mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-25 00:06:40 +00:00
Cleanup of GameOverSubstate, fix GF duck animation duration
This commit is contained in:
parent
c456355366
commit
aa0962fe62
|
@ -23,7 +23,6 @@ class MusicBeatState extends FlxUIState
|
|||
private var curStep:Int = 0;
|
||||
private var curBeat:Int = 0;
|
||||
private var controls(get, never):Controls;
|
||||
private var lastBeatHitTime:Float = 0;
|
||||
|
||||
inline function get_controls():Controls
|
||||
return PlayerSettings.player1.controls;
|
||||
|
@ -136,9 +135,7 @@ class MusicBeatState extends FlxUIState
|
|||
dispatchEvent(event);
|
||||
|
||||
if (event.eventCanceled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (curStep % 4 == 0)
|
||||
beatHit();
|
||||
|
@ -153,11 +150,7 @@ class MusicBeatState extends FlxUIState
|
|||
dispatchEvent(event);
|
||||
|
||||
if (event.eventCanceled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
lastBeatHitTime = Conductor.songPosition;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -178,9 +171,7 @@ class MusicBeatState extends FlxUIState
|
|||
dispatchEvent(event);
|
||||
|
||||
if (event.eventCanceled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return super.switchTo(nextState);
|
||||
}
|
||||
|
@ -192,9 +183,7 @@ class MusicBeatState extends FlxUIState
|
|||
dispatchEvent(event);
|
||||
|
||||
if (event.eventCanceled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
super.openSubState(targetSubstate);
|
||||
}
|
||||
|
@ -211,9 +200,7 @@ class MusicBeatState extends FlxUIState
|
|||
dispatchEvent(event);
|
||||
|
||||
if (event.eventCanceled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
super.closeSubState();
|
||||
}
|
||||
|
|
|
@ -53,10 +53,19 @@ class MusicBeatSubstate extends FlxSubState
|
|||
curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
|
||||
}
|
||||
|
||||
public function stepHit():Void
|
||||
public function stepHit():Bool
|
||||
{
|
||||
var event = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, curBeat, curStep);
|
||||
|
||||
dispatchEvent(event);
|
||||
|
||||
if (event.eventCanceled)
|
||||
return false;
|
||||
|
||||
if (curStep % 4 == 0)
|
||||
beatHit();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function dispatchEvent(event:ScriptEvent)
|
||||
|
@ -64,8 +73,15 @@ class MusicBeatSubstate extends FlxSubState
|
|||
ModuleHandler.callEvent(event);
|
||||
}
|
||||
|
||||
public function beatHit():Void
|
||||
public function beatHit():Bool
|
||||
{
|
||||
// do literally nothing dumbass
|
||||
var event = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, curBeat, curStep);
|
||||
|
||||
dispatchEvent(event);
|
||||
|
||||
if (event.eventCanceled)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,7 +2,6 @@ package funkin;
|
|||
|
||||
import flixel.FlxSprite;
|
||||
import flixel.FlxState;
|
||||
import flixel.addons.display.FlxRuntimeShader;
|
||||
import flixel.group.FlxGroup;
|
||||
import flixel.input.gamepad.FlxGamepad;
|
||||
import flixel.tweens.FlxEase;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
package funkin;
|
||||
package funkin.play;
|
||||
|
||||
import flixel.FlxSprite;
|
||||
import flixel.FlxObject;
|
||||
|
@ -21,6 +21,27 @@ using StringTools;
|
|||
*/
|
||||
class GameOverSubstate extends MusicBeatSubstate
|
||||
{
|
||||
/**
|
||||
* Which alternate animation on the character to use.
|
||||
* You can set this via script.
|
||||
* For example, playing a different animation when BF dies in Week 4
|
||||
* or Pico dies in Weekend 1.
|
||||
*/
|
||||
public static var animationSuffix:String = "";
|
||||
|
||||
/**
|
||||
* Which alternate game over music to use.
|
||||
* You can set this via script.
|
||||
* For example, the bf-pixel script sets this to `-pixel`
|
||||
* and the pico-playable script sets this to `Pico`.
|
||||
*/
|
||||
public static var musicSuffix:String = "";
|
||||
|
||||
/**
|
||||
* Which alternate "blue ball" sound effect to use.
|
||||
*/
|
||||
public static var blueBallSuffix:String = "";
|
||||
|
||||
/**
|
||||
* The boyfriend character.
|
||||
*/
|
||||
|
@ -42,93 +63,99 @@ class GameOverSubstate extends MusicBeatSubstate
|
|||
*/
|
||||
var isEnding:Bool = false;
|
||||
|
||||
/**
|
||||
* Music variant to use.
|
||||
* TODO: De-hardcode this somehow.
|
||||
*/
|
||||
var musicVariant:String = "";
|
||||
|
||||
public function new()
|
||||
{
|
||||
super();
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset the game over configuration to the default.
|
||||
*/
|
||||
public static function reset()
|
||||
{
|
||||
animationSuffix = "";
|
||||
musicSuffix = "";
|
||||
}
|
||||
|
||||
override public function create()
|
||||
{
|
||||
super.create();
|
||||
FlxG.sound.list.add(gameOverMusic);
|
||||
gameOverMusic.stop();
|
||||
|
||||
Conductor.songPosition = 0;
|
||||
//
|
||||
// Set up the visuals
|
||||
//
|
||||
|
||||
// TODO: Make SFX and music easily overriden by scripts.
|
||||
playBlueBalledSFX();
|
||||
|
||||
switch (PlayState.instance.currentStageId)
|
||||
{
|
||||
case 'school' | 'schoolEvil':
|
||||
musicVariant = "-pixel";
|
||||
default:
|
||||
if (['pico', 'pico-playable'].contains(PlayState.instance.currentStage.getBoyfriend().characterId))
|
||||
{
|
||||
musicVariant = "Pico";
|
||||
}
|
||||
else
|
||||
{
|
||||
musicVariant = "";
|
||||
}
|
||||
}
|
||||
|
||||
// By adding a background we can make it transparent for testing.
|
||||
// Add a black background to the screen.
|
||||
// We make this transparent so that we can see the stage underneath during debugging.
|
||||
var bg = new FlxSprite().makeGraphic(FlxG.width, FlxG.height, FlxColor.BLACK);
|
||||
bg.alpha = 0.25;
|
||||
bg.scrollFactor.set();
|
||||
add(bg);
|
||||
|
||||
// We have to remove boyfriend from the stage. Then we can add him back at the end.
|
||||
// Pluck Boyfriend from the PlayState and place him (in the same position) in the GameOverSubstate.
|
||||
// We can then play the character's `firstDeath` animation.
|
||||
boyfriend = PlayState.instance.currentStage.getBoyfriend(true);
|
||||
boyfriend.isDead = true;
|
||||
add(boyfriend);
|
||||
boyfriend.resetCharacter();
|
||||
boyfriend.playAnimation('firstDeath', true, true);
|
||||
|
||||
// Assign a camera follow point to the boyfriend's position.
|
||||
cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1);
|
||||
cameraFollowPoint.x = boyfriend.getGraphicMidpoint().x;
|
||||
cameraFollowPoint.y = boyfriend.getGraphicMidpoint().y;
|
||||
add(cameraFollowPoint);
|
||||
|
||||
// FlxG.camera.scroll.set();
|
||||
FlxG.camera.target = null;
|
||||
FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.01);
|
||||
|
||||
//
|
||||
// Set up the audio
|
||||
//
|
||||
|
||||
// Prepare the game over music.
|
||||
FlxG.sound.list.add(gameOverMusic);
|
||||
gameOverMusic.stop();
|
||||
|
||||
// The conductor now represents the BPM of the game over music.
|
||||
Conductor.songPosition = 0;
|
||||
|
||||
// Play the "blue balled" sound. May play a variant if one has been assigned.
|
||||
playBlueBalledSFX();
|
||||
}
|
||||
|
||||
override function update(elapsed:Float)
|
||||
{
|
||||
// makes the lerp non-dependant on the framerate
|
||||
// FlxG.camera.followLerp = CoolUtil.camLerpShit(0.01);
|
||||
|
||||
super.update(elapsed);
|
||||
|
||||
//
|
||||
// Handle user inputs.
|
||||
//
|
||||
|
||||
// MOBILE ONLY: Restart the level when tapping Boyfriend.
|
||||
if (FlxG.onMobile)
|
||||
{
|
||||
var touch = FlxG.touches.getFirst();
|
||||
if (touch != null)
|
||||
{
|
||||
if (touch.overlaps(boyfriend))
|
||||
{
|
||||
confirmDeath();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// KEYBOARD ONLY: Restart the level when pressing the assigned key.
|
||||
if (controls.ACCEPT)
|
||||
{
|
||||
confirmDeath();
|
||||
}
|
||||
|
||||
// KEYBOARD ONLY: Return to the menu when pressing the assigned key.
|
||||
if (controls.BACK)
|
||||
{
|
||||
PlayState.deathCounter = 0;
|
||||
PlayState.seenCutscene = false;
|
||||
// FlxG.sound.music.stop();
|
||||
gameOverMusic.stop();
|
||||
|
||||
if (PlayState.isStoryMode)
|
||||
|
@ -137,30 +164,29 @@ class GameOverSubstate extends MusicBeatSubstate
|
|||
FlxG.switchState(new FreeplayState());
|
||||
}
|
||||
|
||||
// Start panning the camera to BF after 12 frames.
|
||||
// TODO: Should this be de-hardcoded?
|
||||
//if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.animation.curAnim.curFrame == 12)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
if (gameOverMusic.playing)
|
||||
{
|
||||
// Match the conductor to the music.
|
||||
// This enables the stepHit and beatHit events.
|
||||
Conductor.songPosition = gameOverMusic.time;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Music hasn't started yet.
|
||||
switch (PlayState.storyWeek)
|
||||
{
|
||||
// TODO: Make the behavior for playing Jeff's voicelines generic or un-hardcoded.
|
||||
// This will simplify the class and make it easier for mods to add death quotes.
|
||||
case 7:
|
||||
if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished() && !playingJeffQuote)
|
||||
{
|
||||
playingJeffQuote = true;
|
||||
playJeffQuote();
|
||||
|
||||
// Start music at lower volume
|
||||
startDeathMusic(0.2);
|
||||
}
|
||||
default:
|
||||
// Start music at normal volume once the initial death animation finishes.
|
||||
if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished())
|
||||
{
|
||||
startDeathMusic();
|
||||
|
@ -168,9 +194,44 @@ class GameOverSubstate extends MusicBeatSubstate
|
|||
}
|
||||
}
|
||||
|
||||
// Dispatch the onUpdate event.
|
||||
dispatchEvent(new UpdateScriptEvent(elapsed));
|
||||
}
|
||||
|
||||
/**
|
||||
* Do behavior which occurs when you confirm and move to restart the level.
|
||||
*/
|
||||
function confirmDeath():Void
|
||||
{
|
||||
if (!isEnding)
|
||||
{
|
||||
isEnding = true;
|
||||
startDeathMusic(); // isEnding changes this function's behavior.
|
||||
|
||||
boyfriend.playAnimation('deathConfirm' + animationSuffix, true);
|
||||
|
||||
// After the animation finishes...
|
||||
new FlxTimer().start(0.7, function(tmr:FlxTimer)
|
||||
{
|
||||
// ...fade out the graphics. Then after that happens...
|
||||
FlxG.camera.fade(FlxColor.BLACK, 2, false, function()
|
||||
{
|
||||
// ...close the GameOverSubstate.
|
||||
FlxG.camera.fade(FlxColor.BLACK, 1, true, null, true);
|
||||
PlayState.needsReset = true;
|
||||
|
||||
// Readd Boyfriend to the stage.
|
||||
boyfriend.isDead = false;
|
||||
remove(boyfriend);
|
||||
PlayState.instance.currentStage.addCharacter(boyfriend, BF);
|
||||
|
||||
// Close the substate.
|
||||
close();
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
override function dispatchEvent(event:ScriptEvent)
|
||||
{
|
||||
super.dispatchEvent(event);
|
||||
|
@ -186,13 +247,13 @@ class GameOverSubstate extends MusicBeatSubstate
|
|||
{
|
||||
if (!isEnding)
|
||||
{
|
||||
gameOverMusic.loadEmbedded(Paths.music('gameOver' + musicVariant));
|
||||
gameOverMusic.loadEmbedded(Paths.music('gameOver' + musicSuffix));
|
||||
gameOverMusic.volume = startingVolume;
|
||||
gameOverMusic.play();
|
||||
}
|
||||
else
|
||||
{
|
||||
gameOverMusic.loadEmbedded(Paths.music('gameOverEnd' + musicVariant));
|
||||
gameOverMusic.loadEmbedded(Paths.music('gameOverEnd' + musicSuffix));
|
||||
gameOverMusic.volume = startingVolume;
|
||||
gameOverMusic.play();
|
||||
}
|
||||
|
@ -204,7 +265,7 @@ class GameOverSubstate extends MusicBeatSubstate
|
|||
*/
|
||||
function playBlueBalledSFX()
|
||||
{
|
||||
FlxG.sound.play(Paths.sound('fnf_loss_sfx' + musicVariant));
|
||||
FlxG.sound.play(Paths.sound('fnf_loss_sfx' + blueBallSuffix));
|
||||
}
|
||||
|
||||
var playingJeffQuote:Bool = false;
|
||||
|
@ -229,38 +290,4 @@ class GameOverSubstate extends MusicBeatSubstate
|
|||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Do behavior which occurs when you confirm and move to restart the level.
|
||||
*/
|
||||
function confirmDeath():Void
|
||||
{
|
||||
if (!isEnding)
|
||||
{
|
||||
isEnding = true;
|
||||
startDeathMusic(); // isEnding changes this function's behavior.
|
||||
|
||||
boyfriend.playAnimation('deathConfirm', true);
|
||||
|
||||
// After the animation finishes...
|
||||
new FlxTimer().start(0.7, function(tmr:FlxTimer)
|
||||
{
|
||||
// ...fade out the graphics. Then after that happens...
|
||||
FlxG.camera.fade(FlxColor.BLACK, 2, false, function()
|
||||
{
|
||||
// ...close the GameOverSubstate.
|
||||
FlxG.camera.fade(FlxColor.BLACK, 1, true, null, true);
|
||||
PlayState.needsReset = true;
|
||||
|
||||
// Readd Boyfriend to the stage.
|
||||
boyfriend.isDead = false;
|
||||
remove(boyfriend);
|
||||
PlayState.instance.currentStage.addCharacter(boyfriend, BF);
|
||||
|
||||
// Close the substate.
|
||||
close();
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,7 +5,6 @@ import flixel.FlxObject;
|
|||
import flixel.FlxSprite;
|
||||
import flixel.FlxState;
|
||||
import flixel.FlxSubState;
|
||||
import flixel.addons.display.FlxRuntimeShader;
|
||||
import flixel.addons.transition.FlxTransitionableState;
|
||||
import flixel.group.FlxGroup;
|
||||
import flixel.math.FlxMath;
|
||||
|
@ -32,6 +31,7 @@ import funkin.play.character.CharacterData;
|
|||
import funkin.play.scoring.Scoring;
|
||||
import funkin.play.stage.Stage;
|
||||
import funkin.play.stage.StageData;
|
||||
import funkin.play.GameOverSubstate;
|
||||
import funkin.ui.PopUpStuff;
|
||||
import funkin.ui.PreferencesMenu;
|
||||
import funkin.ui.stageBuildShit.StageOffsetSubstate;
|
||||
|
@ -2102,6 +2102,8 @@ class PlayState extends MusicBeatState implements IHook
|
|||
currentStage = null;
|
||||
}
|
||||
|
||||
GameOverSubstate.reset();
|
||||
|
||||
// Clear the static reference to this state.
|
||||
instance = null;
|
||||
}
|
||||
|
|
|
@ -297,6 +297,7 @@ class BaseCharacter extends Bopper
|
|||
if (isDead)
|
||||
{
|
||||
playDeathAnimation();
|
||||
return;
|
||||
}
|
||||
|
||||
if (hasAnimation('idle-hold') && getCurrentAnimation() == "idle" && isAnimationFinished())
|
||||
|
@ -343,7 +344,7 @@ class BaseCharacter extends Bopper
|
|||
{
|
||||
if (force || (getCurrentAnimation().startsWith("firstDeath") && isAnimationFinished()))
|
||||
{
|
||||
playAnimation("deathLoop");
|
||||
playAnimation("deathLoop" + GameOverSubstate.animationSuffix);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -353,6 +354,9 @@ class BaseCharacter extends Bopper
|
|||
if (debugMode)
|
||||
return;
|
||||
|
||||
if (isDead)
|
||||
return;
|
||||
|
||||
if (!force)
|
||||
{
|
||||
if (getCurrentAnimation().startsWith("sing"))
|
||||
|
|
Loading…
Reference in a new issue