(WIP) Stage class rewrite + Stage Editor Overhaul - #1038
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…ll<Function>` because why not Cleaned up a bit of formatting as well
… but you will access Stage class variables over PlayState variables.
The signal dispatch and bounds update has been moved to "memberAdded" and "memberRemoved" signals to allow those tasks to be ran using `add` and `remove` functions. Also, started to prepare all the rendering stuff.
…he right order of operations
…are in the members of the StageLayer
…xObject` class. Also optimized so it only needs to do one passthrough instead of going down to sub-levels and doing more for-loops that may or may not be needed. This might not be 100% accurate in some points but you can force a `hard_check` if needed
…e` functions will now register them automatically. This is so stage scripts, or other external accessing of `StageLayer` doesn't need to remember a specific function to register the newly added `StageLayer`. `stageSprites` still need to be set directly as they require a custom name to map them, otherwise they are considered stray objects.
… Character events
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Stageclass rewritten with many improvements along with an Overhauled Stage Editor that fixes many issues.New Stage Features:
Stagenow can be used outside of PlayState without any issues, i.e. for example, you can set a Stage in a custom state.flixel-animate, it allows you to set a shader, blend modes oralphaproperty to the entire stage (or layer) as a single sprite. Shoutouts forMaybeMarufor the rendering method :3.Stageis now modular, it can be preloaded and switched mid-song without issues.New Misc. Features:
PR by @Jamextreme140 & @ItsLJcool