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https://github.com/ninjamuffin99/Funkin.git
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Merge pull request #452 from FunkinCrew/preloader-polish
stereo preloader in progress
This commit is contained in:
commit
26ed30e88c
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@ -1,5 +1,10 @@
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package funkin.ui.transition.preload;
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import openfl.filters.GlowFilter;
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import openfl.display.SpreadMethod;
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import openfl.display.GradientType;
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import openfl.geom.Matrix;
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import openfl.filters.BlurFilter;
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import openfl.events.MouseEvent;
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import flash.display.Bitmap;
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import flash.display.BitmapData;
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@ -46,7 +51,7 @@ class FunkinPreloader extends FlxBasePreloader
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*/
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static final BAR_PADDING:Float = 20;
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static final BAR_HEIGHT:Int = 20;
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static final BAR_HEIGHT:Int = 12;
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/**
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* Logo takes this long (in seconds) to fade in.
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@ -108,10 +113,19 @@ class FunkinPreloader extends FlxBasePreloader
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#if TOUCH_HERE_TO_PLAY
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var touchHereToPlay:Bitmap;
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#end
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var progressBarPieces:Array<Sprite>;
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var progressBar:Bitmap;
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var progressLeftText:TextField;
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var progressRightText:TextField;
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var dspText:TextField;
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var enhancedText:TextField;
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var stereoText:TextField;
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var vfdShader:VFDOverlay;
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var box:Sprite;
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var progressLines:Sprite;
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public function new()
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{
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super(Constants.PRELOADER_MIN_STAGE_TIME, Constants.SITE_LOCK);
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@ -146,7 +160,7 @@ class FunkinPreloader extends FlxBasePreloader
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bmp.x = (this._width - bmp.width) / 2;
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bmp.y = (this._height - bmp.height) / 2;
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});
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addChild(logo);
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// addChild(logo);
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#if TOUCH_HERE_TO_PLAY
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touchHereToPlay = createBitmap(TouchHereToPlayImage, function(bmp:Bitmap) {
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@ -160,16 +174,48 @@ class FunkinPreloader extends FlxBasePreloader
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addChild(touchHereToPlay);
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#end
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var amountOfPieces:Int = 16;
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progressBarPieces = [];
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var maxBarWidth = this._width - BAR_PADDING * 2;
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var pieceWidth = maxBarWidth / amountOfPieces;
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var pieceGap:Int = 8;
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progressLines = new openfl.display.Sprite();
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progressLines.graphics.lineStyle(2, Constants.COLOR_PRELOADER_BAR);
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progressLines.graphics.drawRect(-2, 480, this._width + 4, 30);
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addChild(progressLines);
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var progressBarPiece = new Sprite();
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progressBarPiece.graphics.beginFill(Constants.COLOR_PRELOADER_BAR);
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progressBarPiece.graphics.drawRoundRect(0, 0, pieceWidth - pieceGap, BAR_HEIGHT, 4, 4);
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progressBarPiece.graphics.endFill();
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for (i in 0...amountOfPieces)
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{
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var piece = new Sprite();
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piece.graphics.beginFill(Constants.COLOR_PRELOADER_BAR);
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piece.graphics.drawRoundRect(0, 0, pieceWidth - pieceGap, BAR_HEIGHT, 4, 4);
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piece.graphics.endFill();
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piece.x = i * (piece.width + pieceGap);
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piece.y = this._height - BAR_PADDING - BAR_HEIGHT - 200;
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addChild(piece);
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progressBarPieces.push(piece);
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}
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// Create the progress bar.
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progressBar = new Bitmap(new BitmapData(1, BAR_HEIGHT, true, Constants.COLOR_PRELOADER_BAR));
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progressBar.x = BAR_PADDING;
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progressBar.y = this._height - BAR_PADDING - BAR_HEIGHT;
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addChild(progressBar);
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// progressBar = new Bitmap(new BitmapData(1, BAR_HEIGHT, true, Constants.COLOR_PRELOADER_BAR));
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// progressBar.x = BAR_PADDING;
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// progressBar.y = this._height - BAR_PADDING - BAR_HEIGHT;
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// addChild(progressBar);
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// Create the progress message.
