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Funkin/source/funkin/play/PauseSubState.hx

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package funkin.play;
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typedef PauseSubStateParams =
{
?mode:PauseMode,
};
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/**
* The menu displayed when the Play State is paused.
*/
class PauseSubState extends MusicBeatSubState
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{
static final PAUSE_MENU_ENTRIES_STANDARD = [
{text: 'Resume', callback: resume},
{text: 'Restart Song', callback: restartPlayState},
{text: 'Change Difficulty', callback: switchMode.bind(_, Difficulty)},
{text: 'Enable Practice Mode', callback: enablePracticeMode, filter: () -> (PlayState.instance?.isPracticeMode ?? true)},
{text: 'Exit to Menu', callback: quitToMenu},
];
static final PAUSE_MENU_ENTRIES_CHARTING = [
{text: 'Resume', callback: resume},
{text: 'Restart Song', callback: restartPlayState},
{text: 'Return to Chart Editor', callback: quitToChartEditor},
];
static final PAUSE_MENU_ENTRIES_DIFFICULTY = [
{text: 'Back', callback: switchMode.bind(_, Standard)}
// Other entries are added dynamically.
];
static final PAUSE_MENU_ENTRIES_CUTSCENE = [
{text: 'Resume', callback: resume},
{text: 'Restart Cutscene', callback: restartCutscene},
{text: 'Skip Cutscene', callback: skipCutscene},
{text: 'Exit to Menu', callback: quitToMenu},
];
static final MUSIC_FADE_IN_TIME:Float = 50;
static final MUSIC_FINAL_VOLUME:Float = 0.5;
public static var musicSuffix:String = '';
// Status
var menuEntries:Array<PauseMenuEntry>;
var currentEntry:Int = 0;
var currentMode:PauseMode;
var allowInput:Bool = true;
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// Graphics
var metadata:FlxTypedGroup<FlxText>;
var metadataPractice:FlxText;
var menuEntryText:FlxTypedGroup<AtlasText>;
// Audio
var pauseMusic:FunkinSound;
public function new(?params:PauseSubStateParams)
{
super();
this.currentMode = params?.mode ?? PauseMode.Standard;
this.bgColor = FlxColor.TRANSPARENT; // Transparent, fades into black later.
}
public override function create():Void
{
super.create();
startPauseMusic();
buildMetadata();
transitionIn();
}
public override function update(elapsed:Float):Void
{
super.update(elapsed);
handleInputs();
}
function startPauseMusic():Void
{
pauseMusic = FunkinSound.load(Paths.music('breakfast-pixel'), true, true);
// Start playing at a random point in the song.
pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
pauseMusic.fadeIn(MUSIC_FADE_IN_TIME, 0, MUSIC_FINAL_VOLUME);
}
/**
* Render the metadata in the top right.
*/
function buildMetadata():Void
{
metadata = new FlxTypedGroup<FlxSprite>();
add(metadata);
var metadataSong:FlxText = new FlxText(20, 15, 0, 'Song Name - Artist');
metadataSong.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
if (PlayState.instance?.currentChart != null)
{
metadataSong.text += '${PlayState.instance.currentChart.songName} - ${PlayState.instance.currentChart.songArtist}';
}
metadata.add(metadataSong);
var metadataDifficulty:FlxText = new FlxText(20, 15 + 32, 0, 'Difficulty');
metadataDifficulty.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
if (PlayState.instance?.currentDifficulty != null)
{
metadataDifficulty.text += PlayState.instance.currentDifficulty.toTitleCase();
}
metadata.add(metadataDifficulty);
var metadataDeaths:FlxText = new FlxText(20, 15 + 64, 0, '0 Blue Balls');
metadataDeaths.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
metadataDeaths.text = '${PlayState.instance?.deathCounter} Blue Balls';
metadata.add(metadataDeaths);
metadataPractice = new FlxText(20, 15 + 96, 0, 'PRACTICE MODE');
metadataPractice.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
metadata.add(metadataPractice);
}
function regenerateMenu(?targetMode:PauseMode):Void
{
var previousMode:PauseMode = this.currentMode;
this.currentMode = targetMode ?? this.currentMode;
this.currentEntry = 0;
menuEntryText.clear();
// Choose the correct menu entries.
switch (this.currentMode)
{
case PauseMode.Standard:
currentMenuEntries = PAUSE_MENU_ENTRIES_STANDARD.clone();
case PauseMode.Charting:
currentMenuEntries = PAUSE_MENU_ENTRIES_CHARTING.clone();
case PauseMode.Difficulty:
// Prepend the difficulties.
var entries:Array<PauseMenuEntry> = [];
if (PlayState.instance.currentChart != null)
{
var difficultiesInVariation = PlayState.instance.currentSong.listDifficulties(PlayState.instance.currentChart.variation);
trace('DIFFICULTIES: ${difficultiesInVariation}');
for (difficulty in difficultiesInVariation)
{
difficulties.push({text: difficulty.toTitleCase(), callback: () -> changeDifficulty(this, difficulty)});
}
}
// Add the back button.
