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Codename Engine

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Differences between the other FNF engines

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Differences between the other FNF engines.

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First of all, this engine does not have built-in LUA scripting, unlike Psych Engine.

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Codename engine is based on Base Game's week 6 code (AKA. version 0.2.7.1), and shows heavy modifications from the original source (for example, optimized PlayState ~1400 lines, rewritten systems etc.). It is not a fork of any other engines and hasn't taken code from other engines either.

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Compared to the usual engines (Psych Engine, FPS plus), these are the few differences that makes it stand out:

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Please keep in mind that, despite these differences, we do not consider our engine to be any better than the others and this page exists purely for people to distinguish our engine from the other engines in the community.
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How to navigate the engine

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While the engine has pretty much not changed the usual look and feel of the original game, it's worth noting that there are a few additions to the game that needs to be studied, a bit.

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The Warning Screen

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Although not very notable, it's still important to read the message to understand why the engine doesn't feel "complete". And also, this state can be modified to show your own message (see State Scripts).

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Mod Select Menu

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After going through the Title Screen and arriving at the Main Menu, you can now press TAB to reveal the.. Mod Select Menu! This is where your installed mods will appear, and this is where you select them. It's very simple and nothing to note here.

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(Skipping story mode menu because there's nothing to note there)
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Freeplay Menu

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Looks just like the ordinary Freeplay menu, with one exception. A new modifier that changes the way you can play songs!

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Upon pressing TAB, you get to play solo, as the opponent, or even in co-op mode to play with your buddy (uses your alternate controls, see Controls Menu).

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Options Menu

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Now going back to the Main Menu and choosing the "Options" option, you're greeted with this menu! Although, at first, this might be too much to take in, there aren't really that many settings, but each of them are pretty self explanatory.

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Set your controls here. Pretty self-explanatory, but as you can see you also get to bind a second keybind for each action. And you also get to change controls for actions outside of gameplay.

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Gameplay

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Now for the gameplay, it's pretty much the same as normal FNF, although some UI elements look different. For one, the notes are.. properly aligned. For two, there's 2 new counters at the bottom (or at the top, if you have Downscroll enabled), which represents your accuracy on how well you hit the notes, and the misses which.. shows your misses.

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FPS Counter

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The fps counter shows very basic information (FPS, current memory consumed, peak memory consumed, the watermark and current GitHub commit of the engine). But upon pressing F3, we get a lot more information.

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Most of this information isn't really important to the ordinary player, but for developers/debuggers it's pretty important (btw don't be afraid to show this because none of this is your personal information lol)

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Additional Chfuck this is not the chart editor file

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Creating songs

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Creating Songs.

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Creating songs is very simple, there's currently 2 ways of making them, and we will be focusing on the in-engine way for now.

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Creating the song itself.

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Creating a song using the New Song option when entering Chart Editor selection will bring up this menu. This is self-explanatory, just put the song name there, the bpm, time signature, the audio files and you're done here. -(Vocals are optional here but we forgot to fix a bug haha)

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Proceeding to the next page after inputting our audio files, we arrive at this. This is where we input our meta data, though also self-explanatory and not much to explain.
-Pressing Save & Close and Congratulations your song has been made!

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Creating difficulties for the song.

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Although we have made our song, it's still missing the charts. This is where creating difficulties take place.

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Upon selecting New Difficulty, after selecting on our newly created song, brings us to this window. Now this looks overwhelming at first, but keep in mind you only have to focus on the top part the most.
Looking at the top part we can change the difficulty name, the stage and the scroll speed. Once you're done filling those you can proceed with pressing Save & Close, and your difficulty will be created.
(If you're curious about the bottom part, see Chart Editor Features)

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Opening the chart editor.

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Opening the chart editor is done by selecting one of the song's difficulties displayed. After that, you'll be presented with the Chart Editor. After doing the charting work, you can proceed to saving the chart.

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As you can see, there's a lot of options on how to save the chart, but for now only focus on the first 2 save options. Of course, you get to save without having to deal with a file dialogue, as the engine will automatically save the chart on the correct charts folder.
While saving normally is highly recommended, we also offer the option to save separately.

