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finally did it

This commit is contained in:
shr 2023-09-17 00:32:45 +09:00 committed by Cameron Taylor
parent 56cecf98a0
commit 883ef13e65
2 changed files with 101 additions and 13 deletions

View file

@ -0,0 +1,64 @@
package funkin;
import flixel.FlxSprite;
/**
* Provides a clone of a sprite that is filled with a single color while keeping its alpha.
*/
class SolidColorSprite extends FlxSprite
{
/**
* The FlxSprite that this sprite referes to.
*/
public var reference:FlxSprite;
/**
* The red color strength, from 0.0 to 1.0.
*/
public var red:Float;
/**
* The green color strength, from 0.0 to 1.0.
*/
public var green:Float;
/**
* The blue color strength, from 0.0 to 1.0.
*/
public var blue:Float;
function new(reference:FlxSprite, red:Float = 1.0, green:Float = 1.0, blue:Float = 1.0)
{
super();
this.reference = reference;
this.red = red;
this.green = green;
this.blue = blue;
}
override function draw():Void
{
super.draw();
final rMult = reference.colorTransform.redMultiplier;
final gMult = reference.colorTransform.greenMultiplier;
final bMult = reference.colorTransform.blueMultiplier;
final aMult = reference.colorTransform.alphaMultiplier;
final rOff = Std.int(reference.colorTransform.redOffset);
final gOff = Std.int(reference.colorTransform.greenOffset);
final bOff = Std.int(reference.colorTransform.blueOffset);
final aOff = Std.int(reference.colorTransform.alphaOffset);
final tmpCameras = reference._cameras;
final tmpShader = reference.shader;
reference._cameras = _cameras;
reference.shader = shader;
reference.setColorTransform(0, 0, 0, 1, Std.int(red * 255 + 0.5), Std.int(green * 255 + 0.5), Std.int(blue * 255 + 0.5), 0);
reference.draw();
reference._cameras = tmpCameras;
reference.shader = tmpShader;
reference.setColorTransform(rMult, gMult, bMult, aMult, rOff, gOff, bOff, aOff);
}
}

View file

@ -31,6 +31,7 @@ import flixel.ui.FlxBar;
import flixel.util.FlxColor; import flixel.util.FlxColor;
import funkin.api.newgrounds.NGio; import funkin.api.newgrounds.NGio;
import flixel.util.FlxTimer; import flixel.util.FlxTimer;
import openfl.Lib;
import openfl.display.BitmapData; import openfl.display.BitmapData;
import openfl.geom.Rectangle; import openfl.geom.Rectangle;
import funkin.audio.VoicesGroup; import funkin.audio.VoicesGroup;
@ -589,6 +590,9 @@ class PlayState extends MusicBeatSubState
} }
initStrumlines(); initStrumlines();
// Initialize sprites for the buffer texture.
initMaskSprites();
// Initialize the judgements and combo meter. // Initialize the judgements and combo meter.
comboPopUps = new PopUpStuff(); comboPopUps = new PopUpStuff();
comboPopUps.cameras = [camHUD]; comboPopUps.cameras = [camHUD];
@ -1272,6 +1276,8 @@ class PlayState extends MusicBeatSubState
super.destroy(); super.destroy();
// It's manually obtained, don't forget to release it!
maskTextureBase.dispose();
FlxG.signals.postUpdate.remove(syncBufferCameras); FlxG.signals.postUpdate.remove(syncBufferCameras);
bufferCameraFrontEnd.remove(camMask); bufferCameraFrontEnd.remove(camMask);
} }
@ -1308,11 +1314,7 @@ class PlayState extends MusicBeatSubState
camCutscene = new FlxCamera(); camCutscene = new FlxCamera();
camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera. camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera.
// Init cameras and stuff for buffers. initBufferCameras();
camMask = new FlxCamera();
maskTexture = new BitmapData(FlxG.width, FlxG.height, true, FlxColor.TRANSPARENT);
bufferCameraFrontEnd.reset(camMask);
FlxG.signals.postUpdate.add(syncBufferCameras);
FlxG.cameras.reset(camGame); FlxG.cameras.reset(camGame);
FlxG.cameras.add(camHUD, false); FlxG.cameras.add(camHUD, false);
@ -1327,6 +1329,24 @@ class PlayState extends MusicBeatSubState
add(cameraFollowPoint); add(cameraFollowPoint);
} }
function initBufferCameras():Void
{
// Init cameras and stuff for buffers.
camMask = new FlxCamera();
// note: removing this line will cause NullReferenceError inside OpenGLRenderer lol
camMask.flashSprite.cacheAsBitmap = true;
// Prevent potential memory leak.
if (maskTextureBase != null) maskTextureBase.dispose();
// We need to directly create texture using Context3D, otherwise cannot render Sprite
// using OpenGLRenderer, which disables any shader applied to it.
maskTextureBase = Lib.current.stage.context3D.createTexture(FlxG.width, FlxG.height, Context3DTextureFormat.BGRA, true);
maskTexture = BitmapData.fromTexture(maskTextureBase);
// This must be done BEFORE `FlxG.cameras.reset`.
bufferCameraFrontEnd.reset(camMask);
// Sync buffer cameras after every update.
FlxG.signals.postUpdate.add(syncBufferCameras);
}
/** /**
* Initializes the health bar on the HUD. * Initializes the health bar on the HUD.
*/ */
@ -1419,14 +1439,6 @@ class PlayState extends MusicBeatSubState
#if debug #if debug
FlxG.console.registerObject('stage', currentStage); FlxG.console.registerObject('stage', currentStage);
#end #end
// Add mask sprites to the mask camera.
for (sprite in currentStage.maskSprites)
{
sprite.cameras = [camMask];
}
// Set buffer textures.
currentStage.maskTexture = maskTexture;
} }
else else
{ {
@ -1585,6 +1597,18 @@ class PlayState extends MusicBeatSubState
this.refresh(); this.refresh();
} }
function initMaskSprites():Void
{
// Add mask sprites to the mask camera.
for (sprite in currentStage.maskSprites)
{
this.add(sprite);
sprite.cameras = [camMask];
}
// Set buffer textures to the current stage.
currentStage.maskTexture = maskTexture;
}
/** /**
* Initializes the Discord Rich Presence. * Initializes the Discord Rich Presence.
*/ */