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Funkin/source/funkin/ui/freeplay/FreeplayDJ.hx

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package funkin.ui.freeplay;
import flixel.FlxSprite;
import flixel.util.FlxSignal;
import funkin.util.assets.FlxAnimationUtil;
import funkin.graphics.adobeanimate.FlxAtlasSprite;
import funkin.audio.FunkinSound;
import flixel.util.FlxTimer;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.data.freeplay.player.PlayerData.PlayerFreeplayDJData;
import funkin.audio.FunkinSound;
import funkin.audio.FlxStreamSound;
class FreeplayDJ extends FlxAtlasSprite
{
// Represents the sprite's current status.
// Without state machines I would have driven myself crazy years ago.
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// Made this PRIVATE so we can keep track of everything that can alter the state!
// Add a function to this class if you want to edit this value from outside.
private var currentState:FreeplayDJState = Intro;
// A callback activated when the intro animation finishes.
public var onIntroDone:FlxSignal = new FlxSignal();
// A callback activated when the idle easter egg plays.
public var onIdleEasterEgg:FlxSignal = new FlxSignal();
var seenIdleEasterEgg:Bool = false;
static final IDLE_EGG_PERIOD:Float = 60.0;
static final IDLE_CARTOON_PERIOD:Float = 120.0;
// Time since last special idle animation you.
var timeIdling:Float = 0;
final characterId:String = Constants.DEFAULT_CHARACTER;
final playableCharData:PlayerFreeplayDJData;
public function new(x:Float, y:Float, characterId:String)
{
this.characterId = characterId;
var playableChar = PlayerRegistry.instance.fetchEntry(characterId);
playableCharData = playableChar.getFreeplayDJData();
super(x, y, playableCharData.getAtlasPath());
onAnimationFrame.add(function(name, number) {
if (name == playableCharData.getAnimationPrefix('cartoon'))
{
if (number == playableCharData.getCartoonSoundClickFrame())
{
FunkinSound.playOnce(Paths.sound('remote_click'));
}
if (number == playableCharData.getCartoonSoundCartoonFrame())
{
runTvLogic();
}
}
});
FlxG.debugger.track(this);
FlxG.console.registerObject("dj", this);
onAnimationComplete.add(onFinishAnim);
FlxG.console.registerFunction("freeplayCartoon", function() {
currentState = Cartoon;
});
}
override public function listAnimations():Array<String>
{
var anims:Array<String> = [];
@:privateAccess
for (animKey in anim.symbolDictionary)
{
anims.push(animKey.name);
}
return anims;
}
var lowPumpLoopPoint:Int = 4;
public override function update(elapsed:Float):Void
{
super.update(elapsed);
switch (currentState)
{
case Intro:
// Play the intro animation then leave this state immediately.
var animPrefix = playableCharData.getAnimationPrefix('intro');
if (getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, true);
timeIdling = 0;
case Idle:
// We are in this state the majority of the time.
var animPrefix = playableCharData.getAnimationPrefix('idle');
if (getCurrentAnimation() != animPrefix)
{
playFlashAnimation(animPrefix, true, false, true);
}
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if (getCurrentAnimation() == animPrefix && this.isLoopComplete())
{
if (timeIdling >= IDLE_EGG_PERIOD && !seenIdleEasterEgg)
{
currentState = IdleEasterEgg;
}
else if (timeIdling >= IDLE_CARTOON_PERIOD)
{
currentState = Cartoon;
}
}
timeIdling += elapsed;
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case NewUnlock:
var animPrefix = playableCharData.getAnimationPrefix('newUnlock');
if (!hasAnimation(animPrefix))
{
currentState = Idle;
}
if (getCurrentAnimation() != animPrefix)
{
playFlashAnimation(animPrefix, true, false, true);
}
case Confirm:
var animPrefix = playableCharData.getAnimationPrefix('confirm');
if (getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, false);
timeIdling = 0;
case FistPumpIntro:
var animPrefixA = playableCharData.getAnimationPrefix('fistPump');
var animPrefixB = playableCharData.getAnimationPrefix('loss');
if (getCurrentAnimation() == animPrefixA)
{
var endFrame = playableCharData.getFistPumpIntroEndFrame();
if (endFrame > -1 && anim.curFrame >= endFrame)
{
playFlashAnimation(animPrefixA, true, false, false, playableCharData.getFistPumpIntroStartFrame());
}
}
else if (getCurrentAnimation() == animPrefixB)
{
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trace("Loss Intro");
var endFrame = playableCharData.getFistPumpIntroBadEndFrame();