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Now that you've learned to make and chart a song, you can proceed to Chart Editor Features, to learn about advanced features.

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ADDITIONAL. Different audio per difficulty.

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If you ever wanted to make an erect-esque difficulty, the engine allows for that without scripting it in.
Simply add the alternative audio files and rename it to have a -difficulty at the end. (Voices-difficulty.ogg and Inst-difficulty.ogg).

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3D rendering

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coming soon

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List of all script calls

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All states/substates

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preCreate(), create(), postCreate()

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preUpdate(elapsed:Float), update(elapsed:Float), postUpdate(elapsed:Float)

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stepHit(curStep:Int), beatHit(curBeat:Int), measureHit(curMeasure:Int)

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onFocus(), onFocusLost()

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draw(event:DrawEvent), postDraw(event:DrawEvent)

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The event has no parameters but can be cancelled

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onStateSwitch(event:StateEvent), onOpenSubState(event:StateEvent)

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onResize(event:ResizeEvent)

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The event in question has the following parameters:

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destroy()

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PlayState.hx

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onStageXMLParsed(event:StageXMLEvent), onStageNodeParsed(event:StageNodeEvent)

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onPreGenerateStrums(event:AmountEvent), onPostGenerateStrums(event:AmountEvent)

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onStrumCreation(event:StrumCreationEvent), onPostStrumCreation(event:StrumCreationEvent)

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onNoteCreation(event:NoteCreationEvent), onPostNoteCreation(event:NoteCreationEvent)

-

onStartCountdown(event:CancellableEvent), onPostStartCountdown()

-

onCountdown(event:CountdownEvent), onPostCountdown(event:CountdownEvent)

-

onSongStart(), onStartSong(), onSongEnd()

-

onInputUpdate(event:InputSystemEvent), onPostInputUpdate()

-

onRatingUpdate(event:RatingUpdateEvent)

-

onPlayerHit(event:NoteHitEvent), onDadHit(event:NoteHitEvent), onNoteHit(event:NoteHitEvent)

-

onPlayerMiss(event:NoteMissEvent)

-

onCameraMove(event:CamMoveEvent)

-

onEvent(event:EventGameEvent)

-

onSubstateOpen(event:StateEvent), onSubstateClose(event:StateEvent)

-

onGamePause(event:CancellableEvent)

-

onGameOver(event:GameOverEvent), onPostGameOver(event:GameOverEvent)

-

onVocalsResync()

-

Global Scripts

-

focusLost(), focusGained()

-

more coming soon

- -
-
- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Custom Classes.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Custom Classes.html deleted file mode 100644 index 249866e3..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Custom Classes.html +++ /dev/null @@ -1,119 +0,0 @@ - - - - Custom Classes - Codename Engine Docs - - - - -
-
- - Codename Logo -

CNE

-

Codename Engine

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-

Custom Classes

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- APIWiki -
-
-
-
- - -
-

Custom Classes

-

Custom classes can be made either inside the script you need it in or you can make a script file corresponding with the name of the class in ./source, and using import to import it.

-

Here is a basic Song Script code that uses it:

-
class SpecialSprite extends FlxSprite {
-    public var customValue:String = null;
-    public function new(?x:Float = 0, ?y:Float = 0, ?graphic:FlxGraphicAsset, customValue:String) { // it also has to start with the same arguments as the super class, (limitation for now)
-        super(x, y, graphic); // this does nothing currently, its purely visual for now, but it will be used in the future
-        this.customValue = customValue;
-        //other code stuff
-    }
-
-    public override function update(elapsed) {
-        super.update(elapsed);
-    }
-}
-
-function create() {
-    var spr = new SpecialSprite(200, 400, null, "powerful");
-    add(spr);
-}
-
-

Particularities

-

As of writing this, this system is very limited and also presents some defects. For example:

- - -
-
- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Global Scripts.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Global Scripts.html deleted file mode 100644 index 7cf0c7e1..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Global Scripts.html +++ /dev/null @@ -1,102 +0,0 @@ - - - - Global Scripts - Codename Engine Docs - - - - -
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- - Codename Logo -

