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Funkin/source/Main.hx

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Haxe
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package;
import flixel.FlxGame;
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import flixel.FlxState;
import funkin.util.logging.CrashHandler;
import funkin.ui.debug.MemoryCounter;
import funkin.save.Save;
import haxe.ui.Toolkit;
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import openfl.display.FPS;
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import openfl.display.Sprite;
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import openfl.events.Event;
import openfl.Lib;
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import openfl.media.Video;
import openfl.net.NetStream;
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/**
* The main class which initializes HaxeFlixel and starts the game in its initial state.
*/
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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
var framerate:Int = 60; // How many frames per second the game should run at.
#else
// TODO: This should probably be in the options menu?
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
{
if (hasEventListener(Event.ADDED_TO_STAGE))
{
removeEventListener(Event.ADDED_TO_STAGE, init);
}
setupGame();
}
var video:Video;
var netStream:NetStream;
var overlay:Sprite;
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/**
* A frame counter displayed at the top left.
*/
public static var fpsCounter:FPS;
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/**
* A RAM counter displayed at the top left.
*/
public static var memoryCounter:MemoryCounter;
function setupGame():Void
{
initHaxeUI();
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// addChild gets called by the user settings code.
fpsCounter = new FPS(10, 3, 0xFFFFFF);
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#if !html5
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// 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();
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var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen);
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// 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 hxcpp_debug_server
trace('hxcpp_debug_server is enabled! You can now connect to the game with a debugger.');
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#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
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Toolkit.autoScale = false;
funkin.input.Cursor.registerHaxeUICursors();
haxe.ui.tooltips.ToolTipManager.defaultDelay = 200;
}
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}