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Funkin/source/funkin/MusicBeatState.hx

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package funkin;
import flixel.FlxState;
import flixel.FlxSubState;
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import flixel.addons.ui.FlxUIState;
import flixel.text.FlxText;
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import flixel.util.FlxColor;
import flixel.util.FlxSort;
import funkin.Conductor.BPMChangeEvent;
import funkin.modding.PolymodHandler;
import funkin.modding.events.ScriptEvent;
import funkin.modding.module.ModuleHandler;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.stage.StageData.StageDataParser;
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import funkin.util.SortUtil;
/**
* MusicBeatState actually represents the core utility FlxState of the game.
* It includes functionality for event handling, as well as maintaining BPM-based update events.
*/
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class MusicBeatState extends FlxUIState
{
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private var curStep:Int = 0;
private var curBeat:Int = 0;
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private var controls(get, never):Controls;
private var lastBeatHitTime:Float = 0;
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inline function get_controls():Controls
return PlayerSettings.player1.controls;
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public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;
public function new()
{
super();
initCallbacks();
}
function initCallbacks()
{
subStateOpened.add(onOpenSubstateComplete);
subStateClosed.add(onCloseSubstateComplete);
}
override function create()
{
super.create();
createWatermarkText();
}
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override function update(elapsed:Float)
{
super.update(elapsed);
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5)
debug_refreshModules();
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// everyStep();
var oldStep:Int = curStep;
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updateCurStep();
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updateBeat();
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if (oldStep != curStep && curStep >= 0)
stepHit();
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FlxG.watch.addQuick("songPos", Conductor.songPosition);
dispatchEvent(new UpdateScriptEvent(elapsed));
}
function createWatermarkText()
{
// Both have an xPos of 0, but a width equal to the full screen.
// The rightWatermarkText is right aligned, which puts the text in the correct spot.
leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
// 100,000 should be good enough.
leftWatermarkText.zIndex = 100000;
rightWatermarkText.zIndex = 100000;
leftWatermarkText.scrollFactor.set(0, 0);
rightWatermarkText.scrollFactor.set(0, 0);
leftWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
rightWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
add(leftWatermarkText);
add(rightWatermarkText);
}
function dispatchEvent(event:ScriptEvent)
{
ModuleHandler.callEvent(event);
}
function debug_refreshModules()
{
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PolymodHandler.forceReloadAssets();
// Restart the current state, so old data is cleared.
FlxG.resetState();
}
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private function updateBeat():Void
{
curBeat = Math.floor(curStep / 4);
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}
private function updateCurStep():Void
{
var lastChange:BPMChangeEvent = {
stepTime: 0,
songTime: 0,
bpm: 0
}
for (i in 0...Conductor.bpmChangeMap.length)
{
if (Conductor.songPosition >= Conductor.bpmChangeMap[i].songTime)
lastChange = Conductor.bpmChangeMap[i];
}
curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
}
public function stepHit():Bool
{
var event = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, curBeat, curStep);
dispatchEvent(event);
if (event.eventCanceled)
{
return false;
}
if (curStep % 4 == 0)
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beatHit();
return true;
}
public function beatHit():Bool
{
var event = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, curBeat, curStep);
dispatchEvent(event);
if (event.eventCanceled)
{
return false;
}
lastBeatHitTime = Conductor.songPosition;
return true;
}
/**
* Refreshes the state, by redoing the render order of all sprites.
* It does this based on the `zIndex` of each prop.
*/
public function refresh()
{
sort(SortUtil.byZIndex, FlxSort.ASCENDING);
}
override function switchTo(nextState:FlxState):Bool
{
var event = new StateChangeScriptEvent(ScriptEvent.STATE_CHANGE_BEGIN, nextState, true);
dispatchEvent(event);
if (event.eventCanceled)
{
return false;
}
return super.switchTo(nextState);
}
public override function openSubState(targetSubstate:FlxSubState):Void
{
var event = new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_BEGIN, targetSubstate, true);
dispatchEvent(event);
if (event.eventCanceled)
{
return;
}
super.openSubState(targetSubstate);
}
function onOpenSubstateComplete(targetState:FlxSubState):Void
{
dispatchEvent(new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_END, targetState, true));
}
public override function closeSubState():Void
{
var event = new SubStateScriptEvent(ScriptEvent.SUBSTATE_CLOSE_BEGIN, this.subState, true);
dispatchEvent(event);
if (event.eventCanceled)
{
return;
}
super.closeSubState();
}
function onCloseSubstateComplete(targetState:FlxSubState):Void
{
dispatchEvent(new SubStateScriptEvent(ScriptEvent.SUBSTATE_CLOSE_END, targetState, true));
}
}