CNE

-

Codename Engine

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Global Scripts

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- APIWiki -
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- - -
-

Global Scripts

-

Global Scripts always run during the game, doesn't matter in which state or where, it always runs. (runs from when the mod is loaded/game opened up until the game is closed/different mod is loaded)
-You can make one by creating a file in ./data/ called global.hx

-

Global Scripts are useful for certain things, for example, here's the default code in the base's global script:

-
function update(elapsed:Float)
-    if (FlxG.keys.justPressed.F5) FlxG.resetState();
-
-

Which makes it so that pressing F5 will refresh any state you are currently in.

-

Or a different example:

-
static var cashAmount:Float = 0;
-static var playerTitle = "poor";
-
-function update(elapsed:Float) {
-    if (cashAmount > 1000000) playerTitle = "millionaire";
-}
-
-

This basic example shows how you can use static variables and trigger actions depending on them. As you can see, these variables are accessible in any script, so you can basically use them in any PlayState Scripts and State Scripts too.

-

Useful script snippets for modders contains a few useful code snippets that take advantage of Global Scripts.

- -
-
- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/NDLL Scripting.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/NDLL Scripting.html deleted file mode 100644 index e2a34a63..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/NDLL Scripting.html +++ /dev/null @@ -1,90 +0,0 @@ - - - - NDLL Scripting - Codename Engine Docs - - - - -
-
- - Codename Logo -

CNE

-

Codename Engine

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NDLL Scripting

-
- APIWiki -
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- - -
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NDLL Scripting

-

Not documented yet.

-

Please read the example project here for now.

-

Outdated documentation on NekoVM

-

Up to date documentation on the example project

-

If you are unsure about what stuffs work check here

- -
-
- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Character or Stage Scripts.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Character or Stage Scripts.html deleted file mode 100644 index 25bf3e59..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Character or Stage Scripts.html +++ /dev/null @@ -1,105 +0,0 @@ - - - - Character or Stage Scripts - Codename Engine Docs - - - - -
-
- - Codename Logo -

CNE

-

Codename Engine

-
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Character or Stage Scripts

-
- APIWiki -
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-
-
- - -
-

Character/Stage Scripts

-

Character/Stage Scripts run alongside them, or something like that.

-

Character Script.

-

You can create one of those by making a Script file alongside your character's XML data file (./data/characters/)
-In these scripts you don't need to specify the character, since the character becomes the Script's parent.

-

Here's an example of a Character Script that makes the character spin..:

-
function update(elapsed) {
-    angle += elapsed * 10;
-}
-
-

Stage Scripts.

-

Creating one of those also goes next to the Stage XML data file (./data/stages/).
-This script also takes the Stage as it's parent, thus not needing to use stage.getSprite(), instead, sprites becomes the variables

-

Here's an example:

-
function postCreate() {
-    // animatedObject has already been defined in the XML file.
-    animatedObject.frames = Paths.getFrames("animatedObject");
-    animatedObject.animation.addByPrefix("idle", "idle", 24, true);
-    animatedObject.animation.play("idle");
-}
-
- -
-
- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Cutscenes or Dialogue Scripts.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Cutscenes or Dialogue Scripts.html deleted file mode 100644 index 8c99a1a3..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Cutscenes or Dialogue Scripts.html +++ /dev/null @@ -1,86 +0,0 @@ - - - - Cutscenes or Dialogue Scripts - Codename Engine Docs - - - - -
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- - Codename Logo -

CNE

-

Codename Engine

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Cutscenes or Dialogue Scripts

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- APIWiki -
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- - -
-

Cutscenes/Dialogue Scripts

-

coming soon.

- -
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- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Gameplay Scripts.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Gameplay Scripts.html deleted file mode 100644 index 74c8d2fc..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Gameplay Scripts.html +++ /dev/null @@ -1,115 +0,0 @@ - - - - Gameplay Scripts - Codename Engine Docs - - - - -
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- - Codename Logo -

CNE

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Codename Engine

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Gameplay Scripts

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- APIWiki -
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- - -
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Gameplay Scripts

-

Gameplay scripts run during gameplay (yep)

-

You can run Gameplay Scripts in a song, by putting the scripts in ./song/YOUR SONG/scripts, or run them in every song, by putting them in the ./songs folder itself.

