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Funkin/source/funkin/ui/charSelect/CharacterUnlockState.hx

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package funkin.ui.charSelect;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.group.FlxSpriteGroup;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import funkin.play.character.CharacterData;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.components.HealthIcon;
import funkin.ui.freeplay.charselect.PlayableCharacter;
import funkin.data.freeplay.player.PlayerData;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.ui.mainmenu.MainMenuState;
using flixel.util.FlxSpriteUtil;
/**
* When you want the player to unlock a character, call `CharacterUnlockState.unlock(characterName)`.
* It handles both the act of unlocking the character and displaying the dialog.
*/
class CharacterUnlockState extends MusicBeatState
{
public var targetCharacterId:String = "";
public var targetCharacterData:Null<PlayableCharacter>;
var nextState:FlxState;
static final DIALOG_BG_COLOR:FlxColor = 0xFF000000; // Iconic
static final DIALOG_COLOR:FlxColor = 0xFF4344F6; // Iconic
static final DIALOG_FONT_COLOR:FlxColor = 0xFFFFFFFF; // Iconic
var busy:Bool = false;
public function new(targetPlayableCharacter:String, ?nextState:FlxState)
{
super();
this.targetCharacterId = targetPlayableCharacter;
this.targetCharacterData = PlayerRegistry.instance.fetchEntry(targetCharacterId);
this.nextState = nextState == null ? new MainMenuState() : nextState;
}
override function create():Void
{
super.create();
handleMusic();
bgColor = DIALOG_BG_COLOR;
var dialogContainer:FlxSpriteGroup = new FlxSpriteGroup();
add(dialogContainer);
// Build the graphic for the text...
var charName:String = targetCharacterData != null ? targetCharacterData.getName() : targetCharacterId.toTitleCase();
// var dialogText:FlxText = new FlxText(0, 0, 0, 'You can now play as $charName.\n\nCheck it out in Freeplay!');
var dialogText:FlxText = new FlxText(0, 0, 0, 'You can now play as $charName.');
dialogText.setFormat("VCR OSD Mono", 32, DIALOG_FONT_COLOR, LEFT);
// THEN we can size the dialog to match...
var dialogBG:FlxSprite = new FlxSprite(0, 0);
dialogBG.makeGraphic(Std.int(dialogText.width + 32), Std.int(dialogText.height + 32), FlxColor.TRANSPARENT);
dialogBG.drawRoundRect(0, 0, dialogBG.width, dialogBG.height, 16, 16, DIALOG_COLOR);
dialogContainer.add(dialogBG);
dialogBG.screenCenter(XY);
// THEN we can position the text inside that.
dialogText.x = dialogBG.x + 16;
dialogText.y = dialogBG.y + 16;
dialogContainer.add(dialogText);
// HealthIcon handles getting the right frames for us,
// but it has a bunch of overhead in it that makes it gross to work with outside the health bar.
var healthIconCharacterId = targetCharacterData.getOwnedCharacterIds()[0];
var baseCharacter = CharacterDataParser.fetchCharacter(healthIconCharacterId);
var healthIcon:HealthIcon = new HealthIcon(healthIconCharacterId);
@:privateAccess
healthIcon.configure(baseCharacter._data.healthIcon);
healthIcon.autoUpdate = false;
healthIcon.bopEvery = 0; // You can increase this number later once the animation is done.
healthIcon.size.set(0.5, 0.5);
healthIcon.x = dialogBG.x + 390;
healthIcon.y = dialogBG.y + 6;
healthIcon.flipX = true;
healthIcon.snapToTargetSize();
dialogContainer.add(healthIcon);
dialogContainer.scale.set(0, 0);
FlxTween.num(0.0, 1.0, 0.75,
{
ease: FlxEase.elasticOut,
}, function(curScale) {
dialogContainer.scale.set(curScale, curScale);
healthIcon.size.set(0.5 * curScale, 0.5 * curScale);
});
// performUnlock();
}
function handleMusic():Void
{
FlxG.sound.music?.stop();
FlxG.sound.play(Paths.sound('confirmMenu'));
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
if (controls.ACCEPT || controls.BACK && !busy)
{
busy = true;
startClose();
}
}
function startClose():Void
{
// Fade to black, then switch state.
FlxG.camera.fade(FlxColor.BLACK, 0.75, false, () -> {
FlxG.switchState(nextState);
});
}
}