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Funkin/source/funkin/ui/story/Level.hx

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package funkin.ui.story;
import funkin.util.SortUtil;
import flixel.FlxSprite;
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import flixel.util.FlxColor;
import funkin.play.song.Song;
import funkin.data.IRegistryEntry;
import funkin.data.song.SongRegistry;
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import funkin.data.story.level.LevelRegistry;
import funkin.data.story.level.LevelData;
/**
* An object used to retrieve data about a story mode level (also known as "weeks").
* Can be scripted to override each function, for custom behavior.
*/
class Level implements IRegistryEntry<LevelData>
{
/**
* The ID of the story mode level.
*/
public final id:String;
/**
* Level data as parsed from the JSON file.
*/
public final _data:LevelData;
/**
* @param id The ID of the JSON file to parse.
*/
public function new(id:String)
{
this.id = id;
_data = _fetchData(id);
if (_data == null)
{
throw 'Could not parse level data for id: $id';
}
}
/**
* Get the list of songs in this level, as an array of IDs.
* @return Array<String>
*/
public function getSongs():Array<String>
{
// Copy the array so that it can't be modified on accident
return _data.songs.copy();
}
/**
* Retrieve the title of the level for display on the menu.
* @return Title of the level as a string
*/
public function getTitle():String
{
// TODO: Maybe add localization support?
return _data.name;
}
/**
* Construct the title graphic for the level.
* @return The constructed graphic as a sprite.
*/
public function buildTitleGraphic():FlxSprite
{
var result:FlxSprite = new FlxSprite().loadGraphic(Paths.image(_data.titleAsset));
return result;
}
/**
* Get the list of songs in this level, as an array of names, for display on the menu.
* @param difficulty The difficulty of the level being displayed
* @return The display names of the songs in this level
*/
public function getSongDisplayNames(difficulty:String):Array<String>
{
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var songList:Array<String> = getSongs() ?? [];
var songNameList:Array<String> = songList.map(function(songId:String) {
return getSongDisplayName(songId, difficulty);
});
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return songNameList;
}
static function getSongDisplayName(songId:String, difficulty:String):String
{
var song:Null<Song> = SongRegistry.instance.fetchEntry(songId);
if (song == null) return 'Unknown';
return song.songName;
}
/**
* Whether this level is unlocked. If not, it will be greyed out on the menu and have a lock icon.
* Override this in a script.
* @default `true`
* @return Whether this level is unlocked
*/
public function isUnlocked():Bool
{
return true;
}
/**
* Whether this level is visible. If not, it will not be shown on the menu at all.
* Override this in a script.
* @default `true`
* @return Whether this level is visible in the menu
*/
public function isVisible():Bool
{
return _data.visible;
}
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/**
* Build a sprite for the background of the level.
* Can be overriden by ScriptedLevel. Not used if `isBackgroundSimple` returns true.
* @return The constructed sprite
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*/
public function buildBackground():FlxSprite
{
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if (!_data.background.startsWith('#'))
{
// Image specified
return new FlxSprite().loadGraphic(Paths.image(_data.background));
}
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// Color specified
var result:FlxSprite = new FlxSprite().makeGraphic(FlxG.width, 400, FlxColor.WHITE);
result.color = getBackgroundColor();
return result;
}
/**
* Returns true if the background is a solid color.
* If you have a ScriptedLevel with a fancy background, you may want to override this to false.
* @return Whether the background is a simple color
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*/
public function isBackgroundSimple():Bool
{
return _data.background.startsWith('#');
}
/**
* Returns true if the background is a solid color.
* If you have a ScriptedLevel with a fancy background, you may want to override this to false.
* @return The background as a simple color. May not be valid if `isBackgroundSimple` returns false.
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*/
public function getBackgroundColor():FlxColor
{
return FlxColor.fromString(_data.background);
}
/**
* The list of difficulties the player can select from for this level.
* @return The difficulty IDs.
*/
public function getDifficulties():Array<String>
{
var difficulties:Array<String> = [];
var songList:Array<String> = getSongs();
var firstSongId:String = songList[0];
var firstSong:Song = SongRegistry.instance.fetchEntry(firstSongId);
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if (firstSong != null)
{
// Don't display alternate characters in Story Mode. Only show `default` and `erect` variations.
for (difficulty in firstSong.listDifficulties([Constants.DEFAULT_VARIATION, 'erect'], false, false))
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{
difficulties.push(difficulty);
}
}
// Sort in a specific order! Fall back to alphabetical.
difficulties.sort(SortUtil.defaultsThenAlphabetically.bind(Constants.DEFAULT_DIFFICULTY_LIST));
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// Filter to only include difficulties that are present in all songs
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for (songIndex in 1...songList.length)
{
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var songId:String = songList[songIndex];
var song:Song = SongRegistry.instance.fetchEntry(songId);
if (song == null) continue;
for (difficulty in difficulties)
{
if (!song.hasDifficulty(difficulty, [Constants.DEFAULT_VARIATION, 'erect']))
{
difficulties.remove(difficulty);
}
}
}
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if (difficulties.length == 0) difficulties = ['normal'];
return difficulties;
}
/**
* Build the props for display over the colored background.
* @param existingProps The existing prop sprites, if any.
* @return The constructed prop sprites
*/
public function buildProps(?existingProps:Array<LevelProp>):Array<LevelProp>
{
var props:Array<LevelProp> = existingProps == null ? [] : [for (x in existingProps) x];
if (_data.props.length == 0) return props;
var hiddenProps:Array<LevelProp> = props.splice(_data.props.length - 1, props.length - 1);
for (hiddenProp in hiddenProps)
{
hiddenProp.visible = false;
}
for (propIndex in 0..._data.props.length)
{
var propData:LevelPropData = _data.props[propIndex];
// Attempt to reuse the `LevelProp` object.
// This prevents animations from resetting.
var existingProp:Null<LevelProp> = props[propIndex];
if (existingProp != null)
{
existingProp.propData = propData;
if (existingProp.propData == null)
{
existingProp.visible = false;
}
else
{
existingProp.visible = true;
existingProp.x = propData.offsets[0] + FlxG.width * 0.25 * propIndex;
}
}
else
{
var propSprite:Null<LevelProp> = LevelProp.build(propData);
if (propSprite == null) continue;
propSprite.x = propData.offsets[0] + FlxG.width * 0.25 * propIndex;
props.push(propSprite);
}
}
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return props;
}
/**
* Called when the level is destroyed.
* TODO: Document when this gets called
*/
public function destroy():Void {}
public function toString():String
{
return 'Level($id)';
}
/**
* Retrieve and parse the JSON data for a level by ID.
* @param id The ID of the level
* @return The parsed level data, or null if not found or invalid
*/
static function _fetchData(id:String):Null<LevelData>
{
return LevelRegistry.instance.parseEntryDataWithMigration(id, LevelRegistry.instance.fetchEntryVersion(id));
}
}