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update to new version
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- SLE ported to a new version of SCE (4eaf8c4)
- New method to detect if the game has frozen (Incomplete, commented code in Main.hx)
- Reworked the crash handler in game, now it should not be able to loop if an error occurs in an update function.
- Working on a new way to change the window border color according to the color of the pressed note in the gameplay, instead of a predefined color (incomplete, code documented in slushi/slushiUtils/SlushiEngineHUD.hx)

KNOWN SCE BUGS:
- The song time bar does not correctly display the duration of the current song.
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Slushi-Github committed Oct 20, 2024
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18 changes: 9 additions & 9 deletions Project.xml
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Expand Up @@ -3,7 +3,7 @@
xsi:schemaLocation="http://lime.openfl.org/project/1.0.4 http://lime.openfl.org/xsd/project-1.0.4.xsd">
<!-- _________________________ Application Settings _________________________ -->

<app title="SC Engine - Slushi Engine" file="SLE" packageName="com.SCTeam.SCEE" package="com.SCTeam.SCE" main="Main" version="0.3.3" company="SlushiAndSCTeam" />
<app title="SC Engine - Slushi Engine" file="SLE" packageName="com.SCTeam.SCEE" package="com.SCTeam.SCE" main="Main" version="0.3.8" company="SlushiAndSCTeam" />

<!--Switch Export with Unique ApplicationID and Icon-->
<set name="APP_ID" value="0x0100f6c013bbc000" />
Expand Down Expand Up @@ -57,18 +57,18 @@ xsi:schemaLocation="http://lime.openfl.org/project/1.0.4 http://lime.openfl.org/
<define name="SLUSHI_LUA"/> <!-- Defines whether if Lua of SLE is allowed. -->
<define name="SLUSHI_CPP_CODE" if="windows"/> <!-- Defines whether if C++ code is allowed. -->
<!-- <define name="THIS_IS_A_BUILD_TEST"/> -->
<!-- <define name=" CUSTOM_BUILD"/> -->
<!-- <define name="CUSTOM_BUILD"/> -->
<define name="WINSL_SUGGEST_COMMAND"/> <!-- Defines whether if WinSL can suggest commands is allowed. -->
<!-- ____________________________ EXPERIMENTAL _______________________________ -->
<!-- ____________________________ Assets - Paths _______________________________ -->
<assets path="assets/slushiEngineAssets" rename="assets/slushiEngineAssets" include="*"/>
<assets path="assets/slushiEngineAssets/SLEAssets" rename="assets/slushiEngineAssets/SLEAssets" include="*"/>
<!-- ____________________________ Libs _______________________________ -->
<!-- <haxelib name="flxgif"/> -->
<haxelib name="fuzzaldrin"/>
<haxelib name="fuzzaldrin" if="WINSL_SUGGEST_COMMAND"/>
<!-- ____________________________ Libs versions and settings _______________________________ -->
<!-- ____________________________ Others _______________________________ -->


<!-- PSYCH && SCE CUSTOMIZATION -->
<!-- Defines whether the Discord client should be enabled. Only works on desktop. -->
<define name="FEATURE_DISCORD" if="desktop" />
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<!--In case you want to use the addons package-->
<haxelib name="linc_luajit" if="LUA_ALLOWED"/>
<haxelib name="hscript-iris" if="HSCRIPT_ALLOWED" version="1.0.2"/>

<!--Avoid memory leaks with for loops in HScript-->
<haxedef name="loop_unroll_max_cost" value="25" />
<haxelib name="hscript-iris" if="HSCRIPT_ALLOWED"/>

<haxelib name="hxvlc" if="VIDEOS_ALLOWED"/>
<haxelib name="format"/>
Expand Down Expand Up @@ -273,11 +270,14 @@ xsi:schemaLocation="http://lime.openfl.org/project/1.0.4 http://lime.openfl.org/
<!-- Enables a terminal log prompt on debug builds -->
<haxelib name="hxcpp-debug-server" if="debug"/>
<haxedef name="HXC_LIBVLC_LOGGING" if="VIDEOS_ALLOWED debug" />
<haxedef name="HXVLC_NO_SHARE_DIRECTORY" if="VIDEOS_ALLOWED" />
<define name="x86_BUILD" if="32bits" />

<haxelib name="thx.core"/>
<haxelib name="thx.semver"/>
<haxelib name="json2object"/>
<haxelib name="FlxPartialSound"/>
<haxelib name="flxsoundfilters" />

<!--Disable source traces for release builds-->
<haxeflag name="-D no-traces"/>
Expand Down Expand Up @@ -311,7 +311,7 @@ xsi:schemaLocation="http://lime.openfl.org/project/1.0.4 http://lime.openfl.org/
<haxedef name="HXCPP_CHECK_POINTER" if="CRASH_HANDLER" />
<haxedef name="HXCPP_STACK_LINE" if="CRASH_HANDLER" />

<haxedef name="hscriptPos" /> <!-- for logging -->
<haxedef name="hscriptPos" if="HSCRIPT_ALLOWED"/> <!-- for logging -->

<!-- Enable this on platforms which do not support dropping files onto the window. -->
<haxedef name="FILE_DROP_UNSUPPORTED" if="mac" />
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14 changes: 9 additions & 5 deletions README_ES.md
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Expand Up @@ -69,13 +69,17 @@ SLE tiene una [wiki](https://github.com/Slushi-Github/Slushi-Engine/tree/main/do
----
SLE no está hecho para competir con otros motores como [Psych Engine](https://github.com/ShadowMario/FNF-PsychEngine), [SB Engine](https://github.com/Stefan2008Git/FNF-SB-Engine), [Codename Engine](https://github.com/FNF-CNE-Devs/CodenameEngine) (¿Me pregunto por qué los desarrolladores de CNE descompilaron SLE? No tenían razón para hacerlo), u otros motores existentes. En cambio, SLE está diseñado para facilitar tareas que de otro modo serían desafiantes y permitirte crear modcharts como los hechos en NotITG o Hitman's AD, con características más allá de simplemente mover las notas o la ventana.

