mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-01-05 19:58:09 +00:00
Implemented FlxAnimate characters into Blazin'.
This commit is contained in:
parent
684eb919b5
commit
0294ea0b79
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 8b914574fc4724c5fe483f4f9d81081bb1518c12
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Subproject commit 874f7de39ee2dfe2ffe4c02edf701d36f2a393fd
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@ -240,6 +240,7 @@ abstract class BaseRegistry<T:(IRegistryEntry<J> & Constructible<EntryConstructo
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*/
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function createEntry(id:String):Null<T>
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{
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// We enforce that T is Constructible to ensure this is valid.
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return new T(id);
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}
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@ -32,18 +32,21 @@ class StageData
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bf:
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{
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zIndex: 0,
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scale: 1,
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position: [0, 0],
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cameraOffsets: [-100, -100]
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},
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dad:
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{
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zIndex: 0,
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scale: 1,
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position: [0, 0],
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cameraOffsets: [100, -100]
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},
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gf:
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{
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zIndex: 0,
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scale: 1,
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position: [0, 0],
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cameraOffsets: [0, 0]
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}
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@ -114,6 +117,7 @@ typedef StageDataProp =
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@:jcustomparse(funkin.data.DataParse.eitherFloatOrFloats)
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@:jcustomwrite(funkin.data.DataWrite.eitherFloatOrFloats)
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@:optional
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@:default(Left(1.0))
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var scale:haxe.ds.Either<Float, Array<Float>>;
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/**
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@ -190,6 +194,13 @@ typedef StageDataCharacter =
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@:default([0, 0])
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var position:Array<Float>;
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/**
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* The scale to render the character at.
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*/
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@:optional
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@:default(1)
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var scale:Float;
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/**
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* The camera offsets to apply when focusing on the character on this stage.
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* @default [-100, -100] for BF, [100, -100] for DAD/OPPONENT, [0, 0] for GF
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@ -82,6 +82,8 @@ class FlxAtlasSprite extends FlxAnimate
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* @param id A string ID of the animation to play.
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* @param restart Whether to restart the animation if it is already playing.
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* @param ignoreOther Whether to ignore all other animation inputs, until this one is done playing
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* @param loop Whether to loop the animation
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* NOTE: `loop` and `ignoreOther` are not compatible with each other!
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*/
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public function playAnimation(id:String, restart:Bool = false, ignoreOther:Bool = false, ?loop:Bool = false):Void
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{
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@ -116,9 +118,14 @@ class FlxAtlasSprite extends FlxAnimate
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anim.callback = function(_, frame:Int) {
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if (frame == (anim.getFrameLabel(id).duration - 1) + anim.getFrameLabel(id).index)
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{
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if (loop) playAnimation(id, true, false, true);
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if (loop)
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{
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playAnimation(id, true, false, true);
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}
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else
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{
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onAnimationFinish.dispatch(id);
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}
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}
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};
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@ -177,6 +184,6 @@ class FlxAtlasSprite extends FlxAnimate
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{
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canPlayOtherAnims = true;
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this.currentAnimation = null;
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this.anim.stop();
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this.anim.pause();
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}
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}
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@ -107,18 +107,18 @@ class NoteScriptEvent extends ScriptEvent
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public var playSound(default, default):Bool;
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/**
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* A multiplier to the health gained or lost from this note.
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* The health gained or lost from this note.
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* This affects both hits and misses. Remember that max health is 2.00.
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*/
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public var healthMulti:Float;
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public var healthChange:Float;
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public function new(type:ScriptEventType, note:NoteSprite, comboCount:Int = 0, cancelable:Bool = false):Void
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public function new(type:ScriptEventType, note:NoteSprite, healthChange:Float, comboCount:Int = 0, cancelable:Bool = false):Void
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{
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super(type, cancelable);
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this.note = note;
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this.comboCount = comboCount;
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this.playSound = true;
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this.healthMulti = 1.0;
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this.healthChange = healthChange;
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}
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public override function toString():String
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@ -127,6 +127,31 @@ class NoteScriptEvent extends ScriptEvent
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}
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}
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class HitNoteScriptEvent extends NoteScriptEvent
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{
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/**
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* The judgement the player received for hitting the note.
