1
0
Fork 0
mirror of https://github.com/ninjamuffin99/Funkin.git synced 2024-12-23 13:48:23 +00:00
Funkin/source/Main.hx

155 lines
4.8 KiB
Haxe
Raw Normal View History

2020-10-03 06:50:15 +00:00
package;
import flixel.FlxGame;
2021-02-16 06:53:25 +00:00
import flixel.FlxState;
import funkin.util.logging.CrashHandler;
import funkin.ui.debug.MemoryCounter;
import funkin.save.Save;
import haxe.ui.Toolkit;
2020-10-04 06:42:58 +00:00
import openfl.display.FPS;
2020-10-03 06:50:15 +00:00
import openfl.display.Sprite;
2021-02-16 06:53:25 +00:00
import openfl.events.Event;
import openfl.Lib;
2021-03-05 00:36:56 +00:00
import openfl.media.Video;
import openfl.net.NetStream;
2020-10-03 06:50:15 +00:00
2024-03-17 02:20:22 +00:00
/**
* The main class which initializes HaxeFlixel and starts the game in its initial state.
*/
2020-10-03 06:50:15 +00:00
class Main extends Sprite
{
var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = funkin.InitState; // The FlxState the game starts with.
var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
#if (web || CHEEMS)
var framerate:Int = 60; // How many frames per second the game should run at.
#else
// TODO: This should probably be in the options menu?
2024-08-29 19:26:35 +00:00
var framerate:Int = 144; // How many frames per second the game should run at.
#end
var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode.
var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
// You can pretty much ignore everything from here on - your code should go in your states.
public static function main():Void
{
// We need to make the crash handler LITERALLY FIRST so nothing EVER gets past it.
CrashHandler.initialize();
CrashHandler.queryStatus();
Lib.current.addChild(new Main());
}
public function new()
{
super();
// Initialize custom logging.
haxe.Log.trace = funkin.util.logging.AnsiTrace.trace;
funkin.util.logging.AnsiTrace.traceBF();
// Load mods to override assets.
// TODO: Replace with loadEnabledMods() once the user can configure the mod list.
funkin.modding.PolymodHandler.loadAllMods();
if (stage != null)
{
init();
}
else
{
addEventListener(Event.ADDED_TO_STAGE, init);
}
}
function init(?event:Event):Void
{
2024-07-16 03:10:08 +00:00
#if web
untyped js.Syntax.code("
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = 0;
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
return id;
}");
#end
if (hasEventListener(Event.ADDED_TO_STAGE))
{
removeEventListener(Event.ADDED_TO_STAGE, init);
}
setupGame();
}
var video:Video;
var netStream:NetStream;
var overlay:Sprite;
2024-03-17 02:20:22 +00:00
/**
* A frame counter displayed at the top left.
*/
public static var fpsCounter:FPS;
2024-03-17 02:20:22 +00:00
/**
* A RAM counter displayed at the top left.
*/
public static var memoryCounter:MemoryCounter;
function setupGame():Void
{
initHaxeUI();
2024-03-17 02:20:22 +00:00
// addChild gets called by the user settings code.
fpsCounter = new FPS(10, 3, 0xFFFFFF);
2024-03-17 02:20:22 +00:00
#if !html5
2024-03-17 02:20:22 +00:00
// addChild gets called by the user settings code.
// TODO: disabled on HTML5 (todo: find another method that works?)
memoryCounter = new MemoryCounter(10, 13, 0xFFFFFF);
#end
// George recommends binding the save before FlxGame is created.
Save.load();
2024-03-15 02:27:07 +00:00
var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen);
2024-03-15 02:27:07 +00:00
// FlxG.game._customSoundTray wants just the class, it calls new from
// create() in there, which gets called when it's added to stage
// which is why it needs to be added before addChild(game) here
@:privateAccess
game._customSoundTray = funkin.ui.options.FunkinSoundTray;
addChild(game);
#if FEATURE_DEBUG_FUNCTIONS
2024-04-27 05:17:15 +00:00
game.debugger.interaction.addTool(new funkin.util.TrackerToolButtonUtil());
2024-04-29 22:31:20 +00:00
#end
2024-04-27 05:17:15 +00:00
2024-04-14 07:01:07 +00:00
addChild(fpsCounter);
#if hxcpp_debug_server
trace('hxcpp_debug_server is enabled! You can now connect to the game with a debugger.');
2024-03-17 02:20:22 +00:00
#else
trace('hxcpp_debug_server is disabled! This build does not support debugging.');
#end
}
function initHaxeUI():Void
{
// Calling this before any HaxeUI components get used is important:
// - It initializes the theme styles.
// - It scans the class path and registers any HaxeUI components.
Toolkit.init();
Toolkit.theme = 'dark'; // don't be cringe
2024-04-27 05:17:15 +00:00
// Toolkit.theme = 'light'; // embrace cringe
2023-08-01 17:07:16 +00:00
Toolkit.autoScale = false;
// Don't focus on UI elements when they first appear.
haxe.ui.focus.FocusManager.instance.autoFocus = false;
funkin.input.Cursor.registerHaxeUICursors();
haxe.ui.tooltips.ToolTipManager.defaultDelay = 200;
}
2020-10-03 06:50:15 +00:00
}