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

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package funkin.play.notes;
import funkin.data.song.SongData.SongNoteData;
import funkin.data.song.SongData.NoteParamData;
import funkin.play.notes.notestyle.NoteStyle;
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import flixel.graphics.frames.FlxAtlasFrames;
import flixel.FlxSprite;
import funkin.graphics.FunkinSprite;
import funkin.graphics.shaders.HSVShader;
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class NoteSprite extends FunkinSprite
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{
static final DIRECTION_COLORS:Array<String> = ['purple', 'blue', 'green', 'red'];
public var holdNoteSprite:SustainTrail;
var hsvShader:HSVShader;
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/**
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* The strum time at which the note should be hit, in milliseconds.
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*/
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public var strumTime(get, set):Float;
function get_strumTime():Float
{
return this.noteData?.time ?? 0.0;
}
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function set_strumTime(value:Float):Float
{
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if (this.noteData == null) return value;
return this.noteData.time = value;
}
/**
* The length for which the note should be held, in milliseconds.
* Defaults to 0 for single notes.
*/
public var length(get, set):Float;
function get_length():Float
{
return this.noteData?.length ?? 0.0;
}
function set_length(value:Float):Float
{
if (this.noteData == null) return value;
return this.noteData.length = value;
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}
/**
* An extra attribute for the note.
* For example, whether the note is an "alt" note, or whether it has custom behavior on hit.
*/
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public var kind(get, set):Null<String>;
function get_kind():Null<String>
{
return this.noteData?.kind;
}
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function set_kind(value:String):String
{
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if (this.noteData == null) return value;
return this.noteData.kind = value;
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}
/**
* An array of custom parameters for this note
*/
public var params(get, set):Array<NoteParamData>;
function get_params():Array<NoteParamData>
{
return this.noteData?.params ?? [];
}
function set_params(value:Array<NoteParamData>):Array<NoteParamData>
{
if (this.noteData == null) return value;
return this.noteData.params = value;
}
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/**
* 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;
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public var isHoldNote(get, never):Bool;
function get_isHoldNote():Bool
{
return noteData.length > 0;
}
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/**
* 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 is later than 10 frames within the strumline,
* and thus can't be hit by the player.
* It will be destroyed after it moves offscreen.
* Managed by PlayState.
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*/
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 PlayState has performed the logic for missing this note.
* Subtracting score, subtracting health, etc.
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*/
public var handledMiss:Bool;
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public function new(noteStyle:NoteStyle, direction:Int = 0)
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{
super(0, -9999);
this.direction = direction;
this.hsvShader = new HSVShader();
setupNoteGraphic(noteStyle);
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// Disables the update() function for performance.
this.active = false;
}
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/**
* Creates frames and animations
* @param noteStyle The `NoteStyle` instance
*/
public function setupNoteGraphic(noteStyle:NoteStyle):Void
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{
noteStyle.buildNoteSprite(this);
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setGraphicSize(Strumline.STRUMLINE_SIZE);
updateHitbox();
this.shader = hsvShader;
}
/**
* Retrieve the value of the param with the given name
* @param name Name of the param
* @return Null<Dynamic>
*/
public function getParam(name:String):Null<Dynamic>
{
for (param in params)
{
if (param.name == name)
{
return param.value;
}
}
return null;
}
#if FLX_DEBUG
/**
* Call this to override how debug bounding boxes are drawn for this sprite.
*/
public override function drawDebugOnCamera(camera:flixel.FlxCamera):Void
{
if (!camera.visible || !camera.exists || !isOnScreen(camera)) return;
var gfx = beginDrawDebug(camera);
var rect = getBoundingBox(camera);
trace('note sprite bounding box: ' + rect.x + ', ' + rect.y + ', ' + rect.width + ', ' + rect.height);
gfx.lineStyle(2, 0xFFFF66FF, 0.5); // thickness, color, alpha
gfx.drawRect(rect.x, rect.y, rect.width, rect.height);
gfx.lineStyle(2, 0xFFFFFF66, 0.5); // thickness, color, alpha
gfx.drawRect(rect.x, rect.y + rect.height / 2, rect.width, 1);
endDrawDebug(camera);
}
#end
public function desaturate():Void
{
this.hsvShader.saturation = 0.2;
}
public function setHue(hue:Float):Void
{
this.hsvShader.hue = hue;
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}
public override function revive():Void
{
super.revive();
this.visible = true;
this.alpha = 1.0;
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this.active = false;
this.tooEarly = false;
this.hasBeenHit = false;
this.mayHit = false;
this.hasMissed = false;
this.hsvShader.hue = 1.0;
this.hsvShader.saturation = 1.0;
this.hsvShader.value = 1.0;
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}
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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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}