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progressLeftText = new TextField();
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dspText = new TextField();
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enhancedText = new TextField();
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stereoText = new TextField();
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var progressLeftTextFormat = new TextFormat("VCR OSD Mono", 16, Constants.COLOR_PRELOADER_BAR, true);
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var progressLeftTextFormat = new TextFormat("DS-Digital", 32, Constants.COLOR_PRELOADER_BAR, true);
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progressLeftTextFormat.align = TextFormatAlign.LEFT;
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progressLeftText.defaultTextFormat = progressLeftTextFormat;
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@ -177,13 +223,14 @@ class FunkinPreloader extends FlxBasePreloader
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progressLeftText.width = this._width - BAR_PADDING * 2;
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progressLeftText.text = 'Downloading assets...';
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progressLeftText.x = BAR_PADDING;
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progressLeftText.y = this._height - BAR_PADDING - BAR_HEIGHT - 16 - 4;
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progressLeftText.y = this._height - BAR_PADDING - BAR_HEIGHT - 290;
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// progressLeftText.shader = new VFDOverlay();
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addChild(progressLeftText);
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// Create the progress %.
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progressRightText = new TextField();
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var progressRightTextFormat = new TextFormat("VCR OSD Mono", 16, Constants.COLOR_PRELOADER_BAR, true);
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var progressRightTextFormat = new TextFormat("DS-Digital", 16, Constants.COLOR_PRELOADER_BAR, true);
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progressRightTextFormat.align = TextFormatAlign.RIGHT;
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progressRightText.defaultTextFormat = progressRightTextFormat;
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@ -193,6 +240,60 @@ class FunkinPreloader extends FlxBasePreloader
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progressRightText.x = BAR_PADDING;
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progressRightText.y = this._height - BAR_PADDING - BAR_HEIGHT - 16 - 4;
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addChild(progressRightText);
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box = new Sprite();
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box.graphics.beginFill(Constants.COLOR_PRELOADER_BAR, 1);
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box.graphics.drawRoundRect(0, 0, 64, 20, 5, 5);
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box.graphics.drawRoundRect(70, 0, 58, 20, 5, 5);
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box.graphics.endFill();
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box.graphics.beginFill(Constants.COLOR_PRELOADER_BAR, 0.1);
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box.graphics.drawRoundRect(0, 0, 128, 20, 5, 5);
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box.graphics.endFill();
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box.x = 880;
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box.y = 440;
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addChild(box);
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dspText.selectable = false;
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dspText.textColor = 0x000000;
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dspText.width = this._width;
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dspText.height = 20;
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dspText.text = 'DSP';
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dspText.x = 10;
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dspText.y = -5;
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box.addChild(dspText);
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enhancedText.selectable = false;
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enhancedText.textColor = Constants.COLOR_PRELOADER_BAR;
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enhancedText.width = this._width;
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enhancedText.height = 100;
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enhancedText.text = 'ENHANCED';
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enhancedText.x = -100;
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enhancedText.y = 0;
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box.addChild(enhancedText);
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stereoText.selectable = false;
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stereoText.textColor = Constants.COLOR_PRELOADER_BAR;
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stereoText.width = this._width;
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stereoText.height = 100;
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stereoText.text = 'STEREO';
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stereoText.x = 0;
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stereoText.y = -40;
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box.addChild(stereoText);
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// var dummyMatrix:openfl.geom.Matrix = new Matrix();
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// dummyMatrix.createGradientBox(this._width, this._height * 0.1, 90 * Math.PI / 180);
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// var gradient:Sprite = new Sprite();
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// gradient.graphics.beginGradientFill(GradientType.LINEAR, [0xFFFFFF, 0x000000], [1, 1], [0, 255], dummyMatrix, SpreadMethod.REFLECT);
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// gradient.graphics.drawRect(0, 0, this._width, this._height);
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// gradient.graphics.endFill();
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// addChild(gradient);
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var vfdBitmap:Bitmap = new Bitmap(new BitmapData(this._width, this._height, true, 0xFFFFFFFF));
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addChild(vfdBitmap);
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vfdShader = new VFDOverlay();
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vfdBitmap.shader = vfdShader;
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}
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var lastElapsed:Float = 0.0;
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@ -200,6 +301,8 @@ class FunkinPreloader extends FlxBasePreloader
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override function update(percent:Float):Void
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{
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var elapsed:Float = (Date.now().getTime() - this._startTime) / 1000.0;
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vfdShader.update(elapsed * 100);
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// trace('Time since last frame: ' + (lastElapsed - elapsed));
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downloadingAssetsPercent = percent;
