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https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-25 08:13:45 +00:00
Added blood to henches, added moving limo, added dynamic GF combo/drop animations
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4999d2b268
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05db82c828
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@ -294,15 +294,22 @@ class NoteScriptEvent extends ScriptEvent
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*/
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public var note(default, null):Note;
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public function new(type:ScriptEventType, note:Note, cancelable:Bool = false):Void
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/**
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* The combo count as it is with this event.
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* Will be (combo) on miss events and (combo + 1) on hit events (the stored combo count won't update if the event is cancelled).
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*/
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public var comboCount(default, null):Int;
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public function new(type:ScriptEventType, note:Note, 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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}
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public override function toString():String
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{
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return 'NoteScriptEvent(type=' + type + ', cancelable=' + cancelable + ', note=' + note + ')';
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return 'NoteScriptEvent(type=' + type + ', cancelable=' + cancelable + ', note=' + note + ', comboCount=' + comboCount + ')';
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}
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}
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@ -979,6 +979,7 @@ class PlayState extends MusicBeatState implements IHook
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regenNoteData(); // loads the note data from start
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health = 1;
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songScore = 0;
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combo = 0;
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Countdown.performCountdown(currentStageId.startsWith('school'));
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needsReset = false;
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@ -1221,7 +1222,7 @@ class PlayState extends MusicBeatState implements IHook
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if (currentSong.song != 'Tutorial')
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camZooming = true;
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, daNote, true);
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, daNote, combo, true);
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dispatchEvent(event);
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// Calling event.cancelEvent() in a module should force the CPU to miss the note.
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@ -1305,19 +1306,6 @@ class PlayState extends MusicBeatState implements IHook
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daNote.clipRect = swagRect;
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}
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function killCombo():Void
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{
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// Girlfriend gets sad if you combo break after hitting 5 notes.
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if (currentStage != null && currentStage.getGirlfriend() != null)
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if (combo > 5 && currentStage.getGirlfriend().hasAnimation('sad'))
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currentStage.getGirlfriend().playAnimation('sad');
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if (combo != 0)
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{
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combo = comboPopUps.displayCombo(0);
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}
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}
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#if debug
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function changeSection(sec:Int):Void
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{
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@ -1685,7 +1673,7 @@ class PlayState extends MusicBeatState implements IHook
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function noteMiss(note:Note):Void
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{
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, true);
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, combo, true);
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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)
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@ -1695,7 +1683,11 @@ class PlayState extends MusicBeatState implements IHook
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if (!isPracticeMode)
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songScore -= 10;
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vocals.volume = 0;
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killCombo();
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if (combo != 0)
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{
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combo = comboPopUps.displayCombo(0);
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}
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note.active = false;
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note.visible = false;
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@ -1709,7 +1701,7 @@ class PlayState extends MusicBeatState implements IHook
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{
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if (!note.wasGoodHit)
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{
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, true);
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var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, combo + 1, true);
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dispatchEvent(event);
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// Calling event.cancelEvent() skips all the other logic! Neat!
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@ -34,6 +34,16 @@ class BaseCharacter extends Bopper
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public var isDead:Bool = false;
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public var debugMode:Bool = false;
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/**
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* This character plays a given animation when hitting these specific combo numbers.
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*/
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public var comboNoteCounts(default, null):Array<Int>;
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/**
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* This character plays a given animation when dropping combos larger than these numbers.
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*/
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public var dropNoteCounts(default, null):Array<Int>;
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final _data:CharacterData;
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final singTimeCrochet:Float;
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@ -147,6 +157,25 @@ class BaseCharacter extends Bopper
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shouldBop = false;
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}
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function findCountAnimations(prefix:String):Array<Int> {
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var animNames:Array<String> = this.animation.getNameList();
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var result:Array<Int> = [];
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for (anim in animNames) {
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if (anim.startsWith(prefix)) {
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var comboNum:Null<Int> = Std.parseInt(anim.substring(prefix.length));
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if (comboNum != null) {
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result.push(comboNum);
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}
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}
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}
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// Sort numerically.