currentMenuEntries = entries.concat(PAUSE_MENU_ENTRIES_DIFFICULTY.clone());
case PauseMode.Cutscene:
currentMenuEntries = PAUSE_MENU_ENTRIES_CUTSCENE.clone();
}
// Render out the entries depending on the mode.
for (entryIndex in 0...entries)
{
var entry:PauseMenuEntry = entries[entryIndex];
// Remove entries that should be hidden.
if (entry.filter != null && !entry.filter()) currentMenuEntries.remove(entry);
var yPos:Float = 70 * entryIndex + 30;
var text:AtlasText = new AtlasText(0, yPos, entry.text, AtlasFont.BOLD);
text.alpha = 0;
menuEntryText.add(text);
entry.sprite = text;
}
metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
changeSelection();
}
function transitionIn():Void
{
FlxTween.globalManager.bgColor(this, 0.4, FlxColor.fromRGB(0, 0, 0, 0.0), FlxColor.fromRGB(0, 0, 0, 0.6), {ease: FlxEase.quartInOut});
// Animate each element a little bit downwards.
var delay:Float = 0.3;
for (child in metadata.members)
{
FlxTween.tween(child, {alpha: 1, y: child.y + 5}, 0.4, {ease: FlxEase.quartInOut, startDelay: delay});
delay += 0.2;
}
}
function handleInputs():Void
{
if (!allowInput) return;
if (controls.UI_UP_P)
{
changeSelection(-1);
}
if (controls.UI_DOWN_P)
{
changeSelection(1);
}
if (controls.PAUSE)
{
resume(this);
}
if (controls.ACCEPT)
{
menuEntries[currentEntry].callback(this);
}
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#if (debug || FORCE_DEBUG_VERSION)
// to pause the game and get screenshots easy, press H on pause menu!
if (FlxG.keys.justPressed.H)
{
var visible = !metaDataGrp.visible;
metadata = visible;
menuEntryText = visible;
this.bgColor = visible ? 0x99000000 : 0x00000000; // 60% or fully transparent black
}
#end
}
function changeSelection(change:Int = 0):Void
{
FlxG.sound.play(Paths.sound('scrollMenu'), 0.4);
currentEntry += change;
if (currentEntry < 0) currentEntry = menuEntries.length - 1;
if (currentEntry >= menuEntries.length) currentEntry = 0;
for (entryIndex in 0...menuEntries.length)
{
var isCurrent:Bool = entryIndex == currentEntry;
var entry:PauseMenuEntry = menuEntries[entryIndex];
var text:AtlasText = entry.sprite;
// Set the transparency.
text.alpha = isCurrent ? 1.0 : 0.6;
// Set the position.
var targetX = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 20 + 90;
var targetY = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 120 + (FlxG.height * 0.48);
FlxTween.tween(text, {x: targetX, y: targetY}, 0.16, {ease: FlxEase.linear});
}
}
// ===============
// Menu Callbacks
// ===============
static function resume(state:PauseSubState):Void
{
state.close();
}
static function switchMode(state:PauseSubState, targetMode:PauseMode):Void
{
state.regenerateMenu(targetMode);
}
static function changeDifficulty(state:PauseSubState, difficulty:String):Void
{
PlayState.instance.currentSong = SongRegistry.instance.fetchEntry(PlayState.instance.currentSong.id.toLowerCase());
// Reset campaign score when changing difficulty
// So if you switch difficulty on the last song of a week you get a really low overall score.
PlayStatePlaylist.campaignScore = 0;
PlayStatePlaylist.campaignDifficulty = difficulty;
PlayState.instance.currentDifficulty = PlayStatePlaylist.campaignDifficulty;
PlayState.instance.needsReset = true;
state.close();
}
static function restartPlayState(state:PauseSubState):Void
{
PlayState.instance.needsReset = true;
state.close();
}
static function enablePracticeMode(state:PauseSubState):Void
{
if (PlayState.instance == null) return;
PlayState.instance.isPracticeMode = true;
regenerateMenu();
}
static function quitToMenu(state:PauseSubState):Void
{
state.allowInput = false;
PlayState.instance.deathCounter = 0;
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
if (PlayStatePlaylist.isStoryMode)
{
PlayStatePlaylist.reset();
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
}
else
{
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.freeplay.FreeplayState(null, sticker)));
}
}
static function quitToChartEditor(state:PauseSubState):Void
{
state.close();
if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
PlayState.instance.close(); // This only works because PlayState is a substate!
}
/**
* Reset the pause configuration to the default.
*/
public static function reset():Void
{
musicSuffix = '';
}
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}
/**
* Which set of options the pause menu should display.
*/
enum PauseMode
{
/**
* The menu displayed when the player pauses the game during a song.
*/
Standard;
/**
* The menu displayed when the player pauses the game during a song while in charting mode.
*/
Charting;
/**
* The menu displayed when the player moves to change the game's difficulty.
*/
Difficulty;
/**
* The menu displayed when the player pauses the game during a cutscene.
*/
Cutscene;
}
typedef PauseMenuEntry =
{
var text:String;
var callback:PauseSubState->Void;
var ?sprite:AtlasText;
/**
* If this returns true, the entry will be displayed. If it returns false, the entry will be hidden.
*/
var ?filter:Void->Bool;
};