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*/
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public var judgement:String;
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/**
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* The score the player received for hitting the note.
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*/
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public var score:Int;
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public function new(note:NoteSprite, healthChange:Float, score:Int, judgement:String, comboCount:Int = 0):Void
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{
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super(NOTE_HIT, note, healthChange, comboCount, true);
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this.score = score;
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this.judgement = judgement;
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}
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public override function toString():String
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{
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return 'HitNoteScriptEvent(note=' + note + ', comboCount=' + comboCount + ', judgement=' + judgement + ', score=' + score + ')';
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}
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}
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/**
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* An event that is fired when you press a key with no note present.
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*/
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@ -12,6 +12,7 @@ import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEventDispatcher;
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import funkin.play.character.BaseCharacter;
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import funkin.play.PlayState;
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import funkin.util.MathUtil;
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import funkin.ui.freeplay.FreeplayState;
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import funkin.ui.MusicBeatSubState;
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import funkin.ui.story.StoryMenuState;
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@ -82,6 +83,9 @@ class GameOverSubState extends MusicBeatSubState
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var transparent:Bool;
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final CAMERA_ZOOM_DURATION:Float = 0.5;
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var targetCameraZoom:Float = 1.0;
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public function new(params:GameOverParams)
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{
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super();
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@ -142,6 +146,7 @@ class GameOverSubState extends MusicBeatSubState
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FlxG.camera.target = null;
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FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.01);
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targetCameraZoom = PlayState?.instance?.currentStage?.camZoom * boyfriend.getDeathCameraZoom();
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//
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// Set up the audio
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@ -177,6 +182,9 @@ class GameOverSubState extends MusicBeatSubState
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}
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}
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// Smoothly lerp the camera
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FlxG.camera.zoom = MathUtil.smoothLerp(FlxG.camera.zoom, targetCameraZoom, elapsed, CAMERA_ZOOM_DURATION);
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//
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// Handle user inputs.
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//
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@ -286,6 +294,9 @@ class GameOverSubState extends MusicBeatSubState
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remove(boyfriend);
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PlayState.instance.currentStage.addCharacter(boyfriend, BF);
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// Snap reset the camera which may have changed because of the player character data.
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resetCameraZoom();
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// Close the substate.
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close();
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});
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@ -386,7 +386,6 @@ class PauseSubState extends MusicBeatSubState
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// Set the position.
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var targetX = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 20 + 90;
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var targetY = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 120 + (FlxG.height * 0.48);
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trace(targetY);
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FlxTween.globalManager.cancelTweensOf(text);
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FlxTween.tween(text, {x: targetX, y: targetY}, 0.33, {ease: FlxEase.quartOut});
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}
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@ -927,7 +927,7 @@ class PlayState extends MusicBeatSubState
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camHUD.zoom = FlxMath.lerp(defaultHUDCameraZoom, camHUD.zoom, 0.95);
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}
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if (currentStage != null)
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if (currentStage != null && currentStage.getBoyfriend() != null)
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{
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FlxG.watch.addQuick('bfAnim', currentStage.getBoyfriend().getCurrentAnimation());
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}
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@ -1498,17 +1498,17 @@ class PlayState extends MusicBeatSubState
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if (dad != null)
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{
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dad.characterType = CharacterType.DAD;
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}
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//
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// OPPONENT HEALTH ICON
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//
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iconP2 = new HealthIcon('dad', 1);
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iconP2.y = healthBar.y - (iconP2.height / 2);
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dad.initHealthIcon(true); // Apply the character ID here
