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

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2023-06-22 05:41:01 +00:00
package funkin.play.notes;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.FlxSprite;
import funkin.play.notes.NoteSprite;
/**
* The actual receptor that you see on screen.
*/
class StrumlineNote extends FlxSprite
{
public var isPlayer(default, null):Bool;
public var direction(default, set):NoteDirection;
public function updatePosition(parentNote:NoteSprite)
{
this.x = parentNote.x;
this.x += parentNote.width / 2;
this.x -= this.width / 2;
this.y = parentNote.y;
this.y += parentNote.height / 2;
}
function set_direction(value:NoteDirection):NoteDirection
{
this.direction = value;
setup();
return this.direction;
}
public function new(isPlayer:Bool, direction:NoteDirection)
{
super(0, 0);
this.isPlayer = isPlayer;
this.direction = direction;
this.animation.callback = onAnimationFrame;
this.animation.finishCallback = onAnimationFinished;
this.active = true;
}
function onAnimationFrame(name:String, frameNumber:Int, frameIndex:Int):Void {}
function onAnimationFinished(name:String):Void
{
if (!isPlayer && name.startsWith('confirm'))
{
playStatic();
}
}
override function update(elapsed:Float)
{
super.update(elapsed);
centerOrigin();
}
function setup():Void
{
this.frames = Paths.getSparrowAtlas('StrumlineNotes');
switch (this.direction)
{
case NoteDirection.LEFT:
this.animation.addByIndices('static', 'left confirm', [6, 7], '', 24, false, false, false);
this.animation.addByPrefix('press', 'left press', 24, false, false, false);
this.animation.addByIndices('confirm', 'left confirm', [0, 1, 2, 3], '', 24, false, false, false);
this.animation.addByIndices('confirm-hold', 'left confirm', [2, 3, 4, 5], '', 24, true, false, false);
case NoteDirection.DOWN:
this.animation.addByIndices('static', 'down confirm', [6, 7], '', 24, false, false, false);
this.animation.addByPrefix('press', 'down press', 24, false, false, false);
this.animation.addByIndices('confirm', 'down confirm', [0, 1, 2, 3], '', 24, false, false, false);
this.animation.addByIndices('confirm-hold', 'down confirm', [2, 3, 4, 5], '', 24, true, false, false);
case NoteDirection.UP:
this.animation.addByIndices('static', 'up confirm', [6, 7], '', 24, false, false, false);
this.animation.addByPrefix('press', 'up press', 24, false, false, false);
this.animation.addByIndices('confirm', 'up confirm', [0, 1, 2, 3], '', 24, false, false, false);
this.animation.addByIndices('confirm-hold', 'up confirm', [2, 3, 4, 5], '', 24, true, false, false);
case NoteDirection.RIGHT:
this.animation.addByIndices('static', 'right confirm', [6, 7], '', 24, false, false, false);
this.animation.addByPrefix('press', 'right press', 24, false, false, false);
this.animation.addByIndices('confirm', 'right confirm', [0, 1, 2, 3], '', 24, false, false, false);
this.animation.addByIndices('confirm-hold', 'right confirm', [2, 3, 4, 5], '', 24, true, false, false);
}
this.setGraphicSize(Std.int(Strumline.STRUMLINE_SIZE * 1.55));
this.updateHitbox();
this.playStatic();
}
public function playAnimation(name:String = 'static', force:Bool = false, reversed:Bool = false, startFrame:Int = 0):Void
{
this.animation.play(name, force, reversed, startFrame);
centerOffsets();
centerOrigin();
}
public function playStatic():Void
{
this.active = false;
this.playAnimation('static', true);
}
public function playPress():Void
{
this.active = true;
this.playAnimation('press', true);
}
public function playConfirm():Void
{
this.active = true;
this.playAnimation('confirm', true);
}
public function isConfirm():Bool
{
return getCurrentAnimation().startsWith('confirm');
}
public function holdConfirm():Void
{
this.active = true;
if (getCurrentAnimation() == "confirm-hold") return;
if (getCurrentAnimation() == "confirm")
{
if (isAnimationFinished())
{
this.playAnimation('confirm-hold', true, false);
}
return;
}
this.playAnimation('confirm', false, false);
}
/**
* Returns the name of the animation that is currently playing.
* If no animation is playing (usually this means the sprite is BROKEN!),
* returns an empty string to prevent NPEs.
*/
public function getCurrentAnimation():String
{
if (this.animation == null || this.animation.curAnim == null) return "";
return this.animation.curAnim.name;
}
public function isAnimationFinished():Bool
{
return this.animation.finished;
}
static final DEFAULT_OFFSET:Int = 13;
/**
* Adjusts the position of the sprite's graphic relative to the hitbox.
*/
function fixOffsets():Void
{
// Automatically center the bounding box within the graphic.
this.centerOffsets();
if (getCurrentAnimation() == "confirm")
{
// Move the graphic down and to the right to compensate for
// the "glow" effect on the strumline note.
this.offset.x -= DEFAULT_OFFSET;
this.offset.y -= DEFAULT_OFFSET;
}
else
{
this.centerOrigin();
}
}
}