if (endFrame > -1 && anim.curFrame >= endFrame)
{
playFlashAnimation(animPrefixB, true, false, false, playableCharData.getFistPumpIntroBadStartFrame());
}
}
else
{
FlxG.log.warn("Unrecognized animation in FistPumpIntro: " + getCurrentAnimation());
}
case FistPump:
var animPrefixA = playableCharData.getAnimationPrefix('fistPump');
var animPrefixB = playableCharData.getAnimationPrefix('loss');
if (getCurrentAnimation() == animPrefixA)
{
var endFrame = playableCharData.getFistPumpLoopEndFrame();
if (endFrame > -1 && anim.curFrame >= endFrame)
{
playFlashAnimation(animPrefixA, true, false, false, playableCharData.getFistPumpLoopStartFrame());
}
}
else if (getCurrentAnimation() == animPrefixB)
{
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trace("Loss GYATT");
var endFrame = playableCharData.getFistPumpLoopBadEndFrame();
if (endFrame > -1 && anim.curFrame >= endFrame)
{
playFlashAnimation(animPrefixB, true, false, false, playableCharData.getFistPumpLoopBadStartFrame());
}
}
else
{
FlxG.log.warn("Unrecognized animation in FistPump: " + getCurrentAnimation());
}
case IdleEasterEgg:
var animPrefix = playableCharData.getAnimationPrefix('idleEasterEgg');
if (getCurrentAnimation() != animPrefix)
{
onIdleEasterEgg.dispatch();
playFlashAnimation(animPrefix, false);
seenIdleEasterEgg = true;
}
timeIdling = 0;
case Cartoon:
var animPrefix = playableCharData.getAnimationPrefix('cartoon');
if (animPrefix == null)
{
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currentState = IdleEasterEgg;
}
else
{
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if (getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, true);
timeIdling = 0;
}
default:
// I shit myself.
}
#if FEATURE_DEBUG_FUNCTIONS
if (FlxG.keys.pressed.CONTROL)
{
if (FlxG.keys.justPressed.LEFT)
{
this.offsetX -= FlxG.keys.pressed.ALT ? 0.1 : (FlxG.keys.pressed.SHIFT ? 10.0 : 1.0);
}
if (FlxG.keys.justPressed.RIGHT)
{
this.offsetX += FlxG.keys.pressed.ALT ? 0.1 : (FlxG.keys.pressed.SHIFT ? 10.0 : 1.0);
}
if (FlxG.keys.justPressed.UP)
{
this.offsetY -= FlxG.keys.pressed.ALT ? 0.1 : (FlxG.keys.pressed.SHIFT ? 10.0 : 1.0);
}
if (FlxG.keys.justPressed.DOWN)
{
this.offsetY += FlxG.keys.pressed.ALT ? 0.1 : (FlxG.keys.pressed.SHIFT ? 10.0 : 1.0);
}
if (FlxG.keys.justPressed.C)
{
currentState = (currentState == Idle ? Cartoon : Idle);
}
}
#end
}
function onFinishAnim(name:String):Void
{
// var name = anim.curSymbol.name;
if (name == playableCharData.getAnimationPrefix('intro'))
{
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if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
}
else
{
currentState = Idle;
}
onIntroDone.dispatch();
}
else if (name == playableCharData.getAnimationPrefix('idle'))
{
// trace('Finished idle');
}
else if (name == playableCharData.getAnimationPrefix('confirm'))
{
// trace('Finished confirm');
}
else if (name == playableCharData.getAnimationPrefix('fistPump'))
{
// trace('Finished fist pump');
currentState = Idle;
}
else if (name == playableCharData.getAnimationPrefix('idleEasterEgg'))
{
// trace('Finished spook');
currentState = Idle;
}
else if (name == playableCharData.getAnimationPrefix('loss'))
{
// trace('Finished loss reaction');
currentState = Idle;
}
else if (name == playableCharData.getAnimationPrefix('cartoon'))
{
// trace('Finished cartoon');
var frame:Int = FlxG.random.bool(33) ? playableCharData.getCartoonLoopBlinkFrame() : playableCharData.getCartoonLoopFrame();
// Character switches channels when the video ends, or at a 10% chance each time his idle loops.
if (FlxG.random.bool(5))
{
frame = playableCharData.getCartoonChannelChangeFrame();
// boyfriend switches channel code?
// runTvLogic();
}
trace('Replay idle: ${frame}');
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playFlashAnimation(playableCharData.getAnimationPrefix('cartoon'), true, false, false, frame);
// trace('Finished confirm');
}
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else if (name == playableCharData.getAnimationPrefix('newUnlock'))
{
// Animation should loop.
}
else if (name == playableCharData.getAnimationPrefix('charSelect'))
{
onCharSelectComplete();
}
else
{
trace('Finished ${name}');
}
}
public function resetAFKTimer():Void
{
timeIdling = 0;
seenIdleEasterEgg = false;
}
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/**
* Dynamic function, it's actually a variable you can reassign!
