 2 && beat < e.beat + 1))
{
QueuedThrow t = e["throwData"];
bool shouldPrepare = e["shouldPrepare"];
if (beat > e.beat) {
shouldPrepare = false;
DogAnim.Play("Prepare", 0, 1);
preparing = true;
}
ThrowObject(e.beat, e["direction"], shouldPrepare, t.types, t.sfxNumL, t.sfxNumR);
}
}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
private void Update()
{
// prepare queuing stuff
if (queuePrepare && !preparing && (DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Bop")))
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
preparing = true;
queuePrepare = false;
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
}
// controls stuff
if (PlayerInput.GetIsAction(InputAction_TouchPress) && !GameManager.instance.autoplay)
{
// queuePrepare = true;
DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
preparing = true;
}
if (PlayerInput.GetIsAction(InputAction_TouchRelease) && (!IsExpectingInputNow(InputAction_Press)) && (!GameManager.instance.autoplay))
{
StopPrepare();
DogAnim.DoScaledAnimationAsync("Unprepare", 0.5f);
}
if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press))
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
string slice = UnityEngine.Random.Range(0, 1f) < 0.5f ? "WhiffRight" : "WhiffLeft";
DogAnim.DoScaledAnimationAsync(slice, 0.5f);
SoundByte.PlayOneShotGame("dogNinja/whiff");
StopPrepare();
}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
public void Bop(double beat, float length, bool auto, bool bop)
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
autoBop = auto;
if (!bop) return;
List<BeatAction.Action> actions = new();
for (int i = 0; i < length; i++) {
actions.Add(new(beat + i, delegate { DogAnim.DoScaledAnimationAsync("Bop", 0.5f); }));
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
}
if (actions.Count > 0) BeatAction.New(this, actions);
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
public static void QueueObject(double beat, int direction, bool diffObjs, int type, int typeL, int typeR, bool prepare, bool muteThrow, RiqEntity e)
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
int randomObj = 1;
int[] types = diffObjs ? new[] { typeL, typeR } : new[] { type, type };
string[] sfxNums = new string[2];
for (int i = 0; i < 2; i++)
{
if (types[i] == 0 && (diffObjs || i == 0)) randomObj = UnityEngine.Random.Range((int)ObjectType.Apple, (int)ObjectType.Potato + 1);
if (types[i] == 0) types[i] = randomObj;
sfxNums[i] = "dogNinja/" + (types[i] < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), types[i]));
}
if (!muteThrow) {
for (int i = 0; i < (direction == 2 && diffObjs ? 2 : 1); i++) {
SoundByte.PlayOneShotGame(sfxNums[i] + "1", beat, forcePlay: true);
}
}
if (GameManager.instance.minigame is DogNinja instance) {
instance.ThrowObject(beat, direction, prepare, types, sfxNums[0], sfxNums[1]);
} else {
var queuedThrow = new QueuedThrow() {
types = types,
sfxNumL = sfxNums[0],
sfxNumR = sfxNums[1],
};
// funny static variable workaround :)
if (!e.dynamicData.TryAdd("throwData", queuedThrow)) {
e["throwData"] = queuedThrow;
}
}
}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
public void ThrowObject(double beat, int direction, bool prepare, int[] types, string sfxNumL, string sfxNumR)
{
if (prepare) {
BeatAction.New(this, new() {
new(beat, () => queuePrepare = PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay)
});
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
}
for (int i = 0; i < (direction == 2 ? 2 : 1); i++)
{
bool l = direction is 2 ? i == 0 : direction == 0;
WhichObject.sprite = ObjectTypes[l ? types[0] : types[1]];
ThrowObject obj = Instantiate(ObjectBase, transform);
obj.startBeat = beat;
obj.direction = direction;
obj.fromLeft = l;
obj.type = l ? types[0] : types[1];
obj.sfxNum = l ? sfxNumL : sfxNumR;
if (direction == 2) obj.shouldSfx = l == (types[0] == types[1]);
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
public void CutEverything(double beat, float length, bool sound, string customText)
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
if (sound) SoundByte.PlayOneShotGame("dogNinja/bird_flap");
BirdAnim.DoScaledAnimationAsync("FlyIn", 0.5f);
CutEverythingText.text = customText;
BeatAction.New(this, new() {
new(beat + length, () => BirdAnim.Play("FlyOut", 0, 0))
});
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
public void StopPrepare()
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
preparing = false;
queuePrepare = false;
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
public void DoPrepare()
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.PlayerHasControl()) return;
DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
preparing = true;
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
public static void HereWeGo(double beat)
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
{
// // sound sequence isn't working?
// PlaySoundSequence("dogNinja", "here_we_go", beat);
MultiSound.Play(new List<MultiSound.Sound>() {
new("dogNinja/here", beat + 0),
new("dogNinja/we", beat + 0.5),
new("dogNinja/go", beat + 1),
}, forcePlay: true);
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
}
}
}