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Funkin/source/funkin/GameOverSubstate.hx

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package funkin;
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import flixel.FlxObject;
import flixel.system.FlxSound;
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import flixel.util.FlxColor;
import flixel.util.FlxTimer;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.play.PlayState;
import funkin.play.character.BaseCharacter;
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import funkin.ui.PreferencesMenu;
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using StringTools;
/**
* A substate which renders over the PlayState when the player dies.
* Displays the player death animation, plays the music, and handles restarting the song.
*
* The newest implementation uses a substate, which prevents having to reload the song and stage each reset.
*/
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class GameOverSubstate extends MusicBeatSubstate
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{
/**
* The boyfriend character.
*/
var boyfriend:BaseCharacter;
/**
* The invisible object in the scene which the camera focuses on.
*/
var cameraFollowPoint:FlxObject;
/**
* The music playing in the background of the state.
*/
var gameOverMusic:FlxSound = new FlxSound();
/**
* Whether the player has confirmed and prepared to restart the level.
* This means the animation and transition have already started.
*/
var isEnding:Bool = false;
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/**
* Music variant to use.
* TODO: De-hardcode this somehow.
*/
var musicVariant:String = "";
public function new()
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{
super();
FlxG.sound.list.add(gameOverMusic);
gameOverMusic.stop();
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Conductor.songPosition = 0;
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playBlueBalledSFX();
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switch (PlayState.instance.currentStageId)
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{
case 'school' | 'schoolEvil':
musicVariant = "-pixel";
default:
if (PlayState.instance.currentStage.getBoyfriend().characterId == 'pico')
{
musicVariant = "Pico";
}
else
{
musicVariant = "";
}
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}
// We have to remove boyfriend from the stage. Then we can add him back at the end.
boyfriend = PlayState.instance.currentStage.getBoyfriend(true);
boyfriend.isDead = true;
boyfriend.playAnimation('firstDeath');
add(boyfriend);
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cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1);
add(cameraFollowPoint);
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// FlxG.camera.scroll.set();
FlxG.camera.target = null;
FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.01);
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}
override function update(elapsed:Float)
{
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// makes the lerp non-dependant on the framerate
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// FlxG.camera.followLerp = CoolUtil.camLerpShit(0.01);
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super.update(elapsed);
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if (FlxG.onMobile)
{
var touch = FlxG.touches.getFirst();
if (touch != null)
{
if (touch.overlaps(boyfriend))
confirmDeath();
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}
}
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if (controls.ACCEPT)
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{
confirmDeath();
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}
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if (controls.BACK)
{
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PlayState.deathCounter = 0;
PlayState.seenCutscene = false;
// FlxG.sound.music.stop();
gameOverMusic.stop();
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if (PlayState.isStoryMode)
FlxG.switchState(new StoryMenuState());
else
FlxG.switchState(new FreeplayState());
}
// Start panning the camera to BF after 12 frames.
// TODO: Should this be de-hardcoded?
if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.animation.curAnim.curFrame == 12)
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{
cameraFollowPoint.x = boyfriend.getGraphicMidpoint().x;
cameraFollowPoint.y = boyfriend.getGraphicMidpoint().y;
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}
if (gameOverMusic.playing)
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{
Conductor.songPosition = gameOverMusic.time;
}
else
{
switch (PlayState.storyWeek)
{
case 7:
if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished() && !playingJeffQuote)
{
playingJeffQuote = true;
playJeffQuote();
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startDeathMusic(0.2);
}
default:
if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished())
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{
startDeathMusic();
}
}
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}
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dispatchEvent(new UpdateScriptEvent(elapsed));
}
override function dispatchEvent(event:ScriptEvent)
{
super.dispatchEvent(event);
ScriptEventDispatcher.callEvent(boyfriend, event);
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}
/**
* Starts the death music at the appropriate volume.
* @param startingVolume
*/
function startDeathMusic(?startingVolume:Float = 1):Void
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{
if (!isEnding)
{
gameOverMusic.loadEmbedded(Paths.music('gameOver' + musicVariant));
gameOverMusic.volume = startingVolume;
gameOverMusic.play();
}
else
{
gameOverMusic.loadEmbedded(Paths.music('gameOverEnd' + musicVariant));
gameOverMusic.volume = startingVolume;
gameOverMusic.play();
}
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}
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/**
* Play the sound effect that occurs when
* boyfriend's testicles get utterly annihilated.
*/
function playBlueBalledSFX()
{
FlxG.sound.play(Paths.sound('fnf_loss_sfx' + musicVariant));
}
var playingJeffQuote:Bool = false;
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/**
* Week 7-specific hardcoded behavior, to play a custom death quote.
* TODO: Make this a module somehow.
*/
function playJeffQuote()
{
var randomCensor:Array<Int> = [];
if (PreferencesMenu.getPref('censor-naughty'))
randomCensor = [1, 3, 8, 13, 17, 21];
FlxG.sound.play(Paths.sound('jeffGameover/jeffGameover-' + FlxG.random.int(1, 25, randomCensor)), 1, false, null, true, function()
{
// Once the quote ends, fade in the game over music.
if (!isEnding && gameOverMusic != null)
{
gameOverMusic.fadeIn(4, 0.2, 1);
}
});
}
/**
* Do behavior which occurs when you confirm and move to restart the level.
*/
function confirmDeath():Void
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{
if (!isEnding)
{
isEnding = true;
startDeathMusic(); // isEnding changes this function's behavior.
boyfriend.playAnimation('deathConfirm', true);
// After the animation finishes...
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new FlxTimer().start(0.7, function(tmr:FlxTimer)
{
// ...fade out the graphics. Then after that happens...
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FlxG.camera.fade(FlxColor.BLACK, 2, false, function()
{
// ...close the GameOverSubstate.
FlxG.camera.fade(FlxColor.BLACK, 1, true, null, true);
PlayState.needsReset = true;
// Readd Boyfriend to the stage.
boyfriend.isDead = false;
remove(boyfriend);
PlayState.instance.currentStage.addCharacter(boyfriend, BF);
// Close the substate.
close();
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});
});
}
}
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}