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@ -748,12 +851,19 @@ class FunkinPreloader extends FlxBasePreloader
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else
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{
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renderLogoFadeIn(elapsed);
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// Render progress bar
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var maxWidth = this._width - BAR_PADDING * 2;
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var barWidth = maxWidth * percent;
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var piecesToRender:Int = Std.int(percent * progressBarPieces.length);
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for (i => piece in progressBarPieces)
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{
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piece.alpha = i <= piecesToRender ? 0.9 : 0.1;
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}
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}
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// Render progress bar
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var maxWidth = this._width - BAR_PADDING * 2;
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var barWidth = maxWidth * percent;
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progressBar.width = barWidth;
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// progressBar.width = barWidth;
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// Cycle ellipsis count to show loading
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var ellipsisCount:Int = Std.int(elapsed / ELLIPSIS_TIME) % 3 + 1;
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@ -766,29 +876,29 @@ class FunkinPreloader extends FlxBasePreloader
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{
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// case FunkinPreloaderState.NotStarted:
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default:
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updateProgressLeftText('Loading (0/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Loading \n0/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.DownloadingAssets:
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updateProgressLeftText('Downloading assets (1/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Downloading assets \n1/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.PreloadingPlayAssets:
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updateProgressLeftText('Preloading assets (2/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Preloading assets \n2/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.InitializingScripts:
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updateProgressLeftText('Initializing scripts (3/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Initializing scripts \n3/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.CachingGraphics:
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updateProgressLeftText('Caching graphics (4/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Caching graphics \n4/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.CachingAudio:
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updateProgressLeftText('Caching audio (5/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Caching audio \n5/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.CachingData:
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updateProgressLeftText('Caching data (6/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Caching data \n6/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.ParsingSpritesheets:
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updateProgressLeftText('Parsing spritesheets (7/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Parsing spritesheets \n7/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.ParsingStages:
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updateProgressLeftText('Parsing stages (8/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Parsing stages \n8/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.ParsingCharacters:
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updateProgressLeftText('Parsing characters (9/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Parsing characters \n9/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.ParsingSongs:
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updateProgressLeftText('Parsing songs (10/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Parsing songs \n10/$TOTAL_STEPS $ellipsis');
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case FunkinPreloaderState.Complete:
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updateProgressLeftText('Finishing up ($TOTAL_STEPS/$TOTAL_STEPS)$ellipsis');
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updateProgressLeftText('Finishing up \n$TOTAL_STEPS/$TOTAL_STEPS $ellipsis');
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#if TOUCH_HERE_TO_PLAY
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case FunkinPreloaderState.TouchHereToPlay:
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updateProgressLeftText(null);
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@ -815,10 +925,21 @@ class FunkinPreloader extends FlxBasePreloader
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else if (progressLeftText.text != text)
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{
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// We have to keep updating the text format, because the font can take a frame or two to load.
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var progressLeftTextFormat = new TextFormat("VCR OSD Mono", 16, Constants.COLOR_PRELOADER_BAR, true);
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var progressLeftTextFormat = new TextFormat("DS-Digital", 32, Constants.COLOR_PRELOADER_BAR, true);
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progressLeftTextFormat.align = TextFormatAlign.LEFT;
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progressLeftText.defaultTextFormat = progressLeftTextFormat;
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progressLeftText.text = text;
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dspText.defaultTextFormat = new TextFormat("Quantico", 20, 0x000000, false);
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dspText.text = 'DSP\t\t\t\t\tFNF'; // fukin dum....
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dspText.textColor = 0x000000;
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enhancedText.defaultTextFormat = new TextFormat("Inconsolata Black", 16, Constants.COLOR_PRELOADER_BAR, false);
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enhancedText.text = 'ENHANCED';
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enhancedText.textColor = Constants.COLOR_PRELOADER_BAR;
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stereoText.defaultTextFormat = new TextFormat("Inconsolata Bold", 36, Constants.COLOR_PRELOADER_BAR, false);
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stereoText.text = 'NATURAL STEREO';
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}
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}
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}
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@ -845,9 +966,17 @@ class FunkinPreloader extends FlxBasePreloader
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logo.y = (this._height - logo.height) / 2;
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// Fade out progress bar too.