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iconP2.zIndex = 850;
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add(iconP2);
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iconP2.cameras = [camHUD];
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//
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// OPPONENT HEALTH ICON
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//
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iconP2 = new HealthIcon('dad', 1);
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iconP2.y = healthBar.y - (iconP2.height / 2);
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dad.initHealthIcon(true); // Apply the character ID here
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iconP2.zIndex = 850;
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add(iconP2);
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iconP2.cameras = [camHUD];
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}
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//
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// BOYFRIEND
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@ -1518,17 +1518,17 @@ class PlayState extends MusicBeatSubState
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if (boyfriend != null)
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{
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boyfriend.characterType = CharacterType.BF;
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}
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//
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// PLAYER HEALTH ICON
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//
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iconP1 = new HealthIcon('bf', 0);
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iconP1.y = healthBar.y - (iconP1.height / 2);
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boyfriend.initHealthIcon(false); // Apply the character ID here
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iconP1.zIndex = 850;
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add(iconP1);
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iconP1.cameras = [camHUD];
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//
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// PLAYER HEALTH ICON
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//
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iconP1 = new HealthIcon('bf', 0);
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iconP1.y = healthBar.y - (iconP1.height / 2);
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boyfriend.initHealthIcon(false); // Apply the character ID here
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iconP1.zIndex = 850;
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add(iconP1);
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iconP1.cameras = [camHUD];
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}
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//
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// ADD CHARACTERS TO SCENE
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@ -2016,7 +2016,7 @@ class PlayState extends MusicBeatSubState
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{
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// Call an event to allow canceling the note miss.
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// NOTE: This is what handles the character animations!
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var event:NoteScriptEvent = new NoteScriptEvent(NOTE_MISS, note, 0, true);
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var event:NoteScriptEvent = new NoteScriptEvent(NOTE_MISS, note, -Constants.HEALTH_MISS_PENALTY, 0, true);
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dispatchEvent(event);
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// Calling event.cancelEvent() skips all the other logic! Neat!
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@ -2025,7 +2025,7 @@ class PlayState extends MusicBeatSubState
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// Judge the miss.
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// NOTE: This is what handles the scoring.
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trace('Missed note! ${note.noteData}');
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onNoteMiss(note, event.playSound, event.healthMulti);
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onNoteMiss(note, event.playSound, event.healthChange);
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note.handledMiss = true;
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}
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@ -2171,13 +2171,41 @@ class PlayState extends MusicBeatSubState
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function goodNoteHit(note:NoteSprite, input:PreciseInputEvent):Void
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{
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var event:NoteScriptEvent = new NoteScriptEvent(NOTE_HIT, note, Highscore.tallies.combo + 1, true);
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// Calculate the input latency (do this as late as possible).
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// trace('Compare: ${PreciseInputManager.getCurrentTimestamp()} - ${input.timestamp}');
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var inputLatencyNs:Int64 = PreciseInputManager.getCurrentTimestamp() - input.timestamp;
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var inputLatencyMs:Float = inputLatencyNs.toFloat() / Constants.NS_PER_MS;
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// trace('Input: ${daNote.noteData.getDirectionName()} pressed ${inputLatencyMs}ms ago!');
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// Get the offset and compensate for input latency.
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// Round inward (trim remainder) for consistency.
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var noteDiff:Int = Std.int(Conductor.instance.songPosition - note.noteData.time - inputLatencyMs);
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var score = Scoring.scoreNote(noteDiff, PBOT1);
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var daRating = Scoring.judgeNote(noteDiff, PBOT1);
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var healthChange = 0.0;
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switch (daRating)
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{
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case 'sick':
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healthChange = Constants.HEALTH_SICK_BONUS;
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case 'good':
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healthChange = Constants.HEALTH_GOOD_BONUS;
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case 'bad':
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healthChange = Constants.HEALTH_BAD_BONUS;
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case 'shit':
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healthChange = Constants.HEALTH_SHIT_BONUS;
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}
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// Send the note hit event.