* `dj.onCharSelectComplete = function() {};`
*/
public dynamic function onCharSelectComplete():Void
{
trace('onCharSelectComplete()');
}
var offsetX:Float = 0.0;
var offsetY:Float = 0.0;
var cartoonSnd:Null<FunkinSound> = null;
public var playingCartoon:Bool = false;
public function runTvLogic()
{
if (cartoonSnd == null)
{
// tv is OFF, but getting turned on
FunkinSound.playOnce(Paths.sound('tv_on'), 1.0, function() {
loadCartoon();
});
}
else
{
// plays it smidge after the click
FunkinSound.playOnce(Paths.sound('channel_switch'), 1.0, function() {
cartoonSnd.destroy();
loadCartoon();
});
}
// loadCartoon();
}
function loadCartoon()
{
cartoonSnd = FunkinSound.load(Paths.sound(getRandomFlashToon()), 1.0, false, true, true, function() {
playFlashAnimation(playableCharData.getAnimationPrefix('cartoon'), true, false, false, 60);
});
// Fade out music to 40% volume over 1 second.
// This helps make the TV a bit more audible.
FlxG.sound.music.fadeOut(1.0, 0.1);
// Play the cartoon at a random time between the start and 5 seconds from the end.
cartoonSnd.time = FlxG.random.float(0, Math.max(cartoonSnd.length - (5 * Constants.MS_PER_SEC), 0.0));
}
final cartoonList:Array<String> = openfl.utils.Assets.list().filter(function(path) return path.startsWith("assets/sounds/cartoons/"));
function getRandomFlashToon():String
{
var randomFile = FlxG.random.getObject(cartoonList);
// Strip folder prefix
randomFile = randomFile.replace("assets/sounds/", "");
// Strip file extension
randomFile = randomFile.substring(0, randomFile.length - 4);
return randomFile;
}
public function confirm():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = Confirm;
}
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public function toCharSelect():Void
{
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if (hasAnimation(playableCharData.getAnimationPrefix('charSelect')))
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{
currentState = CharSelect;
var animPrefix = playableCharData.getAnimationPrefix('charSelect');
playFlashAnimation(animPrefix, true, false, false, 0);
}
else
{
FlxG.log.warn("Freeplay character does not have 'charSelect' animation!");
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currentState = Confirm;
// Call this immediately; otherwise, we get locked out of Character Select.
onCharSelectComplete();
}
}
public function fistPumpIntro():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPumpIntro;
var animPrefix = playableCharData.getAnimationPrefix('fistPump');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroStartFrame());
}
public function fistPump():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPump;
var animPrefix = playableCharData.getAnimationPrefix('fistPump');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopStartFrame());
}
public function fistPumpLossIntro():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPumpIntro;
var animPrefix = playableCharData.getAnimationPrefix('loss');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroBadStartFrame());
}
public function fistPumpLoss():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPump;
var animPrefix = playableCharData.getAnimationPrefix('loss');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopBadStartFrame());
}
override public function getCurrentAnimation():String
{
if (this.anim == null || this.anim.curSymbol == null) return "";
return this.anim.curSymbol.name;
}
public function playFlashAnimation(id:String, Force:Bool = false, Reverse:Bool = false, Loop:Bool = false, Frame:Int = 0):Void
{
playAnimation(id, Force, Reverse, Loop, Frame);
applyAnimOffset();
}
function applyAnimOffset()
{
var AnimName = getCurrentAnimation();
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var daOffset = playableCharData.getAnimationOffsetsByPrefix(AnimName);
if (daOffset != null)
{
var xValue = daOffset[0];
var yValue = daOffset[1];
if (AnimName == "Boyfriend DJ watchin tv OG")
{
xValue += offsetX;
yValue += offsetY;
}
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trace('Successfully applied offset ($AnimName): ' + xValue + ', ' + yValue);
offset.set(xValue, yValue);
}
else
{
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trace('No offset found ($AnimName), defaulting to: 0, 0');
offset.set(0, 0);
}
}
public override function destroy():Void
{
super.destroy();
if (cartoonSnd != null)
{
cartoonSnd.destroy();
cartoonSnd = null;
}
}
}
enum FreeplayDJState
{
/**
* Character enters the frame and transitions to Idle.
*/
Intro;
/**
* Character loops in idle.
*/
Idle;
/**
* Plays an easter egg animation after a period in Idle, then reverts to Idle.
*/
IdleEasterEgg;
/**
* Plays an elaborate easter egg animation. Does not revert until another animation is triggered.
*/
Cartoon;
/**
* Player has selected a song.
*/
Confirm;
/**
* Character preps to play the fist pump animation; plays after the Results screen.
* The actual frame label that gets played may vary based on the player's success.
*/
FistPumpIntro;
/**
* Character plays the fist pump animation.
* The actual frame label that gets played may vary based on the player's success.
*/
FistPump;
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/**
* Plays an animation to indicate that the player has a new unlock in Character Select.
* Overrides all idle animations as well as the fist pump. Only Confirm and CharSelect will override this.
*/
NewUnlock;
/**
* Plays an animation to transition to the Character Select screen.
*/
CharSelect;
}