mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-04 13:54:22 +00:00
Added onAdd event so GF character can fix position in Tutorial
This commit is contained in:
parent
6ab391d57a
commit
872f7c93e8
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@ -1104,17 +1104,17 @@ class ChartingState extends MusicBeatState
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// leftIcon.animation.curAnim.curFrame = p1Muted ? 1 : 0;
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// rightIcon.animation.curAnim.curFrame = p2Muted ? 1 : 0;
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leftIcon.playAnimation(p1Muted ? LOSING : IDLE);
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rightIcon.playAnimation(p2Muted ? LOSING : IDLE);
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//
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// leftIcon.playAnimation(p1Muted ? LOSING : IDLE);
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// rightIcon.playAnimation(p2Muted ? LOSING : IDLE);
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}
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else
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{
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leftIcon.characterId = (_song.player2);
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rightIcon.characterId = (_song.player1);
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leftIcon.playAnimation(p2Muted ? LOSING : IDLE);
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rightIcon.playAnimation(p1Muted ? LOSING : IDLE);
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// leftIcon.playAnimation(p2Muted ? LOSING : IDLE);
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// rightIcon.playAnimation(p1Muted ? LOSING : IDLE);
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// leftIcon.animation.curAnim.curFrame = p2Muted ? 1 : 0;
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// rightIcon.animation.curAnim.curFrame = p1Muted ? 1 : 0;
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@ -30,6 +30,18 @@ interface IStateChangingScriptedClass extends IScriptedClass
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public function onSubstateCloseEnd(event:SubStateScriptEvent):Void;
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}
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/**
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* Defines a set of callbacks available to scripted classes which can be added to the current state.
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* Generally requires the class to be an instance of FlxBasic.
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*/
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interface IStateStageProp extends IScriptedClass
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{
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/**
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* Called when the relevant element is added to the game state.
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*/
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public function onAdd(event:ScriptEvent):Void;
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}
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/**
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* Defines a set of callbacks available to scripted classes which represent notes.
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*/
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@ -32,6 +32,14 @@ class ScriptEvent
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*/
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public static inline final DESTROY:ScriptEventType = "DESTROY";
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/**
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* Called when the relevent object is added to the game state.
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* This assumes all data is loaded and ready to go.
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*
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* This event is not cancelable.
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*/
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public static inline final ADDED:ScriptEventType = 'ADDED';
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/**
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* Called during the update function.
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* This is called every frame, so be careful!
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@ -34,6 +34,17 @@ class ScriptEventDispatcher
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return;
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}
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if (Std.isOfType(target, IStateStageProp))
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{
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var t:IStateStageProp = cast(target, IStateStageProp);
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switch (event.type)
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{
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case ScriptEvent.ADDED:
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t.onAdd(cast event);
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return;
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}
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}
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if (Std.isOfType(target, IPlayStateScriptedClass))
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{
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var t = cast(target, IPlayStateScriptedClass);
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@ -81,7 +81,7 @@ class AnimateAtlasCharacter extends BaseCharacter
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super.onCreate(event);
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}
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public override function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false):Void
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public override function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false, ?reverse:Bool = false):Void
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{
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if ((!canPlayOtherAnims && !ignoreOther)) return;
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@ -21,7 +21,12 @@ class BaseCharacter extends Bopper
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/**
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* Whether the player is an active character (Boyfriend) or not.
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*/
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public var characterType:CharacterType = OTHER;
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public var characterType(default, set):CharacterType = OTHER;
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function set_characterType(value:CharacterType):CharacterType
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{
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return this.characterType = value;
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}
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/**
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* Tracks how long, in seconds, the character has been playing the current `sing` animation.
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@ -30,8 +35,18 @@ class BaseCharacter extends Bopper
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*/
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public var holdTimer:Float = 0;
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/**
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* Set to true when the character dead. Part of the handling for death animations.
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*/
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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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* Set to true when the character being used in a special way.