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progressBar.alpha = logo.alpha;
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// progressBar.alpha = logo.alpha;
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progressLeftText.alpha = logo.alpha;
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progressRightText.alpha = logo.alpha;
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box.alpha = logo.alpha;
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dspText.alpha = logo.alpha;
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enhancedText.alpha = logo.alpha;
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stereoText.alpha = logo.alpha;
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progressLines.alpha = logo.alpha;
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for (piece in progressBarPieces)
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piece.alpha = logo.alpha;
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return elapsedFinished;
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}
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@ -901,8 +1030,8 @@ class FunkinPreloader extends FlxBasePreloader
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{
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// Ensure the graphics are properly destroyed and GC'd.
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removeChild(logo);
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removeChild(progressBar);
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logo = progressBar = null;
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// removeChild(progressBar);
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logo = null;
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super.destroy();
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}
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70
source/funkin/ui/transition/preload/VFDOverlay.hx
Normal file
70
source/funkin/ui/transition/preload/VFDOverlay.hx
Normal file
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package funkin.ui.transition.preload;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import openfl.display.GraphicsShader;
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class VFDOverlay extends GraphicsShader
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{
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public var elapsedTime(default, set):Float = 0;
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function set_elapsedTime(value:Float):Float
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{
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u_time.value = [value];
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return value;
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}
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@:glFragmentSource('#pragma header
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const vec2 s = vec2(1, 1.7320508);
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uniform float u_time;
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float rand(float co) { return fract(sin(co*(91.3458)) * 47453.5453); }
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float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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void main(void) {
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vec4 col = texture2D (bitmap, openfl_TextureCoordv);
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vec2 game_res = vec2(1280.0, 720.0);
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const float tileAmount = 10.;
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vec2 uv = (2. * openfl_TextureCoordv.xy * -1.);
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uv *= 50.;
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vec4 hexCenter = floor(vec4(uv, uv - vec2(0.5, 1.0)) / s.xyxy) + 0.5;
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vec4 offset = vec4(uv - hexCenter.xy * s, uv - (hexCenter.zw + 0.5) * s) + 0.0;
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vec4 hexInfo = dot(offset.xy, offset.xy) < dot(offset.zw, offset.zw) ? vec4(offset.xy, hexCenter.xy) : vec4(offset.zw, hexCenter.zw);
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// Distance to the nearest edge of a hexagon
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vec2 p = abs(hexInfo.xy) ;
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float edgeDist = max(dot(p, normalize(vec2(1.0, sqrt(3.0)))), p.x);
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float edgeWidth = 0.05 * tileAmount; // Adjust edge width based on tile amount
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float edgeSharpness = 0.011 * tileAmount;
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float outline = smoothstep(edgeWidth - edgeSharpness, edgeWidth, edgeDist);
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float color_mix = mix(0.0, 0.3, outline); // Mix black outline with white fill
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float flicker = (sin(u_time) * 0.05) + 1.0;
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float sinshit = smoothstep(-3.0, 1.0, sin(uv.y * 3.));
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col = vec4(vec3(0.0), color_mix);
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col = mix(col, vec4(0., 0., 0., sinshit), 0.5 * flicker);
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float specs = rand(uv.xy);
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vec4 noise = vec4(0., 0., 0., specs);
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col = mix(col, noise, 0.1);
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gl_FragColor = col;
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}
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')
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public function new()
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{
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super();
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this.elapsedTime = 0;
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}
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public function update(elapsed:Float):Void
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{
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this.elapsedTime += elapsed;
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}
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}
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@ -140,7 +140,7 @@ class Constants
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/**
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* Color for the preloader progress bar
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*/
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public static final COLOR_PRELOADER_BAR:FlxColor = 0xFF00FF00;
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public static final COLOR_PRELOADER_BAR:FlxColor = 0xFFA4FF11;
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/**
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* Color for the preloader site lock background
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