-

Gameplay Scripts can change the gameplay in various ways, for example, this is how you can hide the player character:

-
function create() {
-    boyfriend.visible = false;
-}
-
-

Or how to create a normal sprite:

-
function create() {
-    var sprite = new FlxSprite(x, y).loadGraphic(Paths.image("my new sprite")); //picks the png image from the ./images folder
-}
-
-

If you notice, this looks slightly like source code, aside from the usual override function or super.create(), which does not exist in our scripting language.
-If you already got the hang of source coding, then scripting will feel like a breeze. If not.. well.. prepare to learn!

-

Particularities

-

Accessing characters.

-

Characters are actually accessed differently. Due to the modularity of having more than one Strumline, and having more than one character in a Strumline, characters are accessible like this:

-
trace(strumLines.members[0].characters[0]); // opponent character
-trace(strumLines.members[1].characters[0]); // player character
-trace(strumLines.members[2].characters[0]); // girlfriend character
-
-

Though we have also established a few shortcuts to avoid typing this much code

-
trace(dad);
-trace(boyfriend);
-trace(gf);
-
-

Replacing mustHitSection.

-

Sections do not exists, and therefore, mustHitSection no longer works. But, as a workaround, you can use curCameraTarget to replace it.

-
if (curCameraTarget == 1) // mustHitSection == true
-
- -
-
- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Pause or Game Over Scripts.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Pause or Game Over Scripts.html deleted file mode 100644 index 6fbe8bd2..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/Pause or Game Over Scripts.html +++ /dev/null @@ -1,127 +0,0 @@ - - - - Pause or Game Over Scripts - Codename Engine Docs - - - - -
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CNE

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Codename Engine

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Pause or Game Over Scripts

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- APIWiki -
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Pause and Game Over Scripts

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Pause Scripts

-

Pause Scripts can change the pause menu, either entirely or tiny bits of it.
-To use one, you have to load it from a Script (any script can do, even Song Scripts).

-
PauseSubState.script = 'data/scripts/pause';
-
-

This code points to the script that can be found in ./data/scripts/ and is called pause.hx.

-

You can do many things in this script. For example, this is how you can override it and have your own entirely custom pause menu here:

-
function create(event){
-    event.cancel();
-
-    camera = pauseCam = new FlxCamera();
-    pauseCam.bgColor = FlxColor.TRANSPARENT;
-    FlxG.cameras.add(pauseCam, false);
-
-    // your code here
-}
-
-

(create's event has more parameters than that. Check for All of the script calls, and for calls other than create)
-This script will prevent the base pause menu from loading and allows you to add whatever you want to it.

-

Important functions to use when coding the pause menu:

- -

Game Over Scripts

-

Game over scripts work the same as Pause Scripts, though presents some differences. -This is how you load one:

-
GameOverSubstate.script = "data/scripts/gameover"
-
-

This code points to the script that can be found in ./data/scripts/ and is called gameover.hx.

-

Here's an example of playing a video when the player dies:

-
function create(event) {
-    event.cancel(); // cancels out initializing characters and stuff
-
-    deathVideo = new FlxVideo();
-    deathVideo.onEndReached.add(deathVideo.dispose);
-    var path = Paths.file("videos/death.mp4");
-    deathVideo.load(Assets.getPath(path));
-    deathVideo.play();
-}
-
-

create's event has even more parameters for changing SFX and other stuff. Check for All of the script calls, and for calls other than create.

- -
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- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/index.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/index.html deleted file mode 100644 index 5e33de1c..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/PlayState Scripts/index.html +++ /dev/null @@ -1,94 +0,0 @@ - - - - PlayState Scripts - Codename Engine Docs - - - - -
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CNE

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Codename Engine

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PlayState Scripts

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- APIWiki -
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PlayState Scripts

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PlayState Scripts can do various things, check out these articles:

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(we seriously have nothing to note here)

- -
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CNE

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Codename Engine

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Scripted Assets Libraries

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- APIWiki -
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Scripted Assets Libraries

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Not documented yet.

