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Funkin/source/funkin/play/components/HealthIcon.hx

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package funkin.play.components;
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import funkin.play.character.CharacterData;
import flixel.FlxSprite;
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import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import funkin.play.character.CharacterData.CharacterDataParser;
import openfl.utils.Assets;
import funkin.graphics.FunkinSprite;
import funkin.util.MathUtil;
/**
* This is a rework of the health icon with the following changes:
* - The health icon now owns its own state logic. It queries health and updates the sprite itself,
* rather than relying on PlayState to command it.
* - The health icon now supports animations.
* - The health icon will now search for a SparrowV2 (XML) spritesheet, and use that for rendering if it can.
* - If it can't find a spritesheet, it will the old format; a two-frame 300x150 image.
* - If the spritesheet is found, the health icon will attempt to load and use the following animations as appropriate:
* - `idle`, `winning`, `losing`, `toWinning`, `fromWinning`, `toLosing`, `fromLosing`
* - The health icon is now easier to control via scripts.
* - Set `autoUpdate` to false to prevent the health icon from changing its own animations.
* - Once `autoUpdate` is false, you can manually call `playAnimation()` to play a specific animation.
* - i.e. `PlayState.instance.iconP1.playAnimation("losing")`
* - Scripts can also utilize all functionality that a normal FlxSprite would have access to, such as adding supplimental animations.
* - i.e. `PlayState.instance.iconP1.animation.addByPrefix("jumpscare", "jumpscare", 24, false);`
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* @author EliteMasterEric
*/
@:nullSafety
class HealthIcon extends FunkinSprite
{
/**
* The character this icon is representing.
* Setting this variable will automatically update the graphic.
*/
public var characterId(default, set):Null<String>;
/**
* Whether this health icon should automatically update its state based on the character's health.
* Note that turning this off means you have to manually do the following:
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* - Boping the icon on the beat.
* - Switching between winning/losing/idle animations.
* - Repositioning the icon as health changes.
*/
public var autoUpdate:Bool = true;
/**
* Since the `scale` of the sprite dynamically changes over time,
* this value allows you to set a relative scale for the icon.
* @default 1x scale = 150px width and height.
*/
public var size:FlxPoint = new FlxPoint(1, 1);
/**
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* Apply the "bop" animation once every X steps.
*/
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public var bopEvery:Int = 4;
/**
* The amount, in degrees, to rotate the icon by when boping.
* ERIC NOTE: I experimented with this a bit but ended up turning it off,
* but why not leave it in for the script kiddies?
*/
public var bopAngle:Float = 0.0;
/**
* The player the health icon is attached to.
*/
var playerId:Int = 0;
/**
* Whether the sprite is pixel art or not.
*/
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public var isPixel(default, set):Bool = false;
/**
* Whether this is a legacy icon or not.
*/
var isLegacyStyle:Bool = false;
/**
* At this amount of health, play the Winning animation instead of the idle.
*/
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static final WINNING_THRESHOLD:Float = 0.8 * 2;
/**
* At this amount of health, play the Losing animation instead of the idle.
*/
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static final LOSING_THRESHOLD:Float = 0.2 * 2;
/**
* The maximum health of the player.
*/
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static final MAXIMUM_HEALTH:Float = 2;
/**
* The size of a non-pixel icon when using the legacy format.
* Remember, modern icons can be any size.
*/
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public static final HEALTH_ICON_SIZE:Int = 150;
/**
* The size of a pixel icon when using the legacy format.
* Remember, modern icons can be any size.
*/
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static final PIXEL_ICON_SIZE:Int = 32;
/**
* The amount, in percent, to scale the icon by when bopping.
*/
static final BOP_SCALE:Float = 0.2;
/**
* shitty hardcoded value for a specific positioning!!!
*/
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static final POSITION_OFFSET:Int = 26;
public function new(char:String = 'bf', playerId:Int = 0)
{
super(0, 0);
this.playerId = playerId;
this.scrollFactor.set();
this.characterId = char;
initTargetSize();
}
function set_characterId(value:Null<String>):Null<String>
{
if (value == characterId) return value;
characterId = value ?? Constants.DEFAULT_HEALTH_ICON;
return characterId;
}
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function set_isPixel(value:Bool):Bool
{
if (value == isPixel) return value;
isPixel = value;
return isPixel;
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}
/**
* Easter egg; press 9 in the PlayState to use the old player icon.
*/
public function toggleOldIcon():Void
{
if (characterId == 'bf-old')
{
PlayState.instance.currentStage.getBoyfriend().initHealthIcon(false);
}
else
{
characterId = 'bf-old';
loadCharacter(characterId);
}
}
/**
* Use the provided CharacterHealthIconData to configure this health icon's appearance.
* @param data The data to use to configure this health icon.
*/
public function configure(data:Null<HealthIconData>):Void
{
if (data == null)
{
this.characterId = Constants.DEFAULT_HEALTH_ICON;
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this.isPixel = false;
loadCharacter(characterId);
this.size.set(1.0, 1.0);
this.offset.x = 0.0;
this.offset.y = 0.0;
this.flipX = false;
}
else
{
this.characterId = data.id;
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this.isPixel = data.isPixel ?? false;
loadCharacter(characterId);
this.size.set(data.scale ?? 1.0, data.scale ?? 1.0);
this.offset.x = (data.offsets != null) ? data.offsets[0] : 0.0;
this.offset.y = (data.offsets != null) ? data.offsets[1] : 0.0;
this.flipX = data.flipX ?? false; // Face the OTHER way by default, since that is more common.
}
}
/**
* Called by Flixel every frame. Includes logic to manage the currently playing animation.
*/
override function update(elapsed:Float):Void
{
super.update(elapsed);
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if (bopEvery != 0)
{
// Lerp the health icon back to its normal size,
// while maintaining aspect ratio.
if (this.width > this.height)
{
// Apply linear interpolation while accounting for frame rate.
var targetSize:Int = Std.int(MathUtil.coolLerp(this.width, HEALTH_ICON_SIZE * this.size.x, 0.15));
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setGraphicSize(targetSize, 0);
}
else
{
var targetSize:Int = Std.int(MathUtil.coolLerp(this.height, HEALTH_ICON_SIZE * this.size.y, 0.15));
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setGraphicSize(0, targetSize);
}
// Lerp the health icon back to its normal angle.
this.angle = MathUtil.coolLerp(this.angle, 0, 0.15);
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this.updateHitbox();
}
this.updatePosition();
}
/**
* Update the position (and status) of the health icon.
*/
public function updatePosition():Void
{
// Make sure autoUpdate is false if the health icon is not being used in the PlayState.
if (autoUpdate && PlayState.instance != null)
{
switch (playerId)
{
case 0: // Boyfriend
// Update the animation based on the current state.
updateHealthIcon(PlayState.instance.health);
// Update the position to match the health bar.
this.x = PlayState.instance.healthBar.x
+ (PlayState.instance.healthBar.width * (FlxMath.remapToRange(PlayState.instance.healthBar.value, 0, 2, 100, 0) * 0.01) - POSITION_OFFSET);
case 1: // Dad
// Update the animation based on the current state.
updateHealthIcon(MAXIMUM_HEALTH - PlayState.instance.health);
// Update the position to match the health bar.
this.x = PlayState.instance.healthBar.x
+ (PlayState.instance.healthBar.width * (FlxMath.remapToRange(PlayState.instance.healthBar.value, 0, 2, 100, 0) * 0.01))
- (this.width - POSITION_OFFSET);
}
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// Keep the icon centered vertically on the health bar.
this.y = PlayState.instance.healthBar.y - (this.height / 2); // - (PlayState.instance.healthBar.height / 2)
}
}
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/**
* Called on every step.
* @param curStep The current step number.
*/
public function onStepHit(curStep:Int):Void
{
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// Make the icons bop.
if (bopEvery != 0 && curStep % bopEvery == 0 && isLegacyStyle)
{
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// Make the icon increase in size (the update function causes them to lerp back down).
if (this.width > this.height)
{
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setGraphicSize(Std.int(this.width + (HEALTH_ICON_SIZE * this.size.x * BOP_SCALE)), 0);
}
else
{
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setGraphicSize(0, Std.int(this.height + (HEALTH_ICON_SIZE * this.size.y * BOP_SCALE)));
}
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// Make the icon twist (the update function causes them to lerp back to normal).
this.angle += bopAngle * (playerId == 0 ? 1 : -1);
this.updateHitbox();
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// Ensure the icon is positioned correctly after updating the hitbox.
this.updatePosition();
}
}
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inline function initTargetSize():Void
{
setGraphicSize(HEALTH_ICON_SIZE);
updateHitbox();
}
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function updateHealthIcon(health:Float):Void
{
// We want to efficiently handle animation playback
// Here, we use the current animation name to track the current state
// of a simple state machine. Neat!
switch (getCurrentAnimation())
{
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case Idle:
if (health < LOSING_THRESHOLD)
{
playAnimation(ToLosing, Losing);
}
else if (health > WINNING_THRESHOLD)
{
playAnimation(ToWinning, Winning);
}
else
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{
playAnimation(Idle);
}
case Winning:
if (health < WINNING_THRESHOLD)
{
playAnimation(FromWinning, Idle);
}
else
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{
playAnimation(Winning, Idle);
}
case Losing:
if (health > LOSING_THRESHOLD) playAnimation(FromLosing, Idle);
else
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{
playAnimation(Losing, Idle);
}
case ToLosing:
if (isAnimationFinished())
{
playAnimation(Losing, Idle);
}
case ToWinning:
if (isAnimationFinished())
{
playAnimation(Winning, Idle);
}
case FromLosing | FromWinning:
if (isAnimationFinished())
{
playAnimation(Idle);
}
case '':
playAnimation(Idle);
default:
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playAnimation(Idle);
}
}
/**
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* Load health icon animations from a Sparrow XML file (the kind used by characters)
* Note that this is looking for SPECIFIC animation names, so you may need to modify the XML.
