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Propagate Conductor rework to dependent classes.

This commit is contained in:
EliteMasterEric 2023-06-15 00:15:57 -04:00
parent f6c38f9bdd
commit 506e4bf680
10 changed files with 118 additions and 75 deletions

View file

@ -88,14 +88,14 @@ class LatencyState extends MusicBeatSubState
// // musSpec.visType = FREQUENCIES;
// add(musSpec);
for (beat in 0...Math.floor(FlxG.sound.music.length / Conductor.crochet))
for (beat in 0...Math.floor(FlxG.sound.music.length / Conductor.beatLengthMs))
{
var beatTick:FlxSprite = new FlxSprite(songPosToX(beat * Conductor.crochet), FlxG.height - 15);
var beatTick:FlxSprite = new FlxSprite(songPosToX(beat * Conductor.beatLengthMs), FlxG.height - 15);
beatTick.makeGraphic(2, 15);
beatTick.alpha = 0.3;
add(beatTick);
var offsetTxt:FlxText = new FlxText(songPosToX(beat * Conductor.crochet), FlxG.height - 26, 0, "swag");
var offsetTxt:FlxText = new FlxText(songPosToX(beat * Conductor.beatLengthMs), FlxG.height - 26, 0, "swag");
offsetTxt.alpha = 0.5;
diffGrp.add(offsetTxt);
@ -127,7 +127,7 @@ class LatencyState extends MusicBeatSubState
for (i in 0...32)
{
var note:Note = new Note(Conductor.crochet * i, 1);
var note:Note = new Note(Conductor.beatLengthMs * i, 1);
noteGrp.add(note);
}
@ -143,9 +143,9 @@ class LatencyState extends MusicBeatSubState
override function stepHit():Bool
{
if (curStep % 4 == 2)
if (Conductor.currentStep % 4 == 2)
{
blocks.members[((curBeat % 8) + 1) % 8].alpha = 0.5;
blocks.members[((Conductor.currentBeat % 8) + 1) % 8].alpha = 0.5;
}
return super.stepHit();
@ -153,11 +153,11 @@ class LatencyState extends MusicBeatSubState
override function beatHit():Bool
{
if (curBeat % 8 == 0) blocks.forEach(blok -> {
if (Conductor.currentBeat % 8 == 0) blocks.forEach(blok -> {
blok.alpha = 0;
});
blocks.members[curBeat % 8].alpha = 1;
blocks.members[Conductor.currentBeat % 8].alpha = 1;
// block.visible = !block.visible;
return super.beatHit();
@ -198,8 +198,8 @@ class LatencyState extends MusicBeatSubState
offsetText.text = "AUDIO Offset: " + Conductor.audioOffset + "ms";
offsetText.text += "\nVIDOE Offset: " + Conductor.visualOffset + "ms";
offsetText.text += "\ncurStep: " + curStep;
offsetText.text += "\ncurBeat: " + curBeat;
offsetText.text += "\ncurrentStep: " + Conductor.currentStep;
offsetText.text += "\ncurrentBeat: " + Conductor.currentBeat;
var avgOffsetInput:Float = 0;
@ -255,7 +255,7 @@ class LatencyState extends MusicBeatSubState
if (daNote.y < 0 - daNote.height)
{
daNote.alpha = 1;
// daNote.data.strumTime += Conductor.crochet * 8;
// daNote.data.strumTime += Conductor.beatLengthMs * 8;
}
});
@ -266,12 +266,12 @@ class LatencyState extends MusicBeatSubState
{
Conductor.songPosition = swagSong.getTimeWithDiff();
var closestBeat:Int = Math.round(Conductor.songPosition / Conductor.crochet) % diffGrp.members.length;
var getDiff:Float = Conductor.songPosition - (closestBeat * Conductor.crochet);
var closestBeat:Int = Math.round(Conductor.songPosition / Conductor.beatLengthMs) % diffGrp.members.length;
var getDiff:Float = Conductor.songPosition - (closestBeat * Conductor.beatLengthMs);
getDiff -= Conductor.visualOffset;
// lil fix for end of song
if (closestBeat == 0 && getDiff >= Conductor.crochet * 2) getDiff -= FlxG.sound.music.length;
if (closestBeat == 0 && getDiff >= Conductor.beatLengthMs * 2) getDiff -= FlxG.sound.music.length;
trace("\tDISTANCE TO CLOSEST BEAT: " + getDiff + "ms");
trace("\tCLOSEST BEAT: " + closestBeat);

