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Merge pull request #496 from FunkinCrew/04-16-some_cleanins_with_letter_sorts

some cleanins with letter sorts
This commit is contained in:
Cameron Taylor 2024-04-21 17:24:29 -04:00 committed by GitHub
commit d1c5449fa8
3 changed files with 103 additions and 113 deletions

View file

@ -550,7 +550,8 @@
{
"props": {
"policy": "onlySingle",
"allowException": true
"allowException": true,
"severity": "IGNORE"
},
"type": "StringLiteral"
},

View file

@ -539,47 +539,14 @@ class FreeplayState extends MusicBeatSubState
* Given the current filter, rebuild the current song list.
*
* @param filterStuff A filter to apply to the song list (regex, startswith, all, favorite)
* @param force
* @param force Whether the capsules should "jump" back in or not using their animation
* @param onlyIfChanged Only apply the filter if the song list has changed
*/
public function generateSongList(filterStuff:Null<SongFilter>, force:Bool = false, onlyIfChanged:Bool = true):Void
{
var tempSongs:Array<FreeplaySongData> = songs;
if (filterStuff != null)
{
switch (filterStuff.filterType)
{
case REGEXP:
// filterStuff.filterData has a string with the first letter of the sorting range, and the second one
// this creates a filter to return all the songs that start with a letter between those two
// if filterData looks like "A-C", the regex should look something like this: ^[A-C].*
// to get every song that starts between A and C
var filterRegexp:EReg = new EReg('^[' + filterStuff.filterData + '].*', 'i');
tempSongs = tempSongs.filter(str -> {
if (str == null) return true; // Random
return filterRegexp.match(str.songName);
});
case STARTSWITH:
// extra note: this is essentially a "search"
tempSongs = tempSongs.filter(str -> {
if (str == null) return true; // Random
return str.songName.toLowerCase().startsWith(filterStuff.filterData);
});
case ALL:
// no filter!
case FAVORITE:
tempSongs = tempSongs.filter(str -> {
if (str == null) return true; // Random
return str.isFav;
});
default:
// return all on default
}
}
if (filterStuff != null) tempSongs = sortSongs(tempSongs, filterStuff);
// Filter further by current selected difficulty.
if (currentDifficulty != null)
@ -657,6 +624,48 @@ class FreeplayState extends MusicBeatSubState
changeDiff();
}
/**
* Filters an array of songs based on a filter
* @param songsToFilter What data to use when filtering
* @param songFilter The filter to apply
* @return Array<FreeplaySongData>
*/
public function sortSongs(songsToFilter:Array<FreeplaySongData>, songFilter:SongFilter):Array<FreeplaySongData>
{
switch (songFilter.filterType)
{
case REGEXP:
// filterStuff.filterData has a string with the first letter of the sorting range, and the second one
// this creates a filter to return all the songs that start with a letter between those two
// if filterData looks like "A-C", the regex should look something like this: ^[A-C].*
// to get every song that starts between A and C
var filterRegexp:EReg = new EReg('^[' + songFilter.filterData + '].*', 'i');
songsToFilter = songsToFilter.filter(str -> {
if (str == null) return true; // Random
return filterRegexp.match(str.songName);
});
case STARTSWITH:
// extra note: this is essentially a "search"
songsToFilter = songsToFilter.filter(str -> {
if (str == null) return true; // Random
return str.songName.toLowerCase().startsWith(songFilter.filterData);
});
case ALL:
// no filter!
case FAVORITE:
songsToFilter = songsToFilter.filter(str -> {
if (str == null) return true; // Random
return str.isFav;
});
default:
// return all on default
}
return songsToFilter;
}
var touchY:Float = 0;
var touchX:Float = 0;
var dxTouch:Float = 0;

