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Funkin/source/Main.hx

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package;
import flixel.FlxGame;
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import flixel.FlxState;
import openfl.Assets;
import openfl.Lib;
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import openfl.display.FPS;
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import openfl.display.Sprite;
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import openfl.events.AsyncErrorEvent;
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import openfl.events.Event;
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import openfl.events.MouseEvent;
import openfl.events.NetStatusEvent;
import openfl.media.Video;
import openfl.net.NetConnection;
import openfl.net.NetStream;
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class Main extends Sprite
{
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var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = TitleState; // The FlxState the game starts with.
var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
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#if web
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var framerate:Int = 60; // How many frames per second the game should run at.
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#else
var framerate:Int = 144; // How many frames per second the game should run at.
#end
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var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode.
var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
// You can pretty much ignore everything from here on - your code should go in your states.
public static function main():Void
{
Lib.current.addChild(new Main());
}
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public function new()
{
super();
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if (stage != null)
{
init();
}
else
{
addEventListener(Event.ADDED_TO_STAGE, init);
}
}
private function init(?E:Event):Void
{
if (hasEventListener(Event.ADDED_TO_STAGE))
{
removeEventListener(Event.ADDED_TO_STAGE, init);
}
setupGame();
}
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var video:Video;
var netStream:NetStream;
private var overlay:Sprite;
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private function setupGame():Void
{
var stageWidth:Int = Lib.current.stage.stageWidth;
var stageHeight:Int = Lib.current.stage.stageHeight;
if (zoom == -1)
{
var ratioX:Float = stageWidth / gameWidth;
var ratioY:Float = stageHeight / gameHeight;
zoom = Math.min(ratioX, ratioY);
gameWidth = Math.ceil(stageWidth / zoom);
gameHeight = Math.ceil(stageHeight / zoom);
}
#if !debug
initialState = TitleState;
#end
addChild(new FlxGame(gameWidth, gameHeight, initialState, zoom, framerate, framerate, skipSplash, startFullscreen));
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#if !mobile
addChild(new FPS(10, 3, 0xFFFFFF));
#end
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/*
video = new Video();
addChild(video);
var netConnection = new NetConnection();
netConnection.connect(null);
netStream = new NetStream(netConnection);
netStream.client = {onMetaData: client_onMetaData};
netStream.addEventListener(AsyncErrorEvent.ASYNC_ERROR, netStream_onAsyncError);
#if (js && html5)
overlay = new Sprite();
overlay.graphics.beginFill(0, 0.5);
overlay.graphics.drawRect(0, 0, 560, 320);
overlay.addEventListener(MouseEvent.MOUSE_DOWN, overlay_onMouseDown);
overlay.buttonMode = true;
addChild(overlay);
netConnection.addEventListener(NetStatusEvent.NET_STATUS, netConnection_onNetStatus);
#else
netStream.play("assets/preload/music/dredd.mp4");
#end
*/
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}
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/*
private function client_onMetaData(metaData:Dynamic)
{
video.attachNetStream(netStream);
video.width = video.videoWidth;
video.height = video.videoHeight;
}
private function netStream_onAsyncError(event:AsyncErrorEvent):Void
{
trace("Error loading video");
}
private function netConnection_onNetStatus(event:NetStatusEvent):Void
{
}
private function overlay_onMouseDown(event:MouseEvent):Void
{
netStream.play("assets/preload/music/dredd.mp4");
}
*/
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}