View file

@ -5,62 +5,96 @@ import flixel.util.FlxColor;
import funkin.Conductor.BPMChangeEvent;
import funkin.modding.events.ScriptEvent;
import funkin.modding.module.ModuleHandler;
import flixel.text.FlxText;
import funkin.modding.PolymodHandler;
/**
* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
*/
class MusicBeatSubState extends FlxSubState
{
public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;
public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
{
super(bgColor);
}
var curStep:Int = 0;
var curBeat:Int = 0;
var controls(get, never):Controls;
inline function get_controls():Controls
return PlayerSettings.player1.controls;
override function update(elapsed:Float)
override function create():Void
{
// everyStep();
var oldStep:Int = curStep;
super.create();
updateCurStep();
curBeat = Math.floor(curStep / 4);
createWatermarkText();
if (oldStep != curStep && curStep >= 0) stepHit();
Conductor.beatHit.add(this.beatHit);
Conductor.stepHit.add(this.stepHit);
}
public override function destroy():Void
{
super.destroy();
Conductor.beatHit.remove(this.beatHit);
Conductor.stepHit.remove(this.stepHit);
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
// Rebindable volume keys.
if (controls.VOLUME_MUTE) FlxG.sound.toggleMuted();
else if (controls.VOLUME_UP) FlxG.sound.changeVolume(0.1);
else if (controls.VOLUME_DOWN) FlxG.sound.changeVolume(-0.1);
// Emergency exit button.
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5) debug_refreshModules();
}
function updateCurStep():Void
function debug_refreshModules()
{
var lastChange:BPMChangeEvent =
{
stepTime: 0,
songTime: 0,
bpm: 0
}
for (i in 0...Conductor.bpmChangeMap.length)
{
if (Conductor.songPosition > Conductor.bpmChangeMap[i].songTime) lastChange = Conductor.bpmChangeMap[i];
}
PolymodHandler.forceReloadAssets();
curStep = lastChange.stepTime + Math.floor(((Conductor.songPosition - Conductor.audioOffset) - lastChange.songTime) / Conductor.stepCrochet);
// Restart the current state, so old data is cleared.
FlxG.resetState();
}
/**
* Called when a step is hit in the current song.
* Continues outside of PlayState, for things like animations in menus.
* @return Whether the event should continue (not canceled).
*/
public function stepHit():Bool
{
var event = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, curBeat, curStep);
var event:ScriptEvent = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, Conductor.currentBeat, Conductor.currentStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
if (curStep % 4 == 0) beatHit();
return true;
}
/**
* Called when a beat is hit in the current song.
* Continues outside of PlayState, for things like animations in menus.
* @return Whether the event should continue (not canceled).
*/
public function beatHit():Bool
{
var event:ScriptEvent = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, Conductor.currentBeat, Conductor.currentStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
return true;
}
@ -70,6 +104,25 @@ class MusicBeatSubState extends FlxSubState
ModuleHandler.callEvent(event);
}
function createWatermarkText():Void
{
// Both have an xPos of 0, but a width equal to the full screen.
// The rightWatermarkText is right aligned, which puts the text in the correct spot.
leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
// 100,000 should be good enough.
leftWatermarkText.zIndex = 100000;
rightWatermarkText.zIndex = 100000;
leftWatermarkText.scrollFactor.set(0, 0);
rightWatermarkText.scrollFactor.set(0, 0);
leftWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
rightWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
add(leftWatermarkText);
add(rightWatermarkText);
}
/**
* Close this substate and replace it with a different one.
*/
@ -78,15 +131,4 @@ class MusicBeatSubState extends FlxSubState
this.close();
this._parentState.openSubState(substate);
}
public function beatHit():Bool
{
var event = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, curBeat, curStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
return true;
}
}

View file

@ -207,7 +207,7 @@ class Note extends FlxSprite
prevNote.animation.play(prevNote.colorName + 'hold');
prevNote.updateHitbox();
var scaleThing:Float = Math.round((Conductor.stepCrochet) * (0.45 * FlxMath.roundDecimal(SongLoad.getSpeed(), 2)));
var scaleThing:Float = Math.round((Conductor.stepLengthMs) * (0.45 * FlxMath.roundDecimal(PlayState.instance.currentChart.scrollSpeed, 2)));
// get them a LIL closer together cuz the antialiasing blurs the edges
if (antialiasing) scaleThing *= 1.0 + (1.0 / prevNote.frameHeight);
prevNote.scale.y = scaleThing / prevNote.frameHeight;

View file

@ -38,7 +38,7 @@ class Countdown
stopCountdown();
PlayState.instance.isInCountdown = true;
Conductor.songPosition = Conductor.crochet * -5;
Conductor.songPosition = Conductor.beatLengthMs * -5;
// Handle onBeatHit events manually
@:privateAccess
PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
@ -46,7 +46,7 @@ class Countdown
// The timer function gets called based on the beat of the song.
countdownTimer = new FlxTimer();
countdownTimer.start(Conductor.crochet / 1000, function(tmr:FlxTimer) {
countdownTimer.start(Conductor.beatLengthMs / 1000, function(tmr:FlxTimer) {
countdownStep = decrement(countdownStep);
// Handle onBeatHit events manually
@ -212,7 +212,7 @@ class Countdown
countdownSprite.screenCenter();
// Fade sprite in, then out, then destroy it.
FlxTween.tween(countdownSprite, {y: countdownSprite.y += 100, alpha: 0}, Conductor.crochet / 1000,
FlxTween.tween(countdownSprite, {y: countdownSprite.y += 100, alpha: 0}, Conductor.beatLengthMs / 1000,
{
ease: FlxEase.cubeInOut,
onComplete: function(twn:FlxTween) {

View file

@ -367,7 +367,7 @@ 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.crochet * 0.001); // x beats, to ms.
var singTimeSec:Float = singTimeSec * (Conductor.beatLengthMs * 0.001); // x beats, to ms.
if (getCurrentAnimation().endsWith('miss')) singTimeSec *= 2; // makes it feel more awkward when you miss

View file

@ -10,7 +10,7 @@ import funkin.play.event.SongEventData.SongEventFieldType;
/**
* This class represents a handler for camera zoom events.
*
*
* Example: Zoom to 1.3x:
* ```
* {
@ -18,8 +18,8 @@ import funkin.play.event.SongEventData.SongEventFieldType;
* 'v': 1.3
* }
* ```
*
* Example: Zoom to 1.3x
*
* Example: Zoom to 1.3x
* ```
* {
* 'e': 'FocusCamera',
@ -29,7 +29,7 @@ import funkin.play.event.SongEventData.SongEventFieldType;
* }
* }
* ```
*
*
* Example: Focus on (100, 100):
* ```
* {
@ -76,7 +76,8 @@ class ZoomCameraSongEvent extends SongEvent
return;
}
FlxTween.tween(PlayState.instance, {defaultCameraZoom: zoom * FlxCamera.defaultZoom}, (Conductor.stepCrochet * duration / 1000), {ease: easeFunction});
FlxTween.tween(PlayState.instance, {defaultCameraZoom: zoom * FlxCamera.defaultZoom}, (Conductor.stepLengthMs * duration / 1000),
{ease: easeFunction});
}
}

View file

@ -365,7 +365,7 @@ abstract SongNoteData(RawSongNoteData)
public function get_stepTime():Float
{
// TODO: Account for changes in BPM.
return this.t / Conductor.stepCrochet;
return this.t / Conductor.stepLengthMs;
}
/**
@ -551,7 +551,7 @@ abstract SongEventData(RawSongEventData)
public function get_stepTime():Float
{
// TODO: Account for changes in BPM.
return this.t / Conductor.stepCrochet;
return this.t / Conductor.stepLengthMs;
}
public var event(get, set):String;

View file

@ -658,7 +658,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
public function onBeatHit(event:SongTimeScriptEvent):Void
{
// Override me in your scripted stage to perform custom behavior!
// Make sure to call super.onBeatHit(curBeat) if you want to keep the boppers dancing.
// Make sure to call super.onBeatHit(event) if you want to keep the boppers dancing.
for (bopper in boppers)
{

View file

@ -59,7 +59,7 @@ class PopUpStuff extends FlxTypedGroup<FlxSprite>
remove(rating, true);
rating.destroy();
},
startDelay: Conductor.crochet * 0.001
startDelay: Conductor.beatLengthMs * 0.001
});
}
@ -109,7 +109,7 @@ class PopUpStuff extends FlxTypedGroup<FlxSprite>
remove(comboSpr, true);
comboSpr.destroy();
},
startDelay: Conductor.crochet * 0.001
startDelay: Conductor.beatLengthMs * 0.001
});
var seperatedScore:Array<Int> = [];
@ -155,7 +155,7 @@ class PopUpStuff extends FlxTypedGroup<FlxSprite>
remove(numScore, true);
numScore.destroy();
},
startDelay: Conductor.crochet * 0.002
startDelay: Conductor.beatLengthMs * 0.002
});
daLoop++;

View file

@ -189,12 +189,12 @@ class ChartEditorState extends HaxeUIState
function get_scrollPositionInMs():Float
{
return scrollPositionInSteps * Conductor.stepCrochet;
return scrollPositionInSteps * Conductor.stepLengthMs;
}
function set_scrollPositionInMs(value:Float):Float
{
scrollPositionInPixels = value / Conductor.stepCrochet;
scrollPositionInPixels = value / Conductor.stepLengthMs;
return value;
}
@ -223,7 +223,7 @@ class ChartEditorState extends HaxeUIState
function get_playheadPositionInMs():Float
{
return playheadPositionInSteps * Conductor.stepCrochet;
return playheadPositionInSteps * Conductor.stepLengthMs;
}
/**
@ -263,7 +263,7 @@ class ChartEditorState extends HaxeUIState
function get_songLengthInMs():Float
{
return songLengthInSteps * Conductor.stepCrochet;
return songLengthInSteps * Conductor.stepLengthMs;
}
function set_songLengthInMs(value:Float):Float
@ -1667,7 +1667,7 @@ class ChartEditorState extends HaxeUIState
// The song position of the cursor, in steps.
var cursorFractionalStep:Float = cursorY / GRID_SIZE / (16 / noteSnapQuant);
var cursorStep:Int = Std.int(Math.floor(cursorFractionalStep));
var cursorMs:Float = cursorStep * Conductor.stepCrochet * (16 / noteSnapQuant);
var cursorMs:Float = cursorStep * Conductor.stepLengthMs * (16 / noteSnapQuant);
// The direction value for the column at the cursor.
var cursorColumn:Int = Math.floor(cursorX / GRID_SIZE);
if (cursorColumn < 0) cursorColumn = 0;
@ -1705,7 +1705,7 @@ class ChartEditorState extends HaxeUIState
// We released the mouse. Select the notes in the box.
var cursorFractionalStepStart:Float = cursorYStart / GRID_SIZE;
var cursorStepStart:Int = Math.floor(cursorFractionalStepStart);
var cursorMsStart:Float = cursorStepStart * Conductor.stepCrochet;
var cursorMsStart:Float = cursorStepStart * Conductor.stepLengthMs;
var cursorColumnBase:Int = Math.floor(cursorX / GRID_SIZE);
var cursorColumnBaseStart:Int = Math.floor(cursorXStart / GRID_SIZE);
@ -1878,11 +1878,11 @@ class ChartEditorState extends HaxeUIState
// Handle extending the note as you drag.
// Since use Math.floor and stepCrochet here, the hold notes will be beat snapped.
var dragLengthSteps:Float = Math.floor((cursorMs - currentPlaceNoteData.time) / Conductor.stepCrochet);
var dragLengthSteps:Float = Math.floor((cursorMs - currentPlaceNoteData.time) / Conductor.stepLengthMs);
// Without this, the newly placed note feels too short compared to the user's input.
var INCREMENT:Float = 1.0;
var dragLengthMs:Float = (dragLengthSteps + INCREMENT) * Conductor.stepCrochet;
var dragLengthMs:Float = (dragLengthSteps + INCREMENT) * Conductor.stepLengthMs;
// TODO: Add and update some sort of preview?
@ -2187,7 +2187,7 @@ class ChartEditorState extends HaxeUIState
}
// Get the position the note should be at.
var noteTimePixels:Float = noteData.time / Conductor.stepCrochet * GRID_SIZE;
var noteTimePixels:Float = noteData.time / Conductor.stepLengthMs * GRID_SIZE;
// Make sure the note appears when scrolling up.
var modifiedViewAreaTop = viewAreaTop - GRID_SIZE;
@ -2213,7 +2213,7 @@ class ChartEditorState extends HaxeUIState
{
// If the note is a hold, we need to make sure it's long enough.
var noteLengthMs:Float = noteSprite.noteData.length;
var noteLengthSteps:Float = (noteLengthMs / Conductor.stepCrochet);
var noteLengthSteps:Float = (noteLengthMs / Conductor.stepLengthMs);
var lastNoteSprite:ChartEditorNoteSprite = noteSprite;
while (noteLengthSteps > 0)
@ -2237,7 +2237,7 @@ class ChartEditorState extends HaxeUIState
// Make sure the last note sprite shows the end cap properly.
lastNoteSprite.childNoteSprite = null;
// var noteLengthPixels:Float = (noteLengthMs / Conductor.stepCrochet + 1) * GRID_SIZE;
// var noteLengthPixels:Float = (noteLengthMs / Conductor.stepLengthMs + 1) * GRID_SIZE;
// add(new FlxSprite(noteSprite.x, noteSprite.y - renderedNotes.y + noteLengthPixels).makeGraphic(40, 2, 0xFFFF0000));
}
}
@ -2252,7 +2252,7 @@ class ChartEditorState extends HaxeUIState
}
// Get the position the event should be at.
var eventTimePixels:Float = eventData.time / Conductor.stepCrochet * GRID_SIZE;
var eventTimePixels:Float = eventData.time / Conductor.stepLengthMs * GRID_SIZE;
// Make sure the event appears when scrolling up.
var modifiedViewAreaTop = viewAreaTop - GRID_SIZE;