View file

@ -39,7 +39,6 @@ class LetterSort extends FlxTypedSpriteGroup<FlxSprite>
var letter:FreeplayLetter = new FreeplayLetter(i * 80, 0, i);
letter.x += 50;
letter.y += 50;
letter.ogY = y;
// letter.visible = false;
add(letter);
@ -82,6 +81,26 @@ class LetterSort extends FlxTypedSpriteGroup<FlxSprite>
}
public function changeSelection(diff:Int = 0):Void
{
doLetterChangeAnims(diff);
var multiPosOrNeg:Float = diff > 0 ? 1 : -1;
// if we're moving left (diff < 0), we want control of the right arrow, and vice versa
var arrowToMove:FlxSprite = diff < 0 ? leftArrow : rightArrow;
arrowToMove.offset.x = 3 * multiPosOrNeg;
new FlxTimer().start(2 / 24, function(_) {
arrowToMove.offset.x = 0;
});
}
/**
* Buncho timers and stuff to move the letters and seperators
* Seperated out so we can call it again on letters with songs within them
* @param diff
*/
function doLetterChangeAnims(diff:Int):Void
{
var ezTimer:Int->FlxSprite->Float->Void = function(frameNum:Int, spr:FlxSprite, offsetNum:Float) {
new FlxTimer().start(frameNum / 24, function(_) {
@ -91,84 +110,39 @@ class LetterSort extends FlxTypedSpriteGroup<FlxSprite>
var positions:Array<Float> = [-10, -22, 2, 0];
if (diff < 0)
// if we're moving left, we want to move the positions the same amount, but negative direciton
var multiPosOrNeg:Float = diff > 0 ? 1 : -1;
for (sep in grpSeperators)
{
for (sep in grpSeperators)
{
ezTimer(0, sep, positions[0]);
ezTimer(1, sep, positions[1]);
ezTimer(2, sep, positions[2]);
ezTimer(3, sep, positions[3]);
}
for (index => letter in letters)
{
letter.offset.x = positions[0];
new FlxTimer().start(1 / 24, function(_) {
letter.offset.x = positions[1];
if (index == 0) letter.visible = false;
});
new FlxTimer().start(2 / 24, function(_) {
letter.offset.x = positions[2];
if (index == 0.) letter.visible = true;
});
if (index == 2)
{
ezTimer(3, letter, 0);
// letter.offset.x = 0;
continue;
}
ezTimer(3, letter, positions[3]);
}
leftArrow.offset.x = 3;
new FlxTimer().start(2 / 24, function(_) {
leftArrow.offset.x = 0;
});
ezTimer(0, sep, positions[0] * multiPosOrNeg);
ezTimer(1, sep, positions[1] * multiPosOrNeg);
ezTimer(2, sep, positions[2] * multiPosOrNeg);
ezTimer(3, sep, positions[3] * multiPosOrNeg);
}
else if (diff > 0)
for (index => letter in letters)
{
for (sep in grpSeperators)
{
ezTimer(0, sep, -positions[0]);
ezTimer(1, sep, -positions[1]);
ezTimer(2, sep, -positions[2]);
ezTimer(3, sep, -positions[3]);
}
// same timing and functions and shit as the left one... except to the right!!
letter.offset.x = positions[0] * multiPosOrNeg;
for (index => letter in letters)
{
letter.offset.x = -positions[0];
new FlxTimer().start(1 / 24, function(_) {
letter.offset.x = -positions[1];
if (index == 0) letter.visible = false;
});
new FlxTimer().start(2 / 24, function(_) {
letter.offset.x = -positions[2];
if (index == 0) letter.visible = true;
});
if (index == 2)
{
ezTimer(3, letter, 0);
// letter.offset.x = 0;
continue;
}
ezTimer(3, letter, -positions[3]);
}
rightArrow.offset.x = -3;
new FlxTimer().start(2 / 24, function(_) {
rightArrow.offset.x = 0;
new FlxTimer().start(1 / 24, function(_) {
letter.offset.x = positions[1] * multiPosOrNeg;
if (index == 0) letter.visible = false;
});
new FlxTimer().start(2 / 24, function(_) {
letter.offset.x = positions[2] * multiPosOrNeg;
if (index == 0.) letter.visible = true;
});
if (index == 2)
{
ezTimer(3, letter, 0);
// letter.offset.x = 0;
continue;
}
ezTimer(3, letter, positions[3] * multiPosOrNeg);
}
curSelection += diff;
@ -182,6 +156,9 @@ class LetterSort extends FlxTypedSpriteGroup<FlxSprite>
}
}
/**
* The actual FlxAtlasSprite for the letters, with their animation code stuff and regex stuff
*/
class FreeplayLetter extends FlxAtlasSprite
{
/**
@ -201,8 +178,6 @@ class FreeplayLetter extends FlxAtlasSprite
*/
public var curLetter:Int = 0;
public var ogY:Float = 0;
public function new(x:Float, y:Float, ?letterInd:Int)
{
super(x, y, Paths.animateAtlas("freeplay/sortedLetters"));
@ -231,6 +206,11 @@ class FreeplayLetter extends FlxAtlasSprite
}
}
/**
* Changes the letter graphic/anim, used in the LetterSort class above
* @param diff -1 or 1, to go left or right in the animation array
* @param curSelection what the current letter selection is, to play the bouncing anim if it matches the current letter
*/
public function changeLetter(diff:Int = 0, ?curSelection:Int):Void
{
curLetter += diff;
@ -238,7 +218,7 @@ class FreeplayLetter extends FlxAtlasSprite
if (curLetter < 0) curLetter = regexLetters.length - 1;
if (curLetter >= regexLetters.length) curLetter = 0;
var animName:String = animLetters[curLetter] + " move";
var animName:String = animLetters[curLetter] + ' move';
switch (animLetters[curLetter])
{