En un futuro cercano, puedes esperar encontrar todo el código C++ de SLE disponible como una biblioteca de Haxe en Haxelib. Esto te permitirá usarlo en tus proyectos no relacionados con FNF'. Lo mismo ocurre con WinSL. :3
En un futuro cercano, puedes esperar encontrar todo el código C++ de SLE disponible como una biblioteca de Haxe en Haxelib. Esto te permitirá usarlo en tus proyectos no relacionados con FNF'. Lo mismo ocurre con WinSL. :3:

----
[SL-Windows-API](https://lib.haxe.org/p/sl-windows-api/) (Funciones de la API de Windows en Haxe).

### Creditos:

Slushi, no es ni mi personaje original (OC) ni un personaje que me pertenezca. Ella es de la serie web [Chikn Nuggit](https://twitter.com/chikn_nuggit?t=YohD2quSHtamaiJyzT-FOA&s=09), de Kyra Kupetsky. No tengo permiso directo para usar a Slushi en este motor, todos los derechos sobre el personaje pertenecen a ellos.

Slushi Engine usa codigo de [Codename Engine](https://github.com/FNF-CNE-Devs/CodenameEngine) (SC Engine tambien, pero solo me quiero referir al codigo que use en SLE) y de [HITMANS: THE ANNIHILATE AND DESTROY PROJECT](https://gamebanana.com/mods/453997)
Slushi Engine usa codigo de [Codename Engine](https://github.com/FNF-CNE-Devs/CodenameEngine) (SC Engine tambien, pero solo me quiero referir al codigo que use en SLE) y de [HITMANS: THE ANNIHILATE AND DESTROY PROJECT](https://gamebanana.com/mods/453997).

Para mas detalles de los creditos, [PORFA revisa esto en el README de SCE](https://github.com/EdwhakKB/SC-SP-ENGINE?tab=readme-ov-file#credits-to-other-engine--most-engine-features-and-where-they-come-from-sorry-if-only-now-the-credits-exist-extermely-sorry)

[SC Engine](https://github.com/EdwhakKB/SC-SP-ENGINE), es solo la base de SLE, no es mío, es de [EdwhakKB](https://github.com/EdwhakKB), tengo su permiso completo para usar SLE en este maravilloso motor.

Expand All @@ -89,7 +93,7 @@ Slushi Engine usa codigo de [Codename Engine](https://github.com/FNF-CNE-Devs/Co

## Características del Slushi Engine:
- Un HUD hecho específicamente para canciones usando el modo NotITG, para que se vea como el de ese juego, facilitando deshacerte del look normal de FNF'.
- Nuevos shaders, disponibles solo en SLE.
- Nuevos shaders disponibles solo en SLE.
- Un extenso número de nuevas funciones en Lua para que experimentes al crear tus canciones o mods.
- Basado en las versiones más recientes de SC Engine.
- Pantalla de resultaods del FNF' V-SLICE (Sacado de [P-Slice](https://github.com/mikolka9144/P-Slice))
- ~~Pantalla de resultados del FNF' V-SLICE (Sacado de [P-Slice](https://github.com/mikolka9144/P-Slice))~~ (Ahora SCE tiene esto, ya no es una característica de SLE)
4 changes: 2 additions & 2 deletions assets/base_game/shared/data/characters/pico-playable.json
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Expand Up @@ -61,15 +61,15 @@
"offsets": [-45, 50],
"anim": "singRIGHTmiss",
"fps": 24,
"name": "Pico NOTE LEFT Miss",
"name": "Pico NOTE LEFT miss",
"indices": []
},
{
"loop": false,
"offsets": [83, 28],
"anim": "singLEFTmiss",
"fps": 24,
"name": "Pico Note Right miss",
"name": "Pico Note Right Miss",
"indices": []
},
{
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4 changes: 2 additions & 2 deletions assets/base_game/shared/data/characters/pico-player.json
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Expand Up @@ -62,15 +62,15 @@
"fps": 24,
"anim": "singRIGHTmiss",
"indices": [],
"name": "Pico NOTE LEFT Miss"
"name": "Pico NOTE LEFT miss"
},
{
"offsets": [83, 28],
"loop": false,
"fps": 24,
"anim": "singLEFTmiss",
"indices": [],
"name": "Pico Note Right miss"
"name": "Pico Note Right Miss"
}
],
"no_antialiasing": false,
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5 changes: 4 additions & 1 deletion assets/base_game/shared/data/songs/2hot/2hot-easy.json
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Expand Up @@ -1356,11 +1356,14 @@
"mustHitSection": true
}
],
"options": {
"blockOpponentMode": true
},
"gfVersion": "nene",
"format": "psych_v1_convert",
"bpm": 182,
"needsVoices": true,
"song": "2Hot",
"offset": 0
}
}
}
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