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result.sort((a, b) -> a - b);
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return result;
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}
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/**
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* Set the sprite scale to the appropriate value.
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* @param scale
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@ -181,6 +210,15 @@ class BaseCharacter extends Bopper
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var charCenterX = this.x + this.width / 2;
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var charCenterY = this.y + this.height / 2;
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this.cameraFocusPoint = new FlxPoint(charCenterX + _data.cameraOffsets[0], charCenterY + _data.cameraOffsets[1]);
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// Child class should have created animations by now,
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// so we can query which ones are available.
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this.comboNoteCounts = findCountAnimations('combo'); // example: combo50
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this.dropNoteCounts = findCountAnimations('drop'); // example: drop50
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trace('${this.animation.getNameList()}');
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trace('Combo note counts: ' + this.comboNoteCounts);
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trace('Drop note counts: ' + this.dropNoteCounts);
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super.onCreate(event);
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}
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@ -369,6 +407,11 @@ class BaseCharacter extends Bopper
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{
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// If the note is from the same strumline, play the sing animation.
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this.playSingAnimation(event.note.data.dir, false, event.note.data.altNote);
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} else if (characterType == GF) {
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if (this.comboNoteCounts.contains(event.comboCount)) {
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trace('Playing GF combo animation: combo${event.comboCount}');
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this.playAnimation('combo${event.comboCount}', true, true);
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}
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}
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}
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@ -389,6 +432,22 @@ class BaseCharacter extends Bopper
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{
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// If the note is from the same strumline, play the sing animation.
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this.playSingAnimation(event.note.data.dir, true, event.note.data.altNote);
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} else if (event.note.mustPress && characterType == GF) {
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var dropAnim = '';
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// Choose the combo drop anim to play.
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// If there are several (for example, drop10 and drop50) the highest one will be used.
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// If the combo count is too low, no animation will be played.
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for (count in dropNoteCounts) {
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if (event.comboCount >= count) {
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dropAnim = 'drop${count}';
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}
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}
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if (dropAnim != '') {
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trace('Playing GF combo drop animation: ${dropAnim}');
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this.playAnimation(dropAnim, true, true);
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}
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}
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}
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@ -435,8 +494,37 @@ class BaseCharacter extends Bopper
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enum CharacterType
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{
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/**
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* The BF character has the following behaviors.
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* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
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* - When the player hits a note, plays the appropriate `singDIR` animation until BF is done singing.
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* - If there is a `singDIR-end` animation, the `singDIR` animation will play once before looping the `singDIR-end` animation until BF is done singing.
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* - If the player misses or hits a ghost note, plays the appropriate `singDIR-miss` animation until BF is done singing.
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*/
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BF;
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/**
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* The DAD character has the following behaviors.
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* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
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* - When the CPU hits a note, plays the appropriate `singDIR` animation until DAD is done singing.
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* - If there is a `singDIR-end` animation, the `singDIR` animation will play once before looping the `singDIR-end` animation until DAD is done singing.
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* - When the CPU misses a note (NOTE: This only happens via script, not by default), plays the appropriate `singDIR-miss` animation until DAD is done singing.
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*/
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DAD;
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/**
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* The GF character has the following behaviors.
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* - At idle, dances with `danceLeft` and `danceRight` if available, or `idle` if not.
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* - If available, `combo###` animations will play when certain combo counts are reached.
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* - For example, `combo50` will play when the player hits 50 notes in a row.
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* - Multiple combo animations can be provided for different thresholds.
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* - If available, `drop###` animations will play when combos are dropped above certain thresholds.
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* - For example, `drop10` will play when the player drops a combo larger than 10.
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* - Multiple drop animations can be provided for different thresholds (i.e. dropping larger combos).
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* - No drop animation will play if one isn't applicable (i.e. if the combo count is too low).
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*/
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GF;
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/**
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* The OTHER character will only perform the `danceLeft`/`danceRight` or `idle` animation by default, depending on what's available.
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* Additional behaviors can be performed via scripts.
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*/
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OTHER;
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}
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