-

Please read the source code for now.

- -
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- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/State or Substate Scripts.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/State or Substate Scripts.html deleted file mode 100644 index 248cd410..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/State or Substate Scripts.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - State or Substate Scripts - Codename Engine Docs - - - - -
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CNE

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Codename Engine

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State or Substate Scripts

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- APIWiki -
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State/Substate Scripts

-

State/Substate Scripts are scripts that can change any state or substate of the game.
-You can change the Main Menu, the Freeplay Menu and even the Chart Editor.

-

Modifying a pre-existing State/Substate

-

To get started, make a Script in ./data/states and name it corresponding to the state/substate you want to change.

-

For example, if you decide to change the Main Menu, make a Script like this ./data/states/MainMenuState.hx
-A basic Main Menu modification looks like this:

-
function postCreate() {
-    forceCenterX = false; // disable the code that centers the menu buttons.
-    for (i=>button in menuItems.members) {
-        button.x += Math.sin(i) * 300; // move buttons
-    }
-}
-
-

This code results in the menu looking like this.

-

-

You can do this with every State/Substate of course, but keep in mind you have to study the state's code first before modifying it. (you can find the code in Codename Engine's Repository)
-Also look for All of the script calls for menu script calls

-

Creating custom States/Substates

-

You can also create entirely custom ones too! By putting them in the same ./data/states/ folder, you create new ModStates/ModSubstates.

-

Accessing them is done via this piece of code:

-
FlxG.switchState(new ModState("MyCustomState")); // assuming we have made a new Script ./data/states/MyCustomState.hx
-
-

or this code

-
openSubstate(new ModSubstate("MyCustomSubstate")) // assuming we have made a new Script ./data/states/MyCustomSubstate.hx
-
- -
-
- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Useful script snippets for modders.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Useful script snippets for modders.html deleted file mode 100644 index 05ed46fc..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Scripting/Useful script snippets for modders.html +++ /dev/null @@ -1,120 +0,0 @@ - - - - Useful script snippets for modders - Codename Engine Docs - - - - -
-
- - Codename Logo -

CNE

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Codename Engine

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Useful script snippets for modders

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- APIWiki -
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- - -
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Useful script snippets for modders

-

Some features don't exist in our engine, luckily, we can script them in!

-

Song Scripts

-

idk bro

-

Global Scripts

-

Replace pre-existing states with custom states.

-
var redirectStates:Map<FlxState, String> = [
-    TitleState => "CustomTitleState"
-];
-
-function preStateSwitch() {
-    for (redirectState in redirectStates.keys())
-        if (Std.isOfType(FlxG.game._requestedState, redirectState))
-            FlxG.game._requestedState = new ModState(redirectStates.get(redirectState));
-}
-
-

Animated Icons support.

-
function update(elapsed) {
-    for (i in FlxG.state.members)
-        if (Std.isOfType(i, HealthIcon))
-            if (Assets.exists(Path.withoutExtension(Paths.image("icons/"+i.curCharacter)) + ".xml") && i.frames.frames[0].name != "losing0000") {
-                i.frames = Paths.getFrames("icons/"+i.curCharacter);
-                i.animation.addByPrefix("losing", "losing", 24, true);
-                i.animation.addByPrefix("normal", "normal", 24, true);
-                i.animation.play("normal", true);
-                i.curAnimState = -1;
-            }
-}
-function onHealthIconAnimChange(e) {
-    if (e.healthIcon.animation.exists("normal")) {
-        e.cancel();
-        e.healthIcon.animation.play(e.amount == 0 ? 'normal' : 'losing', true);
-    }
-}
-
-

to be filled with other snippets

- -
-
- - \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/index.html b/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/index.html deleted file mode 100644 index 3736890d..00000000 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/index.html +++ /dev/null @@ -1,138 +0,0 @@ - - - - Wiki - Codename Engine Docs - - - - -
-
- - Codename Logo -

CNE

-

Codename Engine

-
-

Wiki

-
- APIWiki -
-
-
-
- - -
-

Welcome to the Codename Engine Wiki

-

Here is documentation on functions of the engine (gameplay and modding), and how to use them for your mod.

-

Navigation is done via either the sidebar, or by using this chart below:

- -

Credits:

- -

PSA. if you wish to contribute to this website, whether it be a page modification or adding a brand new page, visit the Github Repository and contribute via pull requests. (contributions are heavily encouraged, as we're not able to cover all possible cases.)

- -
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- - Codename Logo + + Codename Logo

CNE

Codename Engine

Home

- APIWiki + APIWiki
@@ -30,8 +30,8 @@

Home

Codename Engine

seriously we need an actual logo for this
- API - Wiki + API + Wiki

Downloads

diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jsstyle.css b/style.css similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jsstyle.css rename to style.css diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jstools/event-packer/index.html b/tools/event-packer/index.html similarity index 88% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jstools/event-packer/index.html rename to tools/event-packer/index.html index 563845f0..cdfcc32f 100644 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jstools/event-packer/index.html +++ b/tools/event-packer/index.html @@ -2,19 +2,19 @@ Event Packer - Codename Engine Tools - +
- - Codename Logo + + Codename Logo

CNE

Codename Engine

event-packer

- APIWiki + APIWiki
diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jstools/index.html b/tools/index.html similarity index 52% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jstools/index.html rename to tools/index.html index 19582b6b..6f8e5398 100644 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jstools/index.html +++ b/tools/index.html @@ -2,19 +2,19 @@ Home - Codename Engine Tools - +
- - Codename Logo + + Codename Logo

CNE

Codename Engine

index

- APIWiki + APIWiki
diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.js/wiki.css b/wiki.css similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.js/wiki.css rename to wiki.css diff --git a/wiki/Differences between the other FNF engines.html b/wiki/Differences between the other FNF engines.html new file mode 100644 index 00000000..bd050a92 --- /dev/null +++ b/wiki/Differences between the other FNF engines.html @@ -0,0 +1,98 @@ + + + + Differences between the other FNF engines - Codename Engine Docs + + + + +
+
+ + Codename Logo +

CNE

+

Codename Engine

+
+

Differences between the other FNF engines

+
+ APIWiki +
+
+
+
+ + +
+

Differences between the other FNF engines.

+

First of all, this engine does not have built-in LUA scripting, unlike Psych Engine.

+

Codename engine is based on Base Game's week 6 code (AKA. version 0.2.7.1), and shows heavy modifications from the original source (for example, optimized PlayState ~1400 lines, rewritten systems etc.). It is not a fork of any other engines and hasn't taken code from other engines either.

+

Compared to the usual engines (Psych Engine, FPS plus), these are the few differences that makes it stand out:

+
    +
  • Scripting system is specifically HScript Improved, a custom fork made by the developers themselves.
  • +
  • Uses forks of popular libraries tailored specifically for the engine for the goal of better optimization.
  • +
  • Modding system and softcoding is as capable as source coding.
  • +
  • Focuses heavily on optimization, and encourages its users to also take on optimization practices.
  • +
  • Bloated, in the sense that it offers as many modding tools as possible without changing the core gameplay and the base to mod on.
  • +
  • Allows modularity using addons and mods that apply on top of the core mod.
  • +
  • Advanced editors which allows for possibly better experience and easiness when creating the mod.
  • +
+
Please keep in mind that, despite these differences, we do not consider our engine to be any better than the others and this page exists purely for people to distinguish our engine from the other engines in the community.
+ +
+
+ + \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-1.png b/wiki/How to navigate the engine-1.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-1.png rename to wiki/How to navigate the engine-1.png diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-2.png b/wiki/How to navigate the engine-2.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-2.png rename to wiki/How to navigate the engine-2.png diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-3.png b/wiki/How to navigate the engine-3.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-3.png rename to wiki/How to navigate the engine-3.png diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-4.png b/wiki/How to navigate the engine-4.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-4.png rename to wiki/How to navigate the engine-4.png diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-5.png b/wiki/How to navigate the engine-5.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-5.png rename to wiki/How to navigate the engine-5.png diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-6.png b/wiki/How to navigate the engine-6.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-6.png rename to wiki/How to navigate the engine-6.png diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-7.png b/wiki/How to navigate the engine-7.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-7.png rename to wiki/How to navigate the engine-7.png diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-8.png b/wiki/How to navigate the engine-8.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-8.png rename to wiki/How to navigate the engine-8.png diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-9.png b/wiki/How to navigate the engine-9.png similarity index 100% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/How to navigate the engine-9.png rename to wiki/How to navigate the engine-9.png diff --git a/wiki/How to navigate the engine.html b/wiki/How to navigate the engine.html new file mode 100644 index 00000000..35295953 --- /dev/null +++ b/wiki/How to navigate the engine.html @@ -0,0 +1,112 @@ + + + + How to navigate the engine - Codename Engine Docs + + + + +
+
+ + Codename Logo +

CNE

+

Codename Engine

+
+

How to navigate the engine

+
+ APIWiki +
+
+
+
+ + +
+

How to navigate the engine

+

While the engine has pretty much not changed the usual look and feel of the original game, it's worth noting that there are a few additions to the game that needs to be studied, a bit.

+

The Warning Screen

+

+

Although not very notable, it's still important to read the message to understand why the engine doesn't feel "complete". And also, this state can be modified to show your own message (see State Scripts).

+

Mod Select Menu

+

+

After going through the Title Screen and arriving at the Main Menu, you can now press TAB to reveal the.. Mod Select Menu! This is where your installed mods will appear, and this is where you select them. It's very simple and nothing to note here.

+
(Skipping story mode menu because there's nothing to note there)
+

Freeplay Menu

+

+

Looks just like the ordinary Freeplay menu, with one exception. A new modifier that changes the way you can play songs!

+

+

Upon pressing TAB, you get to play solo, as the opponent, or even in co-op mode to play with your buddy (uses your alternate controls, see Controls Menu).

+

Options Menu

+

+

Now going back to the Main Menu and choosing the "Options" option, you're greeted with this menu! Although, at first, this might be too much to take in, there aren't really that many settings, but each of them are pretty self explanatory.

+

+

+

Set your controls here. Pretty self-explanatory, but as you can see you also get to bind a second keybind for each action. And you also get to change controls for actions outside of gameplay.

+

Gameplay

+

+

Now for the gameplay, it's pretty much the same as normal FNF, although some UI elements look different. For one, the notes are.. properly aligned. For two, there's 2 new counters at the bottom (or at the top, if you have Downscroll enabled), which represents your accuracy on how well you hit the notes, and the misses which.. shows your misses.

+

FPS Counter

+

+

The fps counter shows very basic information (FPS, current memory consumed, peak memory consumed, the watermark and current GitHub commit of the engine). But upon pressing F3, we get a lot more information.

+

+

Most of this information isn't really important to the ordinary player, but for developers/debuggers it's pretty important (btw don't be afraid to show this because none of this is your personal information lol)

+ +
+
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+
+ + Codename Logo +

CNE

+

Codename Engine

+
+

Character Editor Features

+
+ APIWiki +
+
+
+
+ + +
+

Additional Chfuck this is not the chart editor file

+ +
+
+ + \ No newline at end of file diff --git a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Creating characters/index.html b/wiki/Modding The Engine/Creating characters/index.html similarity index 55% rename from home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Creating characters/index.html rename to wiki/Modding The Engine/Creating characters/index.html index e0e68177..d9950893 100644 --- a/home/runner/work/FNF-CNE-Devs.github.io/FNF-CNE-Devs.github.io/src/index.jswiki/Modding The Engine/Creating characters/index.html +++ b/wiki/Modding The Engine/Creating characters/index.html @@ -2,20 +2,20 @@ Creating characters - Codename Engine Docs - - + +
- - Codename Logo + + Codename Logo

CNE

Codename Engine

Creating characters

- APIWiki + APIWiki
@@ -32,43 +32,43 @@

Creating characters