2023-05-17 02:09:53 +00:00
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package funkin.ui.story;
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import flixel.FlxSprite;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.group.FlxSpriteGroup;
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2023-05-17 20:42:58 +00:00
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import flixel.util.FlxColor;
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2023-11-07 09:04:22 +00:00
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import funkin.util.MathUtil;
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2023-05-17 02:09:53 +00:00
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class LevelTitle extends FlxSpriteGroup
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{
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static final LOCK_PAD:Int = 4;
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public final level:Level;
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public var targetY:Float;
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public var isFlashing:Bool = false;
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var title:FlxSprite;
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var lock:FlxSprite;
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var flashingInt:Int = 0;
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public function new(x:Int, y:Int, level:Level)
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{
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super(x, y);
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this.level = level;
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if (this.level == null) throw "Level cannot be null!";
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buildLevelTitle();
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buildLevelLock();
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}
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2023-05-17 20:42:58 +00:00
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override function get_width():Float
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{
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if (length == 0) return 0;
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if (lock.visible)
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{
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return title.width + lock.width + LOCK_PAD;
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}
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else
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{
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return title.width;
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}
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}
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2023-05-17 02:09:53 +00:00
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// if it runs at 60fps, fake framerate will be 6
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// if it runs at 144 fps, fake framerate will be like 14, and will update the graphic every 0.016666 * 3 seconds still???
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// so it runs basically every so many seconds, not dependant on framerate??
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// I'm still learning how math works thanks whoever is reading this lol
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var fakeFramerate:Int = Math.round((1 / FlxG.elapsed) / 10);
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public override function update(elapsed:Float):Void
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{
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this.y = MathUtil.coolLerp(y, targetY, 0.17);
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if (isFlashing) flashingInt += 1;
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if (flashingInt % fakeFramerate >= Math.floor(fakeFramerate / 2)) title.color = 0xFF33ffff;
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else
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title.color = FlxColor.WHITE;
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}
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public function showLock():Void
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{
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lock.visible = true;
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this.x -= (lock.width + LOCK_PAD) / 2;
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}
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public function hideLock():Void
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{
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lock.visible = false;
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this.x += (lock.width + LOCK_PAD) / 2;
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}
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function buildLevelTitle():Void
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{
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title = level.buildTitleGraphic();
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add(title);
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}
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function buildLevelLock():Void
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{
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lock = new FlxSprite(0, 0).loadGraphic(Paths.image('storymenu/ui/lock'));
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lock.x = title.x + title.width + LOCK_PAD;
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lock.visible = false;
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add(lock);
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}
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}
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