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Funkin/source/funkin/play/notes/NoteSprite.hx

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package funkin.play.notes;
import funkin.play.song.SongData.SongNoteData;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.FlxSprite;
class NoteSprite extends FlxSprite
{
static final DIRECTION_COLORS:Array<String> = ['purple', 'blue', 'green', 'red'];
public var holdNoteSprite:SustainTrail;
/**
* The time at which the note should be hit, in milliseconds.
*/
public var strumTime(default, set):Float;
function set_strumTime(value:Float):Float
{
this.strumTime = value;
return this.strumTime;
}
/**
* The length of the note's sustain, in milliseconds.
* If 0, the note is a tap note.
*/
public var length(default, set):Float;
function set_length(value:Float):Float
{
this.length = value;
this.isSustainNote = (this.length > 0);
return this.length;
}
/**
* The time at which the note should be hit, in steps.
*/
public var stepTime(get, never):Float;
function get_stepTime():Float
{
// TODO: Account for changes in BPM.
return this.strumTime / Conductor.stepLengthMs;
}
/**
* An extra attribute for the note.
* For example, whether the note is an "alt" note, or whether it has custom behavior on hit.
*/
public var kind(default, set):String;
function set_kind(value:String):String
{
this.kind = value;
return this.kind;
}
/**
* The data of the note (i.e. the direction.)
*/
public var direction(default, set):NoteDirection;
function set_direction(value:Int):Int
{
if (frames == null) return value;
animation.play(DIRECTION_COLORS[value] + 'Scroll');
this.direction = value;
return this.direction;
}
public var noteData:SongNoteData;
public var isSustainNote:Bool = false;
/**
* Set this flag to true when hitting the note to avoid scoring it multiple times.
*/
public var hasBeenHit:Bool = false;
/**
* Register this note as hit only after any other notes
*/
public var lowPriority:Bool = false;
/**
* This is true if the note has been fully missed by the player.
* It will be destroyed immediately.
*/
public var hasMissed:Bool;
/**
* This is true if the note is earlier than 10 frames within the strumline.
* and thus can't be hit by the player.
* Managed by PlayState.
*/
public var tooEarly:Bool;
/**
* This is true if the note is within 10 frames of the strumline,
* and thus may be hit by the player.
* Managed by PlayState.
*/
public var mayHit:Bool;
/**
* This is true if the note is earlier than 10 frames after the strumline,
* and thus can't be hit by the player.
* Managed by PlayState.
*/
public var tooLate:Bool;
public function new(strumTime:Float = 0, direction:Int = 0)
{
super(0, -9999);
this.strumTime = strumTime;
this.direction = direction;
if (this.strumTime < 0) this.strumTime = 0;
setupNoteGraphic();
// Disables the update() function for performance.
this.active = false;
}
public static function buildNoteFrames(force:Bool = false):FlxAtlasFrames
{
// static variables inside functions are a cool of Haxe 4.3.0.
static var noteFrames:FlxAtlasFrames = null;
if (noteFrames != null && !force) return noteFrames;
noteFrames = Paths.getSparrowAtlas('NOTE_assets');
noteFrames.parent.persist = true;
return noteFrames;
}
function setupNoteGraphic():Void
{
this.frames = buildNoteFrames();
animation.addByPrefix('greenScroll', 'green instance');
animation.addByPrefix('redScroll', 'red instance');
animation.addByPrefix('blueScroll', 'blue instance');
animation.addByPrefix('purpleScroll', 'purple instance');
animation.addByPrefix('purpleholdend', 'pruple end hold');
animation.addByPrefix('greenholdend', 'green hold end');
animation.addByPrefix('redholdend', 'red hold end');
animation.addByPrefix('blueholdend', 'blue hold end');
animation.addByPrefix('purplehold', 'purple hold piece');
animation.addByPrefix('greenhold', 'green hold piece');
animation.addByPrefix('redhold', 'red hold piece');
animation.addByPrefix('bluehold', 'blue hold piece');
setGraphicSize(Strumline.STRUMLINE_SIZE);
updateHitbox();
}
public override function revive():Void
{
super.revive();
this.active = false;
this.tooEarly = false;
this.hasBeenHit = false;
this.mayHit = false;
this.tooLate = false;
this.hasMissed = false;
}
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public override function kill():Void
{
super.kill();
}
public override function destroy():Void
{
// This function should ONLY get called as you leave PlayState entirely.
// Otherwise, we want the game to keep reusing note sprites to save memory.
super.destroy();
}
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}