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var event:HitNoteScriptEvent = new HitNoteScriptEvent(note, healthChange, score, daRating, Highscore.tallies.combo + 1);
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dispatchEvent(event);
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// Calling event.cancelEvent() skips all the other logic! Neat!
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if (event.eventCanceled) return;
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popUpScore(note, input, event.healthMulti);
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// Display the combo meter and add the calculation to the score.
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popUpScore(note, event.score, event.judgement, event.healthChange);
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if (note.isHoldNote && note.holdNoteSprite != null)
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{
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@ -2191,11 +2219,11 @@ class PlayState extends MusicBeatSubState
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* Called when a note leaves the screen and is considered missed by the player.
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* @param note
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*/
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function onNoteMiss(note:NoteSprite, playSound:Bool = false, healthLossMulti:Float = 1.0):Void
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function onNoteMiss(note:NoteSprite, playSound:Bool = false, healthChange:Float):Void
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{
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// If we are here, we already CALLED the onNoteMiss script hook!
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health -= Constants.HEALTH_MISS_PENALTY * healthLossMulti;
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health += healthChange;
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songScore -= 10;
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if (!isPracticeMode)
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@ -2367,23 +2395,10 @@ class PlayState extends MusicBeatSubState
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/**
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* Handles health, score, and rating popups when a note is hit.
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*/
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function popUpScore(daNote:NoteSprite, input:PreciseInputEvent, healthGainMulti:Float = 1.0):Void
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function popUpScore(daNote:NoteSprite, score:Int, daRating:String, healthChange:Float):Void
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{
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vocals.playerVolume = 1;
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// Calculate the input latency (do this as late as possible).
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// trace('Compare: ${PreciseInputManager.getCurrentTimestamp()} - ${input.timestamp}');
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var inputLatencyNs:Int64 = PreciseInputManager.getCurrentTimestamp() - input.timestamp;
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var inputLatencyMs:Float = inputLatencyNs.toFloat() / Constants.NS_PER_MS;
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// trace('Input: ${daNote.noteData.getDirectionName()} pressed ${inputLatencyMs}ms ago!');
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// Get the offset and compensate for input latency.
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// Round inward (trim remainder) for consistency.
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var noteDiff:Int = Std.int(Conductor.instance.songPosition - daNote.noteData.time - inputLatencyMs);
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var score = Scoring.scoreNote(noteDiff, PBOT1);
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var daRating = Scoring.judgeNote(noteDiff, PBOT1);
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if (daRating == 'miss')
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{
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// If daRating is 'miss', that means we made a mistake and should not continue.
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@ -2398,22 +2413,20 @@ class PlayState extends MusicBeatSubState
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{
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case 'sick':
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Highscore.tallies.sick += 1;
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health += Constants.HEALTH_SICK_BONUS * healthGainMulti;
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isComboBreak = Constants.JUDGEMENT_SICK_COMBO_BREAK;
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case 'good':
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Highscore.tallies.good += 1;
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health += Constants.HEALTH_GOOD_BONUS * healthGainMulti;
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isComboBreak = Constants.JUDGEMENT_GOOD_COMBO_BREAK;
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case 'bad':
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Highscore.tallies.bad += 1;
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health += Constants.HEALTH_BAD_BONUS * healthGainMulti;
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isComboBreak = Constants.JUDGEMENT_BAD_COMBO_BREAK;
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case 'shit':
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Highscore.tallies.shit += 1;
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health += Constants.HEALTH_SHIT_BONUS * healthGainMulti;
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isComboBreak = Constants.JUDGEMENT_SHIT_COMBO_BREAK;
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}
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health += healthChange;
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if (isComboBreak)
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{
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// Break the combo, but don't increment tallies.misses.
