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.gitattributes

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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf

.github/ISSUE_TEMPLATE/bugs.yml

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name: Bug Report
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description: Report bugs present in the game here.
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labels:
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- bug
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body:
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- type: textarea
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id: description
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attributes:
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label: "Describe your bug here"
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validations:
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required: true
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- type: textarea
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id: steps
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attributes:
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label: "Add some steps to reproduce the bug (if any)"
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validations:
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required: false
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- type: textarea
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id: user-modded
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attributes:
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label: "Did you modify anything? if so, decribe what you've modified."
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placeholder: "E.g: \"Yes, I've added new scenes for characters and added new variables in settings.gd""
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validations:
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required: true

.gitignore

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# Godot 4+ specific ignores
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.godot/
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# Raven specific ignores
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out/

README.md

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<h2 align="center">
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<img src="https://cdn.discordapp.com/attachments/1184329287936004127/1220826226726277181/145_Sem_Titulo_20240322170030.png?ex=66105a06&is=65fde506&hm=f8af844503a8c9744532c849d7f0d99ac210aaa7ab82ef2090609f8a3de19977&" width=350, height=350 />
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🖤 Friday Night Funkin' Raven
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</h2>
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Remake of the core gameplay of [Friday Night Funkin'](https://github.com/FunkinCrew/Funkin)
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Powered by the [Godot Game Engine](https://godotengine.org)
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Made as a base framework for other mods.
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> [!Important]
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> When modding the game, please keep in mind that you're going to need to
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> have some level of knowledge when it comes to using Godot
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>
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> Feel free to thinker with the game to get the gist of how it works before trying to mod anything in
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>
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> **This is a recommendation anyways lol**
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>
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> also keep in mind that you need to run this under Godot 4.2 or later
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> [!Important]
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> Most of the stuff made in the Engine was made "so it works"
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> Making it so, at times, it's hard to understand what the engine is doing
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>
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> "Upon release, I wanna go back and simplify the backend"
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> "Help would be greatly appreciated as I'm not good with simplifying stuff lol"
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> @crowplexus
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>
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> If you have any questions as to how certain stuff works, don't hesitate
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> To ask on our server https://discord.gg/vaB85VHVTW
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---
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<h2 align="left">🎀 Maintainers</h2>
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- [CrowPlexus](https://twitter.com/crowplexus)
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- [burgerballs](https://twitter.com/burgerballs9)
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- [SrtHero278](https://twitter.com/SrtPro278)
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- [Raltyro](https://twitter.com/raltyro)
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---
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<h2 align="left">🧩 Features</h2>
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- Automatic BPM Changing, no need to do anything extra, place the event in the chart and boom!
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- Hopefully easy to understand backend
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- Scroll Directions ( Up, Down, Split )
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- Translations ( English, Spanish (ñ) and Brazilian Portuguese (ç) )
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- Modcharts
913 Bytes
Loading
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bnkl8rujlgv0h"
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path="res://.godot/imported/Checker.png-95b82ca4c05ab143e1e16c56d598421b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://addons/SpritesheetGenerator/Checker.png"
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dest_files=["res://.godot/imported/Checker.png-95b82ca4c05ab143e1e16c56d598421b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@tool
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extends EditorPlugin
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func _enter_tree():
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add_tool_menu_item("Open Spritesheet Generator", run_generator)
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get_editor_interface().get_command_palette().add_command("Open Spritesheet Generator", "addons/open_spritesheet_generator", run_generator)
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func _exit_tree():
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remove_tool_menu_item("Open Spritesheet Generator")
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get_editor_interface().get_command_palette().remove_command("addons/open_spritesheet_generator")
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func run_generator():
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get_editor_interface().play_custom_scene("res://addons/SpritesheetGenerator/SpritesheetGenerator.tscn")
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[gd_scene load_steps=3 format=3 uid="uid://cd5wndu01c1sn"]
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[sub_resource type="StyleBoxFlat" id="2"]
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resource_local_to_scene = true
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bg_color = Color(0, 0.501961, 0.501961, 1)
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[sub_resource type="GDScript" id="3"]
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resource_name = "Prefab"
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script/source = "extends PanelContainer
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var odd: Vector2
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func set_frame_margin(margin: Vector2):
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$MarginContainer.add_theme_constant_override(&\"margin_left\", margin.x)
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$MarginContainer.add_theme_constant_override(&\"margin_top\", margin.y)
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margin += odd
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$MarginContainer.add_theme_constant_override(&\"margin_right\", margin.x)
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$MarginContainer.add_theme_constant_override(&\"margin_bottom\", margin.y)
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func set_texture(texture: Texture2D):
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%TextureRect.texture = texture
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odd = Vector2(int(get_texture_size().x) % 2, int(get_texture_size().y) % 2)
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func get_texture_size() -> Vector2:
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return %TextureRect.texture.get_size()
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func get_position2() -> Vector2:
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return position + %TextureRect.position
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func get_texture_data() -> Image:
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return %TextureRect.texture.get_image()
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func set_display_background(display: bool):
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get_theme_stylebox(&\"panel\").draw_center = display
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func set_background_color(color: Color):
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get_theme_stylebox(&\"panel\").bg_color = color
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func _get_drag_data(p: Vector2):
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var preview = TextureRect.new()
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preview.texture = %TextureRect.texture
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preview.ignore_texture_size = true
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preview.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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preview.size = Vector2(64, 64)
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set_drag_preview(preview)
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return {type = \"SpritesheetFrame\", node = self}
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func _can_drop_data(p: Vector2, data) -> bool:
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return data is Dictionary and data.get(\"type\", \"\") == \"SpritesheetFrame\"
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func _drop_data(p: Vector2, data):
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var index = get_index()
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get_parent().move_child(self, data.node.get_index())
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get_parent().move_child(data.node, index)
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get_tree().current_scene.refresh_grid()
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func _gui_input(event: InputEvent):
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if event is InputEventMouseButton:
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if event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
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get_tree().current_scene.remove_frame.call_deferred(self)
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"
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[node name="FramePrefab" type="PanelContainer" groups=["frame"]]
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theme_override_styles/panel = SubResource("2")
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script = SubResource("3")
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[node name="MarginContainer" type="MarginContainer" parent="."]
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layout_mode = 2
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mouse_filter = 2
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[node name="TextureRect" type="TextureRect" parent="MarginContainer"]
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unique_name_in_owner = true
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texture_filter = 1
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layout_mode = 2
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stretch_mode = 4

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