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* @param charId
*/
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function loadAnimationNew():Void
{
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this.animation.addByPrefix(Idle, Idle, 24, true);
this.animation.addByPrefix(Winning, Winning, 24, true);
this.animation.addByPrefix(Losing, Losing, 24, true);
this.animation.addByPrefix(ToWinning, ToWinning, 24, false);
this.animation.addByPrefix(ToLosing, ToLosing, 24, false);
this.animation.addByPrefix(FromWinning, FromWinning, 24, false);
this.animation.addByPrefix(FromLosing, FromLosing, 24, false);
}
/**
* Load health icon animations using the legacy format.
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* Simply assumes two icons, the idle and losing icons.
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* @param charId
*/
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function loadAnimationOld():Void
{
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// Don't flip BF's icon here! That's done later.
this.animation.add(Idle, [0], 0, false, false);
this.animation.add(Losing, [1], 0, false, false);
if (animation.numFrames >= 3)
{
this.animation.add(Winning, [2], 0, false, false);
}
}
function correctCharacterId(charId:Null<String>):String
{
if (charId == null)
{
return Constants.DEFAULT_HEALTH_ICON;
}
if (!Assets.exists(Paths.image('icons/icon-$charId')))
{
FlxG.log.warn('No icon for character: $charId : using default placeholder face instead!');
return Constants.DEFAULT_HEALTH_ICON;
}
return charId;
}
function isNewSpritesheet(charId:String):Bool
{
return Assets.exists(Paths.file('images/icons/icon-$characterId.xml'));
}
function loadCharacter(charId:Null<String>):Void
{
if (charId == null || correctCharacterId(charId) != charId)
{
// This will recursively trigger loadCharacter to be called again.
characterId = correctCharacterId(charId);
return;
}
isLegacyStyle = !isNewSpritesheet(charId);
if (!isLegacyStyle)
{
loadSparrow('icons/icon-$charId');
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loadAnimationNew();
}
else
{
loadGraphic(Paths.image('icons/icon-$charId'), true, isPixel ? PIXEL_ICON_SIZE : HEALTH_ICON_SIZE, isPixel ? PIXEL_ICON_SIZE : HEALTH_ICON_SIZE);
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loadAnimationOld();
}
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this.antialiasing = !isPixel;
}
/**
* @return Name of the current animation being played by this health icon.
*/
public function getCurrentAnimation():String
{
if (this.animation == null || this.animation.curAnim == null) return "";
return this.animation.curAnim.name;
}
/**
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* @param id The name of the animation to check for.
* @return Whether this sprite posesses the given animation.
* Only true if the animation was successfully loaded from the XML.
*/
public function hasAnimation(id:String):Bool
{
if (this.animation == null) return false;
return this.animation.getByName(id) != null;
}
/**
* @return Whether the current animation is in the finished state.
*/
public function isAnimationFinished():Bool
{
return this.animation.finished;
}
/**
* Plays the animation with the given name.
* @param name The name of the animation to play.
* @param fallback The fallback animation to play if the given animation is not found.
* @param restart Whether to forcibly restart the animation if it is already playing.
*/
public function playAnimation(name:String, fallback:String = null, restart = false):Void
{
// Attempt to play the animation
if (hasAnimation(name))
{
this.animation.play(name, restart, false, 0);
return;
}
// Play the fallback animation if the requested animation was not found
if (fallback != null && hasAnimation(fallback))
{
this.animation.play(fallback, restart, false, 0);
return;
}
// If we don't have an animation, we're done.
}
}
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/**
* The current state of the health
*/
enum abstract HealthIconState(String) to String from String
{
/**
* Indicates the health icon is in the default animation.
* Plays as long as health is between 20% and 80%.
*/
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public var Idle = 'idle';
/**
* Indicates the health icon is playing the Winning animation.
* Plays as long as health is above 80%.
*/
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public var Winning = 'winning';
/**
* Indicates the health icon is playing the Losing animation.
* Plays as long as health is below 20%.
*/
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public var Losing = 'losing';
/**
* Indicates that the health icon is transitioning between `idle` and `winning`.
* The next animation will play once the current animation finishes.
*/
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public var ToWinning = 'toWinning';
/**
* Indicates that the health icon is transitioning between `idle` and `losing`.
* The next animation will play once the current animation finishes.
*/
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public var ToLosing = 'toLosing';
/**
* Indicates that the health icon is transitioning between `winning` and `idle`.
* The next animation will play once the current animation finishes.
*/
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public var FromWinning = 'fromWinning';
/**
* Indicates that the health icon is transitioning between `losing` and `idle`.
* The next animation will play once the current animation finishes.
*/
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public var FromLosing = 'fromLosing';
}