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@ -77,6 +77,7 @@ class AnimateAtlasCharacter extends BaseCharacter
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var atlasSprite:FlxAtlasSprite = loadAtlasSprite();
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setSprite(atlasSprite);
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loadAnimations();
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super.onCreate(event);
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@ -86,10 +87,21 @@ class AnimateAtlasCharacter extends BaseCharacter
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{
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if ((!canPlayOtherAnims && !ignoreOther)) return;
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currentAnimation = name;
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var prefix:String = getAnimationData(name).prefix;
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if (prefix == null) prefix = name;
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this.mainSprite.playAnimation(prefix, restart, ignoreOther);
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var correctName = correctAnimationName(name);
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if (correctName == null) return;
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var animData = getAnimationData(correctName);
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currentAnimation = correctName;
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var prefix:String = animData.prefix;
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if (prefix == null) prefix = correctName;
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var loop:Bool = animData.looped;
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this.mainSprite.playAnimation(prefix, restart, ignoreOther, loop);
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}
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public override function hasAnimation(name:String):Bool
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{
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return getAnimationData(name) != null;
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}
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function loadAtlasSprite():FlxAtlasSprite
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@ -114,7 +126,11 @@ class AnimateAtlasCharacter extends BaseCharacter
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}
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else
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{
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// Make the game hold on the last frame.
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this.mainSprite.cleanupAnimation(prefix);
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// Fallback to idle!
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// playAnimation('idle', true, false);
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}
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}
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@ -140,14 +156,24 @@ class AnimateAtlasCharacter extends BaseCharacter
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function loadAnimations():Void
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{
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trace('[ATLASCHAR] Loading ${_data.animations.length} animations for ${characterId}');
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trace('[ATLASCHAR] Attempting to load ${_data.animations.length} animations for ${characterId}');
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var animData:Array<AnimateAtlasAnimation> = cast _data.animations;
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||||
|
||||
for (anim in animData)
|
||||
{
|
||||
// Validate the animation before adding.
|
||||
var prefix = anim.prefix;
|
||||
if (!this.mainSprite.hasAnimation(prefix))
|
||||
{
|
||||
FlxG.log.warn('[ATLASCHAR] Animation ${prefix} not found in Animate Atlas ${_data.assetPath}');
|
||||
continue;
|
||||
}
|
||||
animations.set(anim.name, anim);
|
||||
trace('[ATLASCHAR] - Successfully loaded animation ${anim.name} to ${characterId}');
|
||||
}
|
||||
|
||||
trace('[ATLASCHAR] Loaded ${animations.size()} animations for ${characterId}');
|
||||
}
|
||||
|
||||
public override function getCurrentAnimation():String
|
||||
|
|
|
@ -60,7 +60,7 @@ class BaseCharacter extends Bopper
|
|||
|
||||
@:allow(funkin.ui.debug.anim.DebugBoundingState)
|
||||
final _data:CharacterData;
|
||||
final singTimeSec:Float;
|
||||
final singTimeSteps:Float;
|
||||
|
||||
/**
|
||||
* The offset between the corner of the sprite and the origin of the sprite (at the character's feet).
|
||||
|
@ -180,7 +180,7 @@ class BaseCharacter extends Bopper
|
|||
{
|
||||
this.characterName = _data.name;
|
||||
this.name = _data.name;
|
||||
this.singTimeSec = _data.singTime;
|
||||
this.singTimeSteps = _data.singTime;
|
||||
this.globalOffsets = _data.offsets;
|
||||
this.flipX = _data.flipX;
|
||||
}
|
||||
|
@ -193,6 +193,11 @@ class BaseCharacter extends Bopper
|
|||
return _data.death?.cameraOffsets ?? [0.0, 0.0];
|
||||
}
|
||||
|
||||
public function getDeathCameraZoom():Float
|
||||
{
|
||||
return _data.death?.cameraZoom ?? 1.0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the value of flipX from the character data.
|
||||
* `!getFlipX()` is the direction Boyfriend should face.
|
||||
|
@ -367,9 +372,9 @@ class BaseCharacter extends Bopper
|
|||
// This lets you add frames to the end of the sing animation to ease back into the idle!
