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Funkin/source/funkin/CoolUtil.hx

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package funkin;
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import flixel.FlxSprite;
import flixel.FlxState;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import funkin.play.PlayState;
import funkin.shaderslmfao.ScreenWipeShader;
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import haxe.format.JsonParser;
import lime.math.Rectangle;
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import lime.utils.Assets;
import openfl.filters.ShaderFilter;
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class CoolUtil
{
public static function coolBaseLog(base:Float, fin:Float):Float
{
return Math.log(fin) / Math.log(base);
}
public static function coolTextFile(path:String):Array<String>
{
var daList:Array<String> = [];
var swagArray:Array<String> = Assets.getText(path).trim().split('\n');
for (item in swagArray)
{
// comment support in the quick lil text formats??? using //
if (!item.trim().startsWith('//')) daList.push(item);
}
for (i in 0...daList.length)
{
daList[i] = daList[i].trim();
}
return daList;
}
public static function numberArray(max:Int, ?min = 0):Array<Int>
{
var dumbArray:Array<Int> = [];
for (i in min...max)
{
dumbArray.push(i);
}
return dumbArray;
}
static var oldCamPos:FlxPoint = new FlxPoint();
static var oldMousePos:FlxPoint = new FlxPoint();
/**
* Used to be for general camera middle click dragging, now generalized for any click and drag type shit!
* Listen I don't make the rules here
* @param target what you want to be dragged, defaults to CAMERA SCROLL
* @param jusPres the "justPressed", should be a button of some sort
* @param pressed the "pressed", which should be the same button as `jusPres`
*/
public static function mouseCamDrag(?target:FlxPoint, ?jusPres:Bool, ?pressed:Bool):Void
{
if (target == null) target = FlxG.camera.scroll;
if (jusPres == null) jusPres = FlxG.mouse.justPressedMiddle;
if (pressed == null) pressed = FlxG.mouse.pressedMiddle;
if (jusPres)
{
oldCamPos.set(target.x, target.y);
oldMousePos.set(FlxG.mouse.screenX, FlxG.mouse.screenY);
}
if (pressed)
{
target.x = oldCamPos.x - (FlxG.mouse.screenX - oldMousePos.x);
target.y = oldCamPos.y - (FlxG.mouse.screenY - oldMousePos.y);
}
}
public static function mouseWheelZoom():Void
{
if (FlxG.mouse.wheel != 0) FlxG.camera.zoom += FlxG.mouse.wheel * (0.1 * FlxG.camera.zoom);
}
/**
Lerps camera, but accountsfor framerate shit?
Right now it's simply for use to change the followLerp variable of a camera during update
TODO LATER MAYBE:
Actually make and modify the scroll and lerp shit in it's own function
instead of solely relying on changing the lerp on the fly
*/
public static function camLerpShit(lerp:Float):Float
{
return lerp * (FlxG.elapsed / (1 / 60));
}
public static function coolSwitchState(state:FlxState, transitionTex:String = "shaderTransitionStuff/coolDots", time:Float = 2)
{
var screenShit:FlxSprite = new FlxSprite().loadGraphic(Paths.image("shaderTransitionStuff/coolDots"));
var screenWipeShit:ScreenWipeShader = new ScreenWipeShader();
screenWipeShit.funnyShit.input = screenShit.pixels;
FlxTween.tween(screenWipeShit, {daAlphaShit: 1}, time,
{
ease: FlxEase.quadInOut,
onComplete: function(twn) {
screenShit.destroy();
FlxG.switchState(new MainMenuState());
}
});
FlxG.camera.setFilters([new ShaderFilter(screenWipeShit)]);
}
/*
* frame dependant lerp kinda lol
*/
public static function coolLerp(base:Float, target:Float, ratio:Float):Float
{
return base + camLerpShit(ratio) * (target - base);
}
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}