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* This includes the Chart Editor and the Animation Editor.
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*
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* Used by scripts to ensure that they don't try to run code to interact with the stage when the stage doesn't actually exist.
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*/
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public var debug: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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@ -44,7 +59,7 @@ class BaseCharacter extends Bopper
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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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final singTimeSec:Float;
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/**
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* The offset between the corner of the sprite and the origin of the sprite (at the character's feet).
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@ -102,14 +117,14 @@ class BaseCharacter extends Bopper
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*/
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public var cameraFocusPoint(default, null):FlxPoint = new FlxPoint(0, 0);
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override function set_animOffsets(value:Array<Float>)
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override function set_animOffsets(value:Array<Float>):Array<Float>
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{
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if (animOffsets == null) value = [0, 0];
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if (animOffsets == value) return value;
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if ((animOffsets[0] == value[0]) && (animOffsets[1] == value[1])) return value;
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// Make sure animOffets are halved when scale is 0.5.
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var xDiff = (animOffsets[0] * this.scale.x) - value[0];
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var yDiff = (animOffsets[1] * this.scale.y) - value[1];
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var xDiff = (animOffsets[0] * this.scale.x / (this.isPixel ? 6 : 1)) - value[0];
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var yDiff = (animOffsets[1] * this.scale.y / (this.isPixel ? 6 : 1)) - value[1];
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// Call the super function so that camera focus point is not affected.
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super.set_x(this.x + xDiff);
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@ -164,7 +179,7 @@ class BaseCharacter extends Bopper
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{
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this.characterName = _data.name;
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this.name = _data.name;
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this.singTimeCrochet = _data.singTime;
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this.singTimeSec = _data.singTime;
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this.globalOffsets = _data.offsets;
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this.flipX = _data.flipX;
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}
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@ -229,7 +244,7 @@ class BaseCharacter extends Bopper
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* Set the sprite scale to the appropriate value.
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* @param scale
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*/
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function setScale(scale:Null<Float>):Void
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public function setScale(scale:Null<Float>):Void
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{
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if (scale == null) scale = 1.0;
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@ -257,7 +272,7 @@ class BaseCharacter extends Bopper
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super.onCreate(event);
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// Make sure we are playing the idle animation...
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this.dance();
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this.dance(true);
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// ...then update the hitbox so that this.width and this.height are correct.
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this.updateHitbox();
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// Without the above code, width and height (and therefore character position)
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@ -291,7 +306,9 @@ class BaseCharacter extends Bopper
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if (PlayState.instance.iconP1 == null)
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{
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trace('[WARN] Player 1 health icon not found!');
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return;
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}
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PlayState.instance.iconP1.isPixel = _data.healthIcon?.isPixel ?? false;
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PlayState.instance.iconP1.characterId = _data.healthIcon.id;
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PlayState.instance.iconP1.size.set(_data.healthIcon.scale, _data.healthIcon.scale);
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PlayState.instance.iconP1.offset.x = _data.healthIcon.offsets[0];
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@ -303,12 +320,14 @@ class BaseCharacter extends Bopper
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if (PlayState.instance.iconP2 == null)
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{
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trace('[WARN] Player 2 health icon not found!');
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return;
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}
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PlayState.instance.iconP2.isPixel = _data.healthIcon?.isPixel ?? false;
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PlayState.instance.iconP2.characterId = _data.healthIcon.id;
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PlayState.instance.iconP2.size.set(_data.healthIcon.scale, _data.healthIcon.scale);
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PlayState.instance.iconP2.offset.x = _data.healthIcon.offsets[0];
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PlayState.instance.iconP2.offset.y = _data.healthIcon.offsets[1];
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PlayState.instance.iconP1.flipX = _data.healthIcon.flipX;
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PlayState.instance.iconP2.flipX = _data.healthIcon.flipX;
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}
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}
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@ -328,13 +347,16 @@ class BaseCharacter extends Bopper
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return;
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}
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// This logic turns the idle animation into a "lead-in" animation.