|
||||
|
||||
holdTimer += event.elapsed;
|
||||
var singTimeSec:Float = singTimeSec * (Conductor.instance.beatLengthMs * 0.001); // x beats, to ms.
|
||||
var singTimeSec:Float = singTimeSteps * (Conductor.instance.stepLengthMs / Constants.MS_PER_SEC); // x beats, to ms.
|
||||
|
||||
if (getCurrentAnimation().endsWith('miss')) singTimeSec *= 2; // makes it feel more awkward when you miss
|
||||
if (getCurrentAnimation().endsWith('miss')) singTimeSec *= 2; // makes it feel more awkward when you miss???
|
||||
|
||||
// Without this check here, the player character would only play the `sing` animation
|
||||
// for one beat, as opposed to holding it as long as the player is holding the button.
|
||||
|
@ -378,7 +383,7 @@ class BaseCharacter extends Bopper
|
|||
FlxG.watch.addQuick('singTimeSec-${characterId}', singTimeSec);
|
||||
if (holdTimer > singTimeSec && shouldStopSinging)
|
||||
{
|
||||
// trace('holdTimer reached ${holdTimer}sec (> ${singTimeSec}), stopping sing animation');
|
||||
trace('holdTimer reached ${holdTimer}sec (> ${singTimeSec}), stopping sing animation');
|
||||
holdTimer = 0;
|
||||
dance(true);
|
||||
}
|
||||
|
|
|
@ -744,4 +744,11 @@ typedef DeathData =
|
|||
* @default [0, 0]
|
||||
*/
|
||||
var ?cameraOffsets:Array<Float>;
|
||||
|
||||
/**
|
||||
* The amount to zoom the camera by while focusing on this character as they die.
|
||||
* Value is a multiplier of the default camera zoom for the stage.
|
||||
* @default 1.0
|
||||
*/
|
||||
var ?cameraZoom:Float;
|
||||
}
|
||||
|
|
|
@ -218,25 +218,25 @@ class Speaker extends FlxSprite implements IDialogueScriptedClass implements IRe
|
|||
// If the animation exists, we're good.
|
||||
if (hasAnimation(name)) return name;
|
||||
|
||||
trace('[BOPPER] Animation "$name" does not exist!');
|
||||
FlxG.log.notice('Speaker tried to play animation "$name" that does not exist, stripping suffixes...');
|
||||
|
||||
// Attempt to strip a `-alt` suffix, if it exists.
|
||||
if (name.lastIndexOf('-') != -1)
|
||||
{
|
||||
var correctName = name.substring(0, name.lastIndexOf('-'));
|
||||
trace('[BOPPER] Attempting to fallback to "$correctName"');
|
||||
FlxG.log.notice('Speaker tried to play animation "$name" that does not exist, stripping suffixes...');
|
||||
return correctAnimationName(correctName);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (name != 'idle')
|
||||
{
|
||||
trace('[BOPPER] Attempting to fallback to "idle"');
|
||||
FlxG.log.warn('Speaker tried to play animation "$name" that does not exist, fallback to idle...');
|
||||
return correctAnimationName('idle');
|
||||
}
|
||||
else
|
||||
{
|
||||
trace('[BOPPER] Failing animation playback.');
|
||||
FlxG.log.error('Speaker tried to play animation "idle" that does not exist! This is bad!');
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -236,25 +236,25 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
|
|||
// If the animation exists, we're good.
|
||||
if (hasAnimation(name)) return name;
|
||||
|
||||
trace('[BOPPER] Animation "$name" does not exist!');
|
||||
FlxG.log.notice('Bopper tried to play animation "$name" that does not exist, stripping suffixes...');
|
||||
|
||||
// Attempt to strip a `-alt` suffix, if it exists.
|
||||
if (name.lastIndexOf('-') != -1)
|
||||
{
|
||||
var correctName = name.substring(0, name.lastIndexOf('-'));
|
||||
trace('[BOPPER] Attempting to fallback to "$correctName"');
|
||||
FlxG.log.notice('Bopper tried to play animation "$name" that does not exist, stripping suffixes...');
|
||||
return correctAnimationName(correctName);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (name != 'idle')
|
||||
{
|
||||
trace('[BOPPER] Attempting to fallback to "idle"');
|
||||
FlxG.log.warn('Bopper tried to play animation "$name" that does not exist, fallback to idle...');
|
||||
return correctAnimationName('idle');
|
||||
}
|
||||
else
|
||||
{
|
||||
trace('[BOPPER] Failing animation playback.');
|
||||
FlxG.log.error('Bopper tried to play animation "idle" that does not exist! This is bad!');
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -110,6 +110,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
getBoyfriend().resetCharacter(true);
|
||||
// Reapply the camera offsets.
|
||||
var charData = _data.characters.bf;
|
||||
getBoyfriend().scale.set(charData.scale, charData.scale);
|
||||
getBoyfriend().cameraFocusPoint.x += charData.cameraOffsets[0];
|
||||
getBoyfriend().cameraFocusPoint.y += charData.cameraOffsets[1];
|
||||
}
|
||||
|
@ -122,6 +123,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
getGirlfriend().resetCharacter(true);
|
||||
// Reapply the camera offsets.
|
||||
var charData = _data.characters.gf;
|
||||
getGirlfriend().scale.set(charData.scale, charData.scale);
|
||||
getGirlfriend().cameraFocusPoint.x += charData.cameraOffsets[0];
|
||||
getGirlfriend().cameraFocusPoint.y += charData.cameraOffsets[1];
|
||||
}
|
||||
|
@ -130,6 +132,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
getDad().resetCharacter(true);
|
||||
// Reapply the camera offsets.
|
||||
var charData = _data.characters.dad;
|
||||
getDad().scale.set(charData.scale, charData.scale);
|
||||
getDad().cameraFocusPoint.x += charData.cameraOffsets[0];
|
||||
getDad().cameraFocusPoint.y += charData.cameraOffsets[1];
|
||||
}
|
||||
|
@ -226,7 +229,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
switch (dataProp.scale)
|
||||
{
|
||||
case Left(value):
|
||||
propSprite.scale.set(value);
|
||||
propSprite.scale.set(value, value);
|
||||
|
||||
case Right(values):
|
||||
propSprite.scale.set(values[0], values[1]);
|
||||
|
@ -435,6 +438,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
character.originalPosition.y = character.y + character.animOffsets[1];
|
||||
}
|
||||
|
||||
character.scale.set(charData.scale, charData.scale);
|
||||
character.cameraFocusPoint.x += charData.cameraOffsets[0];
|
||||
character.cameraFocusPoint.y += charData.cameraOffsets[1];
|
||||
|
||||
|
@ -637,7 +641,30 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
*/
|
||||
public function dispatchToCharacters(event:ScriptEvent):Void
|
||||
{
|
||||
for (characterId in characters.keys())
|
||||
var charList = this.characters.keys().array();
|
||||
|
||||
// Dad, then BF, then GF, in that order.
|
||||
|
||||
if (charList.contains('dad'))
|
||||
{
|
||||
dispatchToCharacter('dad', event);
|
||||
charList.remove('dad');
|
||||
}
|
||||
|
||||
if (charList.contains('bf'))
|
||||
{
|
||||
dispatchToCharacter('bf', event);
|
||||
charList.remove('bf');
|
||||
}
|
||||
|
||||
if (charList.contains('gf'))
|
||||
{
|
||||
dispatchToCharacter('gf', event);
|
||||
charList.remove('gf');
|
||||
}
|
||||
|
||||
// Then the rest of the characters, if any.
|
||||
for (characterId in charList)
|
||||
{
|
||||
dispatchToCharacter(characterId, event);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue