Merge remote-tracking branch 'origin/rewrite/master' into feature/hashlink-hot-reload

This commit is contained in:
EliteMasterEric 2024-02-13 03:06:20 -05:00
commit bd4103fd11
31 changed files with 1250 additions and 167 deletions

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@ -13,7 +13,7 @@ This game was made with love to Newgrounds and it's community. Extra love to Tom
**PLEASE USE THE LINKS ABOVE IF YOU JUST WANT TO PLAY THE GAME**
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game]() guide.
To learn how to install the necessary dependencies and compile the game from source, please check out our [building the game](/docs/compiling.md) guide.
# Contributing

2
assets

@ -1 +1 @@
Subproject commit 160acbd8a854a9f677ef7587396340e79a5ea6ca
Subproject commit 599169f4786d1feb62a089d25112035977647805

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docs/COMPILING.md Normal file
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# Compiling Friday Night Funkin'
0. Setup
- Download Haxe from [Haxe.org](https://haxe.org)
1. Cloning the Repository: Make sure when you clone, you clone the submodules to get the assets repo:
- `git clone --recurse-submodules https://github.com/FunkinCrew/funkin-secret.git`
- If you accidentally cloned without the `assets` submodule (aka didn't follow the step above), you can run `git submodule update --init --recursive` to get the assets in a foolproof way.
2. Install `hmm` (run `haxelib --global install hmm` and then `haxelib --global run hmm setup`)
3. Install all haxelibs of the current branch by running `hmm install`
4. Platform setup
- For Windows, download the [Visual Studio Build Tools](https://aka.ms/vs/17/release/vs_BuildTools.exe)
- When prompted, select "Individual Components" and make sure to download the following:
- MSVC v143 VS 2022 C++ x64/x86 build tools
- Windows 10/11 SDK
- Mac: [`lime setup mac` Documentation](https://lime.openfl.org/docs/advanced-setup/macos/)
- Linux: [`lime setup linux` Documentation](https://lime.openfl.org/docs/advanced-setup/linux/)
- HTML5: Compiles without any extra setup
5. If you are targeting for native, you likely need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug`
6. `lime test PLATFORM` !

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@ -10,3 +10,6 @@
- `Class lists not properly generated. Try cleaning out your export folder, restarting your IDE, and rebuilding your project.`
- This is a bug specific to HTML5. Simply perform the steps listed (don't forget to restart the IDE too).
- `LINK : fatal error LNK1201: error writing to program database ''; check for insufficient disk space, invalid path, or insufficient privilege`
- This error occurs if the PDB file located in your `export` folder is in use or exceeds 4 GB. Try deleting the `export` folder and building again from scratch.

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@ -11,7 +11,7 @@
"name": "flixel",
"type": "git",
"dir": null,
"ref": "25c84b29665329f7c6366342542a3978f29300ee",
"ref": "4d054bd10b05bb1309a0ba3427ffa5378e0b4b99",
"url": "https://github.com/FunkinCrew/flixel"
},
{

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package funkin.graphics;
import flash.geom.ColorTransform;
import flixel.FlxCamera;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxMatrix;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxShader;
import funkin.graphics.shaders.RuntimeCustomBlendShader;
import funkin.graphics.framebuffer.BitmapDataUtil;
import funkin.graphics.framebuffer.FixedBitmapData;
import openfl.Lib;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.display3D.textures.TextureBase;
import openfl.filters.BitmapFilter;
import openfl.filters.ShaderFilter;
/**
* A FlxCamera with additional powerful features:
* - Grab the camera screen as a `BitmapData` and use it as a texture
* - Support `sprite.blend = DARKEN/HARDLIGHT/LIGHTEN/OVERLAY` to apply visual effects using certain sprites
* - NOTE: Several other blend modes work without FunkinCamera. Some still do not work.
* - NOTE: Framerate-independent camera tweening is fixed in Flixel 6.x. Rest in peace, SwagCamera.
*/
@:access(openfl.display.DisplayObject)
@:access(openfl.display.BitmapData)
@:access(openfl.display3D.Context3D)
@:access(openfl.display3D.textures.TextureBase)
@:access(flixel.graphics.FlxGraphic)
@:access(flixel.graphics.frames.FlxFrame)
class FunkinCamera extends FlxCamera
{
final grabbed:Array<BitmapData> = [];
final texturePool:Array<TextureBase> = [];
final bgTexture:TextureBase;
final bgBitmap:BitmapData;
final bgFrame:FlxFrame;
final customBlendShader:RuntimeCustomBlendShader;
final customBlendFilter:ShaderFilter;
var filtersApplied:Bool = false;
var bgItemCount:Int = 0;
public var shouldDraw:Bool = true;
public function new(x:Int = 0, y:Int = 0, width:Int = 0, height:Int = 0, zoom:Float = 0)
{
super(x, y, width, height, zoom);
bgTexture = pickTexture(width, height);
bgBitmap = FixedBitmapData.fromTexture(bgTexture);
bgFrame = new FlxFrame(new FlxGraphic('', null));
bgFrame.parent.bitmap = bgBitmap;
bgFrame.frame = new FlxRect();
customBlendShader = new RuntimeCustomBlendShader();
customBlendFilter = new ShaderFilter(customBlendShader);
}
/**
* Grabs the camera screen and returns it as a `BitmapData`. The returned bitmap
* will not be referred by the camera so, changing it will not affect the scene.
* The returned bitmap **will be reused in the next frame**, so the content is available
* only in the current frame.
* @param applyFilters if this is `true`, the camera's filters will be applied to the grabbed bitmap,
* and the camera's filters will be disabled until the beginning of the next frame
* @param isolate if this is `true`, sprites to be rendered will only be rendered to the grabbed bitmap,
* and the grabbed bitmap will not include any previously rendered sprites
* @return the grabbed bitmap data
*/
public function grabScreen(applyFilters:Bool, isolate:Bool = false):BitmapData
{
final texture = pickTexture(width, height);
final bitmap = FixedBitmapData.fromTexture(texture);
squashTo(bitmap, applyFilters, isolate);
grabbed.push(bitmap);
return bitmap;
}
/**
* Applies the filter immediately to the camera. This will be done independently from
* the camera's filters. This method can only be called after the first `grabScreen`
* in the frame.
* @param filter the filter
*/
public function applyFilter(filter:BitmapFilter):Void
{
if (grabbed.length == 0)
{
FlxG.log.error('grab screen before you can apply a filter!');
return;
}
BitmapDataUtil.applyFilter(bgBitmap, filter);
}
function squashTo(bitmap:BitmapData, applyFilters:Bool, isolate:Bool, clearScreen:Bool = false):Void
{
if (applyFilters && isolate)
{
FlxG.log.error('cannot apply filters while isolating!');
}
if (filtersApplied && applyFilters)
{
FlxG.log.warn('filters already applied!');
}
static final matrix = new FlxMatrix();
// resize the background bitmap if needed
if (bgTexture.__width != width || bgTexture.__height != height)
{
BitmapDataUtil.resizeTexture(bgTexture, width, height);
bgBitmap.__resize(width, height);
bgFrame.parent.bitmap = bgBitmap;
}
// grab the bitmap
renderSkipping(isolate ? bgItemCount : 0);
bitmap.fillRect(bitmap.rect, 0);
matrix.setTo(1, 0, 0, 1, flashSprite.x, flashSprite.y);
if (applyFilters)
{
bitmap.draw(flashSprite, matrix);
flashSprite.filters = null;
filtersApplied = true;
}
else
{
final tmp = flashSprite.filters;
flashSprite.filters = null;
bitmap.draw(flashSprite, matrix);
flashSprite.filters = tmp;
}
if (!isolate)
{
// also copy to the background bitmap
bgBitmap.fillRect(bgBitmap.rect, 0);
bgBitmap.draw(bitmap);
}
if (clearScreen)
{
// clear graphics data
super.clearDrawStack();
canvas.graphics.clear();
}
// render the background bitmap
bgFrame.frame.set(0, 0, width, height);
matrix.setTo(viewWidth / width, 0, 0, viewHeight / height, viewMarginLeft, viewMarginTop);
drawPixels(bgFrame, matrix);
// count background draw items for future isolation
bgItemCount = 0;
{
var item = _headOfDrawStack;
while (item != null)
{
item = item.next;
bgItemCount++;
}
}
}
function renderSkipping(count:Int):Void
{
var item = _headOfDrawStack;
while (item != null)
{
if (--count < 0) item.render(this);
item = item.next;
}
}
override function drawPixels(?frame:FlxFrame, ?pixels:BitmapData, matrix:FlxMatrix, ?transform:ColorTransform, ?blend:BlendMode, ?smoothing:Bool = false,
?shader:FlxShader):Void
{
if (!shouldDraw) return;
if ( switch blend
{
case DARKEN | HARDLIGHT | LIGHTEN | OVERLAY: true;
case _: false;
})
{
// squash the screen
grabScreen(false);
// render without blend
super.drawPixels(frame, pixels, matrix, transform, null, smoothing, shader);
// get the isolated bitmap
final isolated = grabScreen(false, true);
// apply fullscreen blend
customBlendShader.blend = blend;
customBlendShader.source = isolated;
customBlendShader.updateViewInfo(FlxG.width, FlxG.height, this);
applyFilter(customBlendFilter);
}
else
{
super.drawPixels(frame, pixels, matrix, transform, blend, smoothing, shader);
}
}
override function destroy():Void
{
super.destroy();
disposeTextures();
}
override function clearDrawStack():Void
{
super.clearDrawStack();
// also clear grabbed bitmaps
for (bitmap in grabbed)
{
texturePool.push(bitmap.__texture);
bitmap.dispose(); // this doesn't release the texture
}
grabbed.clear();
// clear filters applied flag
filtersApplied = false;
bgItemCount = 0;
}
function pickTexture(width:Int, height:Int):TextureBase
{
// zero-sized textures will be problematic
width = width < 1 ? 1 : width;
height = height < 1 ? 1 : height;
if (texturePool.length > 0)
{
final res = texturePool.pop();
BitmapDataUtil.resizeTexture(res, width, height);
return res;
}
return Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
}
function disposeTextures():Void
{
trace('disposing textures');
for (bitmap in grabbed)
{
bitmap.dispose();
}
grabbed.clear();
for (texture in texturePool)
{
texture.dispose();
}
texturePool.resize(0);
bgTexture.dispose();
bgBitmap.dispose();
}
}

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package funkin.graphics.framebuffer;
import flixel.FlxG;
import openfl.Lib;
import openfl.display.Bitmap;
import openfl.display.BitmapData;
import openfl.display.Sprite;
import openfl.display3D.Context3DTextureFormat;
import openfl.display3D.textures.TextureBase;
import openfl.filters.BitmapFilter;
/**
* Provides cool stuff for `BitmapData`s that have a hardware texture internally.
*/
@:access(openfl.display.BitmapData)
@:access(openfl.display3D.textures.TextureBase)
@:access(openfl.display3D.Context3D)
class BitmapDataUtil
{
static function getCache():{sprite:Sprite, bitmap:Bitmap}
{
static var cache:{sprite:Sprite, bitmap:Bitmap} = null;
if (cache == null)
{
final sprite = new Sprite();
final bitmap = new Bitmap();
sprite.addChild(bitmap);
cache =
{
sprite: sprite,
bitmap: bitmap
}
}
return cache;
}
/**
* Applies a bitmap filter to a bitmap immediately. The bitmap filter may refer
* the bitmap itself as a shader input.
* @param bitmap the bitmap data
* @param filter the bitmap filter
*/
public static function applyFilter(bitmap:BitmapData, filter:BitmapFilter):Void
{
hardwareCheck(bitmap);
final cache = getCache();
cache.bitmap.bitmapData = bitmap;
cache.sprite.filters = [filter];
bitmap.draw(cache.sprite);
}
/**
* Creates a bitmap with a hardware texture.
* @param width the width
* @param height the height
* @param format the format if the internal texture
* @return the bitmap
*/
public static function create(width:Int, height:Int, format:Context3DTextureFormat = BGRA):FixedBitmapData
{
final texture = Lib.current.stage.context3D.createTexture(width, height, format, true);
return FixedBitmapData.fromTexture(texture);
}
/**
* Resizes the bitmap.
* @param bitmap the bitmap data
* @param width the width
* @param height the height
*/
public static function resize(bitmap:BitmapData, width:Int, height:Int):Void
{
hardwareCheck(bitmap);
if (bitmap.width == width && bitmap.height == height) return;
bitmap.width = width;
bitmap.height = height;
resizeTexture(bitmap.__texture, width, height);
}
/**
* Resizes the texture.
* @param texture the texture
* @param width the width
* @param height the height
*/
public static function resizeTexture(texture:TextureBase, width:Int, height:Int):Void
{
if (texture.__width == width && texture.__height == height) return;
texture.__width = width;
texture.__height = height;
final context = texture.__context;
final gl = context.gl;
context.__bindGLTexture2D(texture.__textureID);
gl.texImage2D(gl.TEXTURE_2D, 0, texture.__internalFormat, width, height, 0, texture.__format, gl.UNSIGNED_BYTE, null);
context.__bindGLTexture2D(null);
}
/**
* Copies the content of `src` to `dst`. The destination bitmap `dst` will be resized
* so that it has the same size as `src`.
* @param dst the destination bitmap
* @param src the source bitmap
*/
public static function copy(dst:BitmapData, src:BitmapData):Void
{
hardwareCheck(dst);
hardwareCheck(src);
final cache = getCache();
cache.bitmap.bitmapData = src;
cache.sprite.filters = null;
resize(dst, src.width, src.height);
dst.fillRect(dst.rect, 0);
dst.draw(cache.sprite);
}
static function hardwareCheck(bitmap:BitmapData):Void
{
if (bitmap.readable)
{
FlxG.log.error('do not use `BitmapDataUtil` for non-GPU bitmaps!');
}
}
}

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package funkin.graphics.framebuffer;
import openfl.display.BitmapData;
import openfl.display.DisplayObject;
import openfl.display.DisplayObjectContainer;
import openfl.display.IBitmapDrawable;
import openfl.display.OpenGLRenderer;
import openfl.display3D.textures.TextureBase;
/**
* `BitmapData` is kinda broken so I fixed it.
*/
@:access(openfl.display3D.textures.TextureBase)
@:access(openfl.display.OpenGLRenderer)
class FixedBitmapData extends BitmapData
{
override function __drawGL(source:IBitmapDrawable, renderer:OpenGLRenderer):Void
{
if (Std.isOfType(source, DisplayObject))
{
final object:DisplayObjectContainer = cast source;
renderer.__stage = object.stage;
}
super.__drawGL(source, renderer);
}
/**
* Never use `BitmapData.fromTexture`, always use this.
* @param texture the texture
* @return the bitmap data
*/
public static function fromTexture(texture:TextureBase):FixedBitmapData
{
if (texture == null) return null;
final bitmapData = new FixedBitmapData(texture.__width, texture.__height, true, 0);
bitmapData.readable = false;
bitmapData.__texture = texture;
bitmapData.__textureContext = texture.__textureContext;
bitmapData.image = null;
return bitmapData;
}
}

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package funkin.graphics.framebuffer;
import flixel.FlxSprite;
import flixel.FlxCamera;
import flixel.util.FlxColor;
import openfl.Lib;
import openfl.display.BitmapData;
import openfl.display3D.textures.TextureBase;
import openfl.geom.Matrix;
import openfl.geom.Rectangle;
/**
* A single frame buffer. Used by `FrameBufferManager`.
*/
class FrameBuffer
{
/**
* The bitmap data of the frame buffer.
*/
public var bitmap(default, null):BitmapData = null;
var texture:TextureBase;
final camera:FlxCamera;
final spriteCopies:Array<SpriteCopy> = [];
public function new()
{
camera = new FlxCamera();
camera.antialiasing = false;
camera.bgColor = FlxColor.TRANSPARENT;
@:privateAccess camera.flashSprite.stage = Lib.current.stage;
}
/**
* Creates a frame buffer with the given size.
* @param width the width
* @param height the height
* @param bgColor the background color
*/
public function create(width:Int, height:Int, bgColor:FlxColor):Void
{
dispose();
texture = Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
bitmap = FixedBitmapData.fromTexture(texture);
camera.bgColor = bgColor;
}
/**
* Makes the internal camera follows the target camera.
* @param target the target camera
*/
public function follow(target:FlxCamera):Void
{
camera.x = target.x;
camera.y = target.y;
camera.width = target.width;
camera.height = target.height;
camera.scroll.x = target.scroll.x;
camera.scroll.y = target.scroll.y;
camera.setScale(target.scaleX, target.scaleY);
}
/**
* Locks the frame buffer and clears the buffer.
*/
@:access(flixel.FlxCamera)
public function lock():Void
{
camera.clearDrawStack();
camera.canvas.graphics.clear();
camera.fill(camera.bgColor.to24Bit(), camera.useBgAlphaBlending, camera.bgColor.alphaFloat);
#if FLX_DEBUG
camera.debugLayer.graphics.clear();
#end
}
/**
* Renders all sprite copies.
*/
@:access(flixel.FlxCamera)
public function render():Void
{
for (spriteCopy in spriteCopies)
{
spriteCopy.render(camera);
}
camera.render();
}
/**
* Unlocks the frame buffer and makes the bitmap ready to use.
*/
public function unlock():Void
{
bitmap.fillRect(new Rectangle(0, 0, bitmap.width, bitmap.height), 0);
bitmap.draw(camera.flashSprite, new Matrix(1, 0, 0, 1, camera.flashSprite.x, camera.flashSprite.y));
}
/**
* Diposes stuff. Call `create` again if you want to reuse the instance.
*/
public function dispose():Void
{
if (texture != null)
{
texture.dispose();
texture = null;
bitmap.dispose();
bitmap = null;
}
spriteCopies.resize(0);
}
/**
* Adds a sprite copy to the frame buffer.
* @param spriteCopy the sprite copy
*/
public function addSpriteCopy(spriteCopy:SpriteCopy):Void
{
spriteCopies.push(spriteCopy);
}
/**
* Adds the sprite to the frame buffer. The sprite will only be seen from
* the frame buffer.
* @param sprite the sprite
*/
public function moveSprite(sprite:FlxSprite):Void
{
sprite.cameras = [camera];
}
}

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package funkin.graphics.framebuffer;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import openfl.display.BitmapData;
/**
* Manages frame buffers and gives access to each frame buffer.
*/
class FrameBufferManager
{
final camera:FlxCamera;
final frameBufferMap:Map<String, FrameBuffer> = [];
/**
* Creates a frame buffer manager that targets `camera`.
* @param camera the target camera.
*/
public function new(camera:FlxCamera)
{
this.camera = camera;
}
/**
* Creates a new frame buffer with a name.
* @param name the name
* @param bgColor the background color
* @return the bitmap data of the frame buffer. the bitmap data instance
* will not be changed through frame buffer updates.
*/
public function createFrameBuffer(name:String, bgColor:FlxColor):BitmapData
{
if (frameBufferMap.exists(name))
{
FlxG.log.warn('frame buffer "$name" already exists');
frameBufferMap[name].dispose();
frameBufferMap.remove(name);
}
final fb = new FrameBuffer();
fb.create(camera.width, camera.height, bgColor);
frameBufferMap[name] = fb;
return fb.bitmap;
}
/**
* Adds a copy of the sprite to the frame buffer.
* @param name the name of the frame buffer
* @param sprite the sprite
* @param color if this is not `null`, the sprite will be filled with the color.
* if this is `null`, the sprite will keep its original color.
*/
public function copySpriteTo(name:String, sprite:FlxSprite, color:Null<FlxColor> = null):Void
{
if (!frameBufferMap.exists(name))
{
FlxG.log.warn('frame buffer "$name" does not exist');
return;
}
frameBufferMap[name].addSpriteCopy(new SpriteCopy(sprite, color));
}
/**
* Adds the sprite to the frame buffer. The sprite will only be seen from the frame buffer.
* @param name the name of the frame buffer
* @param sprite the sprite
*/
public function moveSpriteTo(name:String, sprite:FlxSprite):Void
{
if (!frameBufferMap.exists(name))
{
FlxG.log.warn('frame buffer "$name" does not exist');
return;
}
frameBufferMap[name].moveSprite(sprite);
}
/**
* Call this before drawing anything.
*/
public function lock():Void
{
for (_ => fb in frameBufferMap)
{
fb.follow(camera);
fb.lock();
}
}
/**
* Unlocks the frame buffers. This updates the bitmap data of each frame buffer.
*/
public function unlock():Void
{
for (_ => fb in frameBufferMap)
{
fb.render();
}
for (_ => fb in frameBufferMap)
{
fb.unlock();
}
}
/**
* Returns the bitmap data of the frame buffer
* @param name the name of the frame buffer
* @return the bitmap data
*/
public function getFrameBuffer(name:String):BitmapData
{
return frameBufferMap[name].bitmap;
}
/**
* Disposes all frame buffers. The instance can be reused.
*/
public function dispose():Void
{
for (_ => fb in frameBufferMap)
{
fb.dispose();
}
frameBufferMap.clear();
}
}

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package funkin.graphics.framebuffer;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.util.FlxColor;
/**
* A copy of a `FlxSprite` with a specified color. Used to render the sprite to a frame buffer.
*/
class SpriteCopy
{
final sprite:FlxSprite;
final color:Null<FlxColor>;
public function new(sprite:FlxSprite, color:Null<FlxColor>)
{
this.sprite = sprite;
this.color = color;
}
/**
* Renders the copy to the camera.
* @param camera the camera
*/
@:access(flixel.FlxSprite)
public function render(camera:FlxCamera):Void
{
if (color == null)
{
final tmpCameras = sprite._cameras;
sprite._cameras = [camera];
sprite.draw();
sprite._cameras = tmpCameras;
}
else
{
final rMult = sprite.colorTransform.redMultiplier;
final gMult = sprite.colorTransform.greenMultiplier;
final bMult = sprite.colorTransform.blueMultiplier;
final aMult = sprite.colorTransform.alphaMultiplier;
final rOff = Std.int(sprite.colorTransform.redOffset);
final gOff = Std.int(sprite.colorTransform.greenOffset);
final bOff = Std.int(sprite.colorTransform.blueOffset);
final aOff = Std.int(sprite.colorTransform.alphaOffset);
final tmpCameras = sprite._cameras;
final tmpShader = sprite.shader;
sprite._cameras = [camera];
sprite.shader = null;
sprite.setColorTransform(0, 0, 0, 1, color.red, color.green, color.blue, 0);
sprite.draw();
sprite._cameras = tmpCameras;
sprite.shader = tmpShader;
sprite.setColorTransform(rMult, gMult, bMult, aMult, rOff, gOff, bOff, aOff);
}
}
}

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package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
import openfl.Assets;
class PuddleShader extends FlxRuntimeShader
{
public function new()
{
super(Assets.getText(Paths.frag('puddle')));
}
}

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package funkin.graphics.shaders;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.utils.Assets;
class RuntimeCustomBlendShader extends RuntimePostEffectShader
{
public var source(default, set):BitmapData;
function set_source(value:BitmapData):BitmapData
{
this.setBitmapData("source", value);
return source = value;
}
public var blend(default, set):BlendMode;
function set_blend(value:BlendMode):BlendMode
{
this.setInt("blendMode", cast value);
return blend = value;
}
public function new()
{
super(Assets.getText("assets/shaders/customBlend.frag"));
}
}

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package funkin.graphics.shaders;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.addons.display.FlxRuntimeShader;
import lime.graphics.opengl.GLProgram;
import lime.utils.Log;
class RuntimePostEffectShader extends FlxRuntimeShader
{
@:glVertexHeader('
// normalized screen coord
// (0, 0) is the top left of the window
// (1, 1) is the bottom right of the window
varying vec2 screenCoord;
', true)
@:glVertexBody('
screenCoord = vec2(
openfl_TextureCoord.x > 0.0 ? 1.0 : 0.0,
openfl_TextureCoord.y > 0.0 ? 1.0 : 0.0
);
')
@:glFragmentHeader('
// normalized screen coord
// (0, 0) is the top left of the window
// (1, 1) is the bottom right of the window
varying vec2 screenCoord;
// equals (FlxG.width, FlxG.height)
uniform vec2 uScreenResolution;
// equals (camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom)
uniform vec4 uCameraBounds;
// screen coord -> world coord conversion
// returns world coord in px
vec2 screenToWorld(vec2 screenCoord) {
float left = uCameraBounds.x;
float top = uCameraBounds.y;
float right = uCameraBounds.z;
float bottom = uCameraBounds.w;
vec2 scale = vec2(right - left, bottom - top);
vec2 offset = vec2(left, top);
return screenCoord * scale + offset;
}
// world coord -> screen coord conversion
// returns normalized screen coord
vec2 worldToScreen(vec2 worldCoord) {
float left = uCameraBounds.x;
float top = uCameraBounds.y;
float right = uCameraBounds.z;
float bottom = uCameraBounds.w;
vec2 scale = vec2(right - left, bottom - top);
vec2 offset = vec2(left, top);
return (worldCoord - offset) / scale;
}
// internally used to get the maximum `openfl_TextureCoordv`
vec2 bitmapCoordScale() {
return openfl_TextureCoordv / screenCoord;
}
// internally used to compute bitmap coord
vec2 screenToBitmap(vec2 screenCoord) {
return screenCoord * bitmapCoordScale();
}
// samples the frame buffer using a screen coord
vec4 sampleBitmapScreen(vec2 screenCoord) {
return texture2D(bitmap, screenToBitmap(screenCoord));
}
// samples the frame buffer using a world coord
vec4 sampleBitmapWorld(vec2 worldCoord) {
return sampleBitmapScreen(worldToScreen(worldCoord));
}
', true)
public function new(fragmentSource:String = null, glVersion:String = null)
{
super(fragmentSource, null, glVersion);
uScreenResolution.value = [FlxG.width, FlxG.height];
}
// basically `updateViewInfo(FlxG.width, FlxG.height, FlxG.camera)` is good
public function updateViewInfo(screenWidth:Float, screenHeight:Float, camera:FlxCamera):Void
{
uScreenResolution.value = [screenWidth, screenHeight];
uCameraBounds.value = [camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom];
}
override function __createGLProgram(vertexSource:String, fragmentSource:String):GLProgram
{
try
{
final res = super.__createGLProgram(vertexSource, fragmentSource);
return res;
}
catch (error)
{
Log.warn(error); // prevent the app from dying immediately
return null;
}
}
}

View File

@ -0,0 +1,144 @@
package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import openfl.display.BitmapData;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
import openfl.utils.Assets;
typedef Light =
{
var position:Array<Float>;
var color:Array<Float>;
var radius:Float;
}
class RuntimeRainShader extends RuntimePostEffectShader
{
static final MAX_LIGHTS:Int = 8;
public var lights:Array<
{
position:ShaderParameter<Float>,
color:ShaderParameter<Float>,
radius:ShaderParameter<Float>,
}>;
public var time(default, set):Float = 1;
function set_time(value:Float):Float
{
this.setFloat('uTime', value);
return time = value;
}
// The scale of the rain depends on the world coordinate system, so higher resolution makes
// the raindrops smaller. This parameter can be used to adjust the total scale of the scene.
// The size of the raindrops is proportional to the value of this parameter.
public var scale(default, set):Float = 1;
function set_scale(value:Float):Float
{
this.setFloat('uScale', value);
return scale = value;
}
// The intensity of the rain. Zero means no rain and one means the maximum amount of rain.
public var intensity(default, set):Float = 0.5;
function set_intensity(value:Float):Float
{
this.setFloat('uIntensity', value);
return intensity = value;
}
// the y coord of the puddle, used to mirror things
public var puddleY(default, set):Float = 0;
function set_puddleY(value:Float):Float
{
this.setFloat('uPuddleY', value);
return puddleY = value;
}
// the y scale of the puddle, the less this value the more the puddle effects squished
public var puddleScaleY(default, set):Float = 0;
function set_puddleScaleY(value:Float):Float
{
this.setFloat('uPuddleScaleY', value);
return puddleScaleY = value;
}
public var blurredScreen(default, set):BitmapData;
function set_blurredScreen(value:BitmapData):BitmapData
{
this.setBitmapData('uBlurredScreen', value);
return blurredScreen = value;
}
public var mask(default, set):BitmapData;
function set_mask(value:BitmapData):BitmapData
{
this.setBitmapData('uMask', value);
return mask = value;
}
public var lightMap(default, set):BitmapData;
function set_lightMap(value:BitmapData):BitmapData
{
this.setBitmapData('uLightMap', value);
return lightMap = value;
}
public var numLights(default, set):Int = 0;
function set_numLights(value:Int):Int
{
this.setInt('numLights', value);
return numLights = value;
}
public function new()
{
super(Assets.getText(Paths.frag('rain')));
}
public function update(elapsed:Float):Void
{
time += elapsed;
}
override function __processGLData(source:String, storageType:String):Void
{
super.__processGLData(source, storageType);
if (storageType == 'uniform')
{
lights = [
for (i in 0...MAX_LIGHTS)
{
position: addFloatUniform('lights[$i].position', 2),
color: addFloatUniform('lights[$i].color', 3),
radius: addFloatUniform('lights[$i].radius', 1),
}
];
}
}
@:access(openfl.display.ShaderParameter)
function addFloatUniform(name:String, length:Int):ShaderParameter<Float>
{
final res = new ShaderParameter<Float>();
res.name = name;
res.type = [null, FLOAT, FLOAT2, FLOAT3, FLOAT4][length];
res.__arrayLength = 1;
res.__isFloat = true;
res.__isUniform = true;
res.__length = length;
__paramFloat.push(res);
return res;
}
}

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@ -6,6 +6,7 @@ import funkin.util.Constants;
import funkin.Paths;
import funkin.Preferences;
import flixel.FlxG; // This one in particular causes a compile error if you're using macros.
import flixel.system.debug.watch.Tracker;
// These are great.
using Lambda;

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@ -0,0 +1,8 @@
package funkin.modding.base;
/**
* A script that can be tied to an FlxAtlasSprite
* Create a scripted class that extends FlxAtlasSprite to use this.
*/
@:hscriptClass
class ScriptedFlxAtlasSprite extends funkin.graphics.adobeanimate.FlxAtlasSprite implements HScriptedClass {}

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@ -0,0 +1,8 @@
package funkin.modding.base;
/**
* A script that can be tied to an FlxSprite.
* Create a scripted class that extends FlxSprite to use this.
*/
@:hscriptClass
class ScriptedFunkinSprite extends funkin.graphics.FunkinSprite implements HScriptedClass {}

View File

@ -38,7 +38,8 @@ class PauseSubState extends MusicBeatSubState
var practiceText:FlxText;
var exitingToMenu:Bool = false;
public var exitingToMenu:Bool = false;
var bg:FlxSprite;
var metaDataGrp:FlxTypedGroup<FlxSprite>;
@ -234,7 +235,7 @@ class PauseSubState extends MusicBeatSubState
if (PlayStatePlaylist.isStoryMode)
{
PlayStatePlaylist.reset();
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState()));
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
}
else
{

View File

@ -1,68 +1,79 @@
package funkin.play;
import funkin.ui.SwagCamera;
import flixel.addons.transition.FlxTransitionableSubState;
import funkin.ui.debug.charting.ChartEditorState;
import haxe.Int64;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.data.notestyle.NoteStyleData;
import funkin.data.notestyle.NoteStyleRegistry;
import flixel.addons.display.FlxPieDial;
import flixel.addons.transition.Transition;
import flixel.addons.display.FlxPieDial;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.FlxTransitionableSubState;
import flixel.addons.transition.FlxTransitionableSubState;
import flixel.addons.transition.Transition;
import flixel.addons.transition.Transition;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.input.keyboard.FlxKey;
import flixel.math.FlxMath;
import funkin.play.components.ComboMilestone;
import flixel.math.FlxPoint;
import funkin.play.components.HealthIcon;
import funkin.ui.MusicBeatSubState;
import flixel.math.FlxRect;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxBar;
import flixel.util.FlxColor;
import funkin.api.newgrounds.NGio;
import flixel.util.FlxTimer;
import funkin.api.newgrounds.NGio;
import funkin.audio.VoicesGroup;
import funkin.save.Save;
import funkin.audio.VoicesGroup;
import funkin.data.dialogue.ConversationRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.notestyle.NoteStyleData;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.song.SongData.SongCharacterData;
import funkin.data.song.SongData.SongEventData;
import funkin.data.song.SongData.SongNoteData;
import funkin.data.song.SongRegistry;
import funkin.data.stage.StageRegistry;
import funkin.Highscore.Tallies;
import funkin.input.PreciseInputManager;
import funkin.modding.events.ScriptEvent;
import funkin.ui.mainmenu.MainMenuState;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.components.ComboMilestone;
import funkin.play.components.HealthIcon;
import funkin.play.components.PopUpStuff;
import funkin.play.cutscene.dialogue.Conversation;
import funkin.play.cutscene.dialogue.Conversation;
import funkin.data.dialogue.ConversationRegistry;
import funkin.play.cutscene.VanillaCutscenes;
import funkin.play.cutscene.VideoCutscene;
import funkin.data.event.SongEventRegistry;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.NoteDirection;
import funkin.play.notes.NoteSplash;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.play.notes.Strumline;
import funkin.play.notes.SustainTrail;
import funkin.play.scoring.Scoring;
import funkin.play.song.Song;
import funkin.data.song.SongRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.song.SongData.SongEventData;
import funkin.data.song.SongData.SongNoteData;
import funkin.data.song.SongData.SongCharacterData;
import funkin.play.stage.Stage;
import funkin.ui.transition.LoadingState;
import funkin.play.components.PopUpStuff;
import funkin.ui.options.PreferencesMenu;
import funkin.save.Save;
import funkin.ui.debug.charting.ChartEditorState;
import funkin.ui.debug.stage.StageOffsetSubState;
import funkin.ui.mainmenu.MainMenuState;
import funkin.ui.MusicBeatSubState;
import funkin.ui.options.PreferencesMenu;
import funkin.ui.story.StoryMenuState;
import funkin.graphics.FunkinCamera;
import funkin.ui.transition.LoadingState;
import funkin.util.SerializerUtil;
import funkin.util.SortUtil;
import haxe.Int64;
import lime.ui.Haptic;
import openfl.display.BitmapData;
import openfl.geom.Rectangle;
import openfl.Lib;
#if discord_rpc
import Discord.DiscordClient;
#end
@ -445,6 +456,17 @@ class PlayState extends MusicBeatSubState
return this.subState != null;
}
var isExitingViaPauseMenu(get, never):Bool;
function get_isExitingViaPauseMenu():Bool
{
if (this.subState == null) return false;
if (!Std.isOfType(this.subState, PauseSubState)) return false;
var pauseSubState:PauseSubState = cast this.subState;
return pauseSubState.exitingToMenu;
}
/**
* Data for the current difficulty for the current song.
* Includes chart data, scroll speed, and other information.
@ -885,7 +907,7 @@ class PlayState extends MusicBeatSubState
// TODO: Add a song event for Handle GF dance speed.
// Handle player death.
if (!isInCutscene && !disableKeys && !_exiting)
if (!isInCutscene && !disableKeys)
{
// RESET = Quick Game Over Screen
if (controls.RESET)
@ -1282,7 +1304,7 @@ class PlayState extends MusicBeatSubState
*/
function initCameras():Void
{
camGame = new SwagCamera();
camGame = new FunkinCamera();
camGame.bgColor = BACKGROUND_COLOR; // Show a pink background behind the stage.
camHUD = new FlxCamera();
camHUD.bgColor.alpha = 0; // Show the game scene behind the camera.
@ -1739,7 +1761,7 @@ class PlayState extends MusicBeatSubState
*/
function resyncVocals():Void
{
if (_exiting || vocals == null) return;
if (vocals == null) return;
// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
if (!FlxG.sound.music.playing) return;
@ -1965,7 +1987,7 @@ class PlayState extends MusicBeatSubState
// Mute vocals and play miss animation, but don't penalize.
vocals.playerVolume = 0;
currentStage.getBoyfriend().playSingAnimation(holdNote.noteData.getDirection(), true);
if (currentStage != null && currentStage.getBoyfriend() != null) currentStage.getBoyfriend().playSingAnimation(holdNote.noteData.getDirection(), true);
}
}
}
@ -2519,8 +2541,8 @@ class PlayState extends MusicBeatSubState
{
FlxG.sound.playMusic(Paths.music('freakyMenu/freakyMenu'));
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
// transIn = FlxTransitionableState.defaultTransIn;
// transOut = FlxTransitionableState.defaultTransOut;
// TODO: Rework week unlock logic.
// StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;

View File

@ -352,11 +352,11 @@ class ResultState extends MusicBeatSubState
{
if (params.storyMode)
{
FlxG.switchState(() -> new StoryMenuState());
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker)));
}
else
{
FlxG.switchState(() -> new FreeplayState());
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new FreeplayState(null, sticker)));
}
}

View File

@ -1,10 +1,17 @@
package funkin.play.stage;
import openfl.display.BlendMode;
import funkin.graphics.framebuffer.FrameBufferManager;
import flixel.util.FlxColor;
import funkin.graphics.framebuffer.SpriteCopy;
import funkin.graphics.FunkinCamera;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxShader;
import flixel.util.FlxSort;
import openfl.display.BitmapData;
import flixel.util.FlxColor;
import funkin.modding.IScriptedClass;
import funkin.modding.events.ScriptEvent;
@ -46,6 +53,13 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
return _data?.cameraZoom ?? 1.0;
}
var frameBufferMan:FrameBufferManager;
/**
* The texture that has the mask information. Used for shader effects.
*/
public var maskTexture:BitmapData;
var namedProps:Map<String, StageProp> = new Map<String, StageProp>();
var characters:Map<String, BaseCharacter> = new Map<String, BaseCharacter>();
var boppers:Array<Bopper> = new Array<Bopper>();
@ -75,6 +89,10 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
*/
public function onCreate(event:ScriptEvent):Void
{
if (frameBufferMan != null) frameBufferMan.dispose();
frameBufferMan = new FrameBufferManager(FlxG.camera);
setupFrameBuffers();
buildStage();
this.refresh();
@ -701,6 +719,11 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
{
debugIconGroup = null;
}
if (frameBufferMan != null)
{
frameBufferMan.dispose();
}
}
/**
@ -724,13 +747,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
}
}
public function onUpdate(event:UpdateScriptEvent)
{
if (FlxG.keys.justPressed.F3)
{
debugIconGroup.visible = !debugIconGroup.visible;
}
}
public function onUpdate(event:UpdateScriptEvent) {}
public override function kill()
{
@ -753,6 +770,53 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
return Sprite;
}
override function draw():Void
{
if (frameBufferMan != null)
{
frameBufferMan.lock();
}
super.draw();
if (frameBufferMan != null)
{
frameBufferMan.unlock();
}
frameBuffersUpdated();
}
/**
* Called when the frame buffer manager is ready.
* Create frame buffers inside this method.
*/
function setupFrameBuffers():Void {}
/**
* Called when all the frame buffers are updated. If you need any
* frame buffers before `grabScreen()`, make sure you
* grab the screen inside this method since it immediately uses the
* frame buffers.
*/
function frameBuffersUpdated():Void {}
/**
* Grabs the current screen and returns it as a bitmap data. You can sefely modify it.
* @param applyFilters if this is `true`, the filters set to the camera will be applied to the resulting bitmap
* @return the grabbed screen
*/
function grabScreen(applyFilters:Bool):BitmapData
{
if (Std.isOfType(FlxG.camera, FunkinCamera))
{
final cam:FunkinCamera = cast FlxG.camera;
return cam.grabScreen(applyFilters);
}
else
{
FlxG.log.error('cannot grab the screen: the main camera is not grabbable');
return null;
}
}
static function _fetchData(id:String):Null<StageData>
{
return StageRegistry.instance.parseEntryDataWithMigration(id, StageRegistry.instance.fetchEntryVersion(id));

View File

@ -16,7 +16,7 @@ import funkin.input.Controls;
/**
* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
*/
class MusicBeatSubState extends FlxTransitionableSubState implements IEventHandler
class MusicBeatSubState extends FlxSubState implements IEventHandler
{
public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;

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@ -1,103 +0,0 @@
package funkin.ui;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.math.FlxPoint;
import funkin.util.MathUtil;
class SwagCamera extends FlxCamera
{
/**
* properly follow framerate
* most of this just copied from FlxCamera,
* only lines 96 and 97 are changed
*/
override public function updateFollow():Void
{
// Either follow the object closely,
// or double check our deadzone and update accordingly.
if (deadzone == null)
{
target.getMidpoint(_point);
_point.addPoint(targetOffset);
focusOn(_point);
}
else
{
var edge:Float;
var targetX:Float = target.x + targetOffset.x;
var targetY:Float = target.y + targetOffset.y;
if (style == SCREEN_BY_SCREEN)
{
if (targetX >= (scroll.x + width))
{
_scrollTarget.x += width;
}
else if (targetX < scroll.x)
{
_scrollTarget.x -= width;
}
if (targetY >= (scroll.y + height))
{
_scrollTarget.y += height;
}
else if (targetY < scroll.y)
{
_scrollTarget.y -= height;
}
}
else
{
edge = targetX - deadzone.x;
if (_scrollTarget.x > edge)
{
_scrollTarget.x = edge;
}
edge = targetX + target.width - deadzone.x - deadzone.width;
if (_scrollTarget.x < edge)
{
_scrollTarget.x = edge;
}
edge = targetY - deadzone.y;
if (_scrollTarget.y > edge)
{
_scrollTarget.y = edge;
}
edge = targetY + target.height - deadzone.y - deadzone.height;
if (_scrollTarget.y < edge)
{
_scrollTarget.y = edge;
}
}
if ((target is FlxSprite))
{
if (_lastTargetPosition == null)
{
_lastTargetPosition = FlxPoint.get(target.x, target.y); // Creates this point.
}
_scrollTarget.x += (target.x - _lastTargetPosition.x) * followLead.x;
_scrollTarget.y += (target.y - _lastTargetPosition.y) * followLead.y;
_lastTargetPosition.x = target.x;
_lastTargetPosition.y = target.y;
}
if (followLerp >= 60 / FlxG.updateFramerate)
{
scroll.copyFrom(_scrollTarget); // no easing
}
else
{
// THIS THE PART THAT ACTUALLY MATTERS LOL
scroll.x = MathUtil.coolLerp(scroll.x, _scrollTarget.x, followLerp);
scroll.y = MathUtil.coolLerp(scroll.y, _scrollTarget.y, followLerp);
// scroll.x += (_scrollTarget.x - scroll.x) * MathUtil.cameraLerp(followLerp);
// scroll.y += (_scrollTarget.y - scroll.y) * MathUtil.cameraLerp(followLerp);
}
}
}
}

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@ -8,6 +8,7 @@ import flixel.FlxSprite;
import flixel.FlxSubState;
import flixel.graphics.FlxGraphic;
import flixel.group.FlxGroup.FlxTypedGroup;
import funkin.graphics.FunkinCamera;
import flixel.group.FlxSpriteGroup;
import flixel.input.keyboard.FlxKey;
import flixel.input.mouse.FlxMouseEvent;
@ -2094,7 +2095,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
loadPreferences();
uiCamera = new FlxCamera();
uiCamera = new FunkinCamera();
FlxG.cameras.reset(uiCamera);
buildDefaultSongData();
@ -5380,7 +5381,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
// Kill and replace the UI camera so it doesn't get destroyed during the state transition.
uiCamera.kill();
FlxG.cameras.remove(uiCamera, false);
FlxG.cameras.reset(new FlxCamera());
FlxG.cameras.reset(new FunkinCamera());
this.persistentUpdate = false;
this.persistentDraw = false;

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@ -14,6 +14,7 @@ import flixel.group.FlxSpriteGroup;
import flixel.input.touch.FlxTouch;
import flixel.math.FlxAngle;
import flixel.math.FlxMath;
import funkin.graphics.FunkinCamera;
import flixel.math.FlxPoint;
import flixel.system.debug.watch.Tracker.TrackerProfile;
import flixel.text.FlxText;
@ -573,7 +574,7 @@ class FreeplayState extends MusicBeatSubState
var swag:Alphabet = new Alphabet(1, 0, "swag");
var funnyCam = new FlxCamera(0, 0, FlxG.width, FlxG.height);
var funnyCam = new FunkinCamera(0, 0, FlxG.width, FlxG.height);
funnyCam.bgColor = FlxColor.TRANSPARENT;
FlxG.cameras.add(funnyCam);

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@ -13,6 +13,7 @@ import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.input.touch.FlxTouch;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import funkin.graphics.FunkinCamera;
import flixel.tweens.FlxTween;
import funkin.ui.MusicBeatState;
import flixel.util.FlxTimer;
@ -152,7 +153,7 @@ class MainMenuState extends MusicBeatState
function resetCamStuff()
{
FlxG.cameras.reset(new SwagCamera());
FlxG.cameras.reset(new FunkinCamera());
FlxG.camera.follow(camFollow, null, 0.06);
}

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@ -4,6 +4,7 @@ import funkin.util.InputUtil;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSprite;
import funkin.graphics.FunkinCamera;
import flixel.group.FlxGroup;
import flixel.input.actions.FlxActionInput;
import flixel.input.gamepad.FlxGamepadInputID;
@ -47,7 +48,7 @@ class ControlsMenu extends funkin.ui.options.OptionsState.Page
{
super();
menuCamera = new FlxCamera();
menuCamera = new FunkinCamera();
FlxG.cameras.add(menuCamera, false);
menuCamera.bgColor = 0x0;
camera = menuCamera;

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@ -6,6 +6,7 @@ import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
import funkin.ui.AtlasText.AtlasFont;
import funkin.ui.options.OptionsState.Page;
import funkin.graphics.FunkinCamera;
import funkin.ui.TextMenuList.TextMenuItem;
class PreferencesMenu extends Page
@ -20,7 +21,7 @@ class PreferencesMenu extends Page
{
super();
menuCamera = new SwagCamera();
menuCamera = new FunkinCamera();
FlxG.cameras.add(menuCamera, false);
menuCamera.bgColor = 0x0;
camera = menuCamera;

View File

@ -116,10 +116,19 @@ class StickerSubState extends MusicBeatSubState
{
grpStickers.cameras = FlxG.cameras.list;
if (dipshit != null)
/*
if (dipshit != null)
{
FlxG.removeChild(dipshit);
dipshit = null;
}
*/
if (grpStickers.members == null || grpStickers.members.length == 0)
{
FlxG.removeChild(dipshit);
dipshit = null;
switchingState = false;
close();
return;
}
for (ind => sticker in grpStickers.members)
@ -232,18 +241,23 @@ class StickerSubState extends MusicBeatSubState
if (ind == grpStickers.members.length - 1)
{
switchingState = true;
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
dipshit = new Sprite();
var scrn:BitmapData = new BitmapData(FlxG.width, FlxG.height, true, 0x00000000);
var mat:Matrix = new Matrix();
scrn.draw(grpStickers.cameras[0].canvas, mat);
// I think this grabs the screen and puts it under the stickers?
// Leaving this commented out rather than stripping it out because it's cool...
/*
dipshit = new Sprite();
var scrn:BitmapData = new BitmapData(FlxG.width, FlxG.height, true, 0x00000000);
var mat:Matrix = new Matrix();
scrn.draw(grpStickers.cameras[0].canvas, mat);
var bitmap:Bitmap = new Bitmap(scrn);
var bitmap:Bitmap = new Bitmap(scrn);
dipshit.addChild(bitmap);
FlxG.addChildBelowMouse(dipshit);
dipshit.addChild(bitmap);
// FlxG.addChildBelowMouse(dipshit);
*/
FlxG.switchState(() -> targetState(this));
}

View File

@ -22,6 +22,17 @@ class WatchPlugin extends FlxBasic
{
super.update(elapsed);
var stateClassName = Type.getClassName(Type.getClass(FlxG.state));
FlxG.watch.addQuick("currentState", stateClassName);
var subStateClassNames = [];
var subState = FlxG.state.subState;
while (subState != null)
{
subStateClassNames.push(Type.getClassName(Type.getClass(subState)));
subState = subState.subState;
}
FlxG.watch.addQuick("currentSubStates", subStateClassNames.join(", "));
FlxG.watch.addQuick("songPosition", Conductor.instance.songPosition);
FlxG.watch.addQuick("songPositionNoOffset", Conductor.instance.songPosition + Conductor.instance.instrumentalOffset);
FlxG.watch.addQuick("musicTime", FlxG.sound?.music?.time ?? 0.0);