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if (hasAnimation('idle-hold') && getCurrentAnimation() == 'idle' && isAnimationFinished()) playAnimation('idle-hold');
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// If there is an animation, and another animation with the same name + "-hold" exists,
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// the second animation will play (and be looped if configured to do so) after the first animation finishes.
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// This is good for characters that need to hold a pose while maintaining an animation, like the parents (this keeps their eyes flickering)
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// and Darnell (this keeps the flame on his lighter flickering).
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// Works for idle, singLEFT/RIGHT/UP/DOWN, alt singing animations, and anything else really.
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if (hasAnimation('singLEFT-hold') && getCurrentAnimation() == 'singLEFT' && isAnimationFinished()) playAnimation('singLEFT-hold');
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if (hasAnimation('singDOWN-hold') && getCurrentAnimation() == 'singDOWN' && isAnimationFinished()) playAnimation('singDOWN-hold');
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if (hasAnimation('singUP-hold') && getCurrentAnimation() == 'singUP' && isAnimationFinished()) playAnimation('singUP-hold');
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if (hasAnimation('singRIGHT-hold') && getCurrentAnimation() == 'singRIGHT' && isAnimationFinished()) playAnimation('singRIGHT-hold');
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if (!getCurrentAnimation().endsWith('-hold') && hasAnimation(getCurrentAnimation() + '-hold') && isAnimationFinished())
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{
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playAnimation(getCurrentAnimation() + '-hold');
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}
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// Handle character note hold time.
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if (getCurrentAnimation().startsWith('sing'))
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@ -345,18 +367,18 @@ class BaseCharacter extends Bopper
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// This lets you add frames to the end of the sing animation to ease back into the idle!
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holdTimer += event.elapsed;
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var singTimeMs:Float = singTimeCrochet * (Conductor.crochet * 0.001); // x beats, to ms.
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var singTimeSec:Float = singTimeSec * (Conductor.crochet * 0.001); // x beats, to ms.
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if (getCurrentAnimation().endsWith('miss')) singTimeMs *= 2; // makes it feel more awkward when you miss
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if (getCurrentAnimation().endsWith('miss')) singTimeSec *= 2; // makes it feel more awkward when you miss
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// Without this check here, the player character would only play the `sing` animation
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// for one beat, as opposed to holding it as long as the player is holding the button.
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var shouldStopSinging:Bool = (this.characterType == BF) ? !isHoldingNote() : true;
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FlxG.watch.addQuick('singTimeMs-${characterId}', singTimeMs);
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if (holdTimer > singTimeMs && shouldStopSinging)
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FlxG.watch.addQuick('singTimeSec-${characterId}', singTimeSec);
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if (holdTimer > singTimeSec && shouldStopSinging)
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{
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// trace('holdTimer reached ${holdTimer}sec (> ${singTimeMs}), stopping sing animation');
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// trace('holdTimer reached ${holdTimer}sec (> ${singTimeSec}), stopping sing animation');
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holdTimer = 0;
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dance(true);
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}
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@ -370,7 +392,7 @@ class BaseCharacter extends Bopper
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}
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/**
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* Since no `onBeatHit` or `dance` calls happen in GameOverSubstate,
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* Since no `onBeatHit` or `dance` calls happen in GameOverSubState,
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* this regularly gets called instead.
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*
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* @param force Force the deathLoop animation to play, even if `firstDeath` is still playing.
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@ -386,7 +408,7 @@ class BaseCharacter extends Bopper
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override function dance(force:Bool = false):Void
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{
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// Prevent default dancing behavior.
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if (debugMode || isDead) return;
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if (isDead) return;
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if (!force)
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{
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@ -189,7 +189,7 @@ class CharacterDataParser
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* @param charId The character ID to fetch.
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* @return The character instance, or null if the character was not found.
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*/
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public static function fetchCharacter(charId:String):Null<BaseCharacter>
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public static function fetchCharacter(charId:String, ?debug:Bool = false):Null<BaseCharacter>
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{
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if (charId == null || charId == '' || !characterCache.exists(charId))
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{
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@ -246,7 +246,9 @@ class CharacterDataParser
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return null;
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}
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trace('Successfully instantiated character: ${charId}');
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trace('Successfully instantiated character (${debug ? 'debug' : 'stable'}): ${charId}');
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char.debug = debug;
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// Call onCreate only in the fetchCharacter() function, not at application initialization.
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ScriptEventDispatcher.callEvent(char, new ScriptEvent(ScriptEvent.CREATE));
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@ -419,6 +421,7 @@ class CharacterDataParser
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id: null,
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scale: null,
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flipX: null,
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isPixel: null,
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offsets: null
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};
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}
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@ -458,6 +461,11 @@ class CharacterDataParser
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input.isPixel = DEFAULT_ISPIXEL;
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}
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if (input.healthIcon.isPixel == null)
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{
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input.healthIcon.isPixel = input.isPixel;
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}
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if (input.danceEvery == null)
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{
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input.danceEvery = DEFAULT_DANCEEVERY;
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@ -674,6 +682,12 @@ typedef HealthIconData =
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*/
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var flipX:Null<Bool>;
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/**
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* Multiply scale by 6 and disable antialiasing
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* @default false
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*/
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var isPixel:Null<Bool>;
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/**
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* The offset of the health icon, in pixels.
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* @default [0, 25]
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@ -179,14 +179,14 @@ class MultiSparrowCharacter extends BaseCharacter
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trace('[MULTISPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
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}
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public override function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false):Void
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public override function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false, ?reverse:Bool = false):Void
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{
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// Make sure we ignore other animations if we're currently playing a forced one,
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// unless we're forcing a new animation.
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if (!this.canPlayOtherAnims && !ignoreOther) return;
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loadFramesByAnimName(name);
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super.playAnimation(name, restart, ignoreOther);
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super.playAnimation(name, restart, ignoreOther, reverse);
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}
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override function set_frames(value:FlxFramesCollection):FlxFramesCollection
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@ -42,6 +42,18 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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*/
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public var idleSuffix(default, set):String = '';
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/**
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* If this bopper is rendered with pixel art,
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* disable anti-aliasing and render at 6x scale.
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*/
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public var isPixel(default, set):Bool = false;
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function set_isPixel(value:Bool):Bool
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{
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if (isPixel == value) return value;
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return isPixel = value;
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}
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/**
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* Whether this bopper should bop every beat. By default it's true, but when used
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* for characters/players, it should be false so it doesn't cut off their animations!!!!!
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@ -80,7 +92,7 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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function set_animOffsets(value:Array<Float>):Array<Float>
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{
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if (animOffsets == null) animOffsets = [0, 0];
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if (animOffsets == value) return value;
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if ((animOffsets[0] == value[0]) && (animOffsets[1] == value[1])) return value;
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var xDiff = animOffsets[0] - value[0];
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var yDiff = animOffsets[1] - value[1];
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@ -213,7 +225,7 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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* Will gracefully check for name, then name with stripped suffixes, then 'idle', then fail to play.
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* @param name
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*/
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function correctAnimationName(name:String)
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function correctAnimationName(name:String):String
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{
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// If the animation exists, we're good.
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if (hasAnimation(name)) return name;
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@ -248,16 +260,16 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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* @param name The name 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 reversed If true, play the animation backwards, from the last frame to the first.
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*/
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public function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false):Void
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public function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false, ?reversed:Bool = false):Void
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{
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if (!canPlayOtherAnims && !ignoreOther) return;
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var correctName = correctAnimationName(name);
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if (correctName == null) return;
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this.animation.paused = false;
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this.animation.play(correctName, restart, false, 0);
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this.animation.play(correctName, restart, reversed, 0);
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if (ignoreOther)
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{
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@ -291,10 +303,10 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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}, 1);
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}
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function applyAnimationOffsets(name:String)
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function applyAnimationOffsets(name:String):Void
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{
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var offsets = animationOffsets.get(name);
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if (offsets != null)
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if (offsets != null && !(offsets[0] == 0 && offsets[1] == 0))
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{
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this.animOffsets = [offsets[0] + globalOffsets[0], offsets[1] + globalOffsets[1]];
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}
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@ -325,14 +337,6 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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return this.animation.curAnim.name;
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}
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public function onScriptEvent(event:ScriptEvent) {}
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public function onCreate(event:ScriptEvent) {}
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public function onDestroy(event:ScriptEvent) {}
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public function onUpdate(event:UpdateScriptEvent) {}
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public function onPause(event:PauseScriptEvent) {}
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public function onResume(event:ScriptEvent) {}
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@ -77,7 +77,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
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// Reset positions of characters.
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if (getBoyfriend() != null)
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{
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getBoyfriend().resetCharacter(false);
|
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getBoyfriend().resetCharacter(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -85,11 +85,11 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
|
|||
}
|
||||
if (getGirlfriend() != null)
|
||||
{
|
||||
getGirlfriend().resetCharacter(false);
|
||||
getGirlfriend().resetCharacter(true);
|
||||
}
|
||||
if (getDad() != null)
|
||||
{
|
||||
getDad().resetCharacter(false);
|
||||
getDad().resetCharacter(true);
|
||||
}
|
||||
|
||||
// Reset positions of named props.
|
||||
|
@ -286,6 +286,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
|
|||
*/
|
||||
override function preAdd(Sprite:FlxSprite):Void
|
||||
{
|
||||
if (Sprite == null) return;
|
||||
var sprite:FlxSprite = cast Sprite;
|
||||
sprite.x += x;
|
||||
sprite.y += y;
|
||||
|
@ -377,22 +378,36 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
|
|||
// Add the character to the scene.
|
||||
this.add(character);
|
||||
|
||||
ScriptEventDispatcher.callEvent(character, new ScriptEvent(ScriptEvent.ADDED, false));
|
||||
|
||||
#if debug
|
||||
debugIconGroup.add(debugIcon);
|
||||
debugIconGroup.add(debugIcon2);
|
||||
#end
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the position of the girlfriend character, as defined in the stage data.
|
||||
* @return An FlxPoint position.
|
||||
*/
|
||||
public inline function getGirlfriendPosition():FlxPoint
|
||||
{
|
||||
return new FlxPoint(_data.characters.gf.position[0], _data.characters.gf.position[1]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the position of the boyfriend character, as defined in the stage data.
|
||||
* @return An FlxPoint position.
|
||||
*/
|
||||
public inline function getBoyfriendPosition():FlxPoint
|
||||
{
|
||||
return new FlxPoint(_data.characters.bf.position[0], _data.characters.bf.position[1]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the position of the dad character, as defined in the stage data.
|
||||
* @return An FlxPoint position.
|
||||
*/
|
||||
public inline function getDadPosition():FlxPoint
|
||||
{
|
||||
return new FlxPoint(_data.characters.dad.position[0], _data.characters.dad.position[1]);
|
||||
|
@ -409,6 +424,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
|
|||
/**
|
||||
* Retrieve the Boyfriend character.
|
||||
* @param pop If true, the character will be removed from the stage as well.
|
||||
* @return The Boyfriend character.
|
||||
*/
|
||||
public function getBoyfriend(?pop:Bool = false):BaseCharacter
|
||||
{
|
||||
|
@ -428,14 +444,70 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
|
|||
}
|
||||
}
|
||||
|
||||
public function getGirlfriend():BaseCharacter
|
||||
/**
|
||||
* Retrieve the player/Boyfriend character.
|
||||
* @param pop If true, the character will be removed from the stage as well.
|
||||
* @return The player/Boyfriend character.
|
||||
*/
|
||||
public function getPlayer(?pop:Bool = false):BaseCharacter
|
||||
{
|
||||
return getCharacter('gf');
|
||||
return getBoyfriend(pop);
|
||||
}
|
||||
|
||||
public function getDad():BaseCharacter
|
||||
/**
|
||||
* Retrieve the Girlfriend character.
|
||||
* @param pop If true, the character will be removed from the stage as well.
|
||||
* @return The Girlfriend character.
|
||||
*/
|
||||
public function getGirlfriend(?pop:Bool = false):BaseCharacter
|
||||
{
|
||||
return getCharacter('dad');
|
||||
if (pop)
|
||||
{
|
||||
var girlfriend:BaseCharacter = getCharacter('gf');
|
||||
|
||||
// Remove the character from the stage.
|
||||
this.remove(girlfriend);
|
||||
this.characters.remove('gf');
|
||||
|
||||
return girlfriend;
|
||||
}
|
||||
else
|
||||
{
|
||||
return getCharacter('gf');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieve the Dad character.
|
||||
* @param pop If true, the character will be removed from the stage as well.
|
||||
* @return The Dad character.
|
||||
*/
|
||||
public function getDad(?pop:Bool = false):BaseCharacter
|
||||
{
|
||||
if (pop)
|
||||
{
|
||||
var dad:BaseCharacter = getCharacter('dad');
|
||||
|
||||
// Remove the character from the stage.
|
||||
this.remove(dad);
|
||||
this.characters.remove('dad');
|
||||
|
||||
return dad;
|
||||
}
|
||||
else
|
||||
{
|
||||
return getCharacter('dad');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieve the opponent/Dad character.
|
||||
* @param pop If true, the character will be removed from the stage as well.
|
||||
* @return The opponent character.
|
||||
*/
|
||||
public function getOpponent(?pop:Bool = false):BaseCharacter
|
||||
{
|
||||
return getDad(pop);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -448,6 +520,26 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
|
|||
return this.namedProps.get(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Pause the animations of ALL sprites in this group.
|
||||
*/
|
||||
public function pause():Void
|
||||
{
|
||||
forEachAlive(function(prop:FlxSprite) {
|
||||
if (prop.animation != null) prop.animation.pause();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Resume the animations of ALL sprites in this group.
|
||||
*/
|
||||
public function resume():Void
|
||||
{
|
||||
forEachAlive(function(prop:FlxSprite) {
|
||||
if (prop.animation != null) prop.animation.resume();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieve a list of all the asset paths required to load the stage.
|
||||
* Override this in a scripted class to ensure that all necessary assets are loaded!
|
||||
|
|
|
@ -1,13 +1,32 @@
|
|||
package funkin.play.stage;
|
||||
|
||||
import funkin.modding.events.ScriptEvent;
|
||||
import flixel.FlxSprite;
|
||||
import funkin.modding.IScriptedClass.IStateStageProp;
|
||||
|
||||
class StageProp extends FlxSprite
|
||||
class StageProp extends FlxSprite implements IStateStageProp
|
||||
{
|
||||
public var name:String = "";
|
||||
/**
|
||||
* An internal name for this prop.
|
||||
*/
|
||||
public var name:String = '';
|
||||
|
||||
public function new()
|
||||
{
|
||||
super();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when this prop is added to the stage.
|
||||
* @param event
|
||||
*/
|
||||
public function onAdd(event:ScriptEvent):Void {}
|
||||
|
||||
public function onScriptEvent(event:ScriptEvent) {}
|
||||
|
||||
public function onCreate(event:ScriptEvent) {}
|
||||
|
||||
public function onDestroy(event:ScriptEvent) {}
|
||||
|
||||
public function onUpdate(event